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用于双平面计算机生成全息显示的菲涅耳乒乓算法。

Fresnel ping-pong algorithm for two-plane computer-generated hologram display.

作者信息

Dorsch R G, Lohmann A W, Sinzinger S

出版信息

Appl Opt. 1994 Feb 10;33(5):869-75. doi: 10.1364/AO.33.000869.

Abstract

Image formation of three-dimensional objects suffers from out-of-focus noise if the light is coherent. Nevertheless, it is possible to generate two noiseless image intensities (I(A)and I(B)) at two depth locations by means of a single computer hologram. The phases related to I(A) and I(B) provide design freedom. To accomplish this goal, we use a ping-pong algorithm that bounces back and fourth between the two planes. Our ping-pong algorithm is the fourth member of a family of algorithms. The first member is known as the Gerchberg-Saxton algorithm. Basic considerations and experimental results are presented. Details of the algorithm are explained in Appendix A.

摘要

如果光是相干的,三维物体的成像会受到离焦噪声的影响。然而,通过单个计算机全息图可以在两个深度位置生成两个无噪声的图像强度(I(A)和I(B))。与I(A)和I(B)相关的相位提供了设计自由度。为了实现这一目标,我们使用一种在两个平面之间来回反弹的乒乓算法。我们的乒乓算法是一系列算法中的第四个成员。第一个成员是著名的格尔奇贝格-萨克斯顿算法。本文给出了基本考虑因素和实验结果。算法的详细信息在附录A中解释。

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