Paper
3 February 2009 Real-time shader rendering of holographic stereograms
Author Affiliations +
Abstract
Horizontal-parallax-only holographic stereograms of nearly SDTV resolution (336 pixels by 440 lines by 96 views) of textured and normal-mapped models (500 polygons) are rendered at interactive rates (10 frames/second) on a single dual-head commodity graphics processor for use on MIT's third-generation electro-holographic display. The holographic fringe pattern is computed by a diffraction specific holographic stereogram algorithm designed for efficient parallelized vector implementation using OpenGL and Cg vertex/fragment shaders. The algorithm concentrates on lightfield reconstruction by holographic fringes rather than the computation of the interferometric process of creating the holographic fringes.
© (2009) COPYRIGHT Society of Photo-Optical Instrumentation Engineers (SPIE). Downloading of the abstract is permitted for personal use only.
Quinn Y. J. Smithwick, James Barabas, Daniel E. Smalley, and V. Michael Bove Jr. "Real-time shader rendering of holographic stereograms", Proc. SPIE 7233, Practical Holography XXIII: Materials and Applications, 723302 (3 February 2009); https://doi.org/10.1117/12.808999
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Cited by 29 scholarly publications and 1 patent.
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KEYWORDS
Holograms

Holography

Modulation

Visualization

Volume rendering

Stereo holograms

Cameras

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