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Real-time shader rendering of holographic stereograms

Author(s)
Smalley, Daniel E.; Barabas, James D.; Smithwick, Quinn Y. J.; Bove, V. Michael, Jr.
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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.
Date issued
2009-02
URI
http://hdl.handle.net/1721.1/53721
Department
Massachusetts Institute of Technology. Media Laboratory
Journal
Proceedings of SPIE--the International Society for Optical Engineering
Publisher
Society of Photo-Optical Instrumentation Engineers
Citation
Smithwick, Quinn Y. J. et al. “Real-time shader rendering of holographic stereograms.” Practical Holography XXIII: Materials and Applications. Ed. Hans I. Bjelkhagen & Raymond K. Kostuk. San Jose, CA, USA: SPIE, 2009. 723302-12. © 2009 SPIE
Version: Final published version
ISSN
0277-786X

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