Kim Seung-Cheol, Kim Eun-Soo
3D Display Research Center, Department of Electronic Engineering, Kwangwoon University, Nowon-Gu, Seoul, Korea.
Appl Opt. 2008 Jul 1;47(19):D55-62. doi: 10.1364/ao.47.000d55.
Several approaches for increasing the speed in computation of the digital holograms of three-dimensional objects have been presented with applications to real-time display of holographic images. Among them, a look-up table (LUT) approach, in which the precalculated principal fringe patterns for all possible image points of the object are provided, has gained a large speed increase in generation of computer-generated holograms. But the greatest drawback of this method is the enormous memory size of the LUT. A novel approach to dramatically reduce the size of the conventional LUT, still keeping its advantage of fast computational speed, is proposed, which is called here a novel LUT (N-LUT) method. A three-dimensional object can be treated as a set of image planes discretely sliced in the z direction, in which each image plane having a fixed depth is approximated as some collection of self-luminous object points of light. In the proposed method, only the fringe patterns of the center points on each image plane are precalculated, called principal fringe patterns (PFPs) and stored in the LUT. Then, the fringe patterns for other object points on each image plane can be obtained by simply shifting this precalculated PFP according to the displaced values from the center to those points and adding them together. Some experimental results reveal that the computational speed and the required memory size of the proposed approach are found to be 69.5 times faster than that of the ray-tracing method and 744 times smaller than that of the conventional LUT method, respectively.
已经提出了几种提高三维物体数字全息图计算速度的方法,并将其应用于全息图像的实时显示。其中,查找表(LUT)方法,即提供物体所有可能像点的预先计算的主条纹图案,在生成计算机生成全息图方面实现了大幅提速。但该方法最大的缺点是查找表的内存占用极大。本文提出了一种新颖的方法,在大幅减小传统查找表大小的同时,仍保留其计算速度快的优势,这里称之为新颖查找表(N-LUT)方法。三维物体可视为在z方向离散切片的一组像平面,其中每个具有固定深度的像平面近似为一些自发光物点的集合。在所提出的方法中,仅预先计算每个像平面上中心点的条纹图案,即主条纹图案(PFP)并存储在查找表中。然后,通过根据从中心点到其他物点的位移值简单地移动预先计算的PFP并将它们相加,即可获得每个像平面上其他物点的条纹图案。一些实验结果表明,所提方法的计算速度和所需内存大小分别比光线追踪方法快69.5倍,比传统查找表方法小744倍。