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Proceedings Paper

Real-time shader rendering of holographic stereograms
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Paper 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.

Paper Details

Date Published: 3 February 2009
PDF: 12 pages
Proc. SPIE 7233, Practical Holography XXIII: Materials and Applications, 723302 (3 February 2009); doi: 10.1117/12.808999
Show Author Affiliations
Quinn Y. J. Smithwick, MIT Media Lab. (United States)
James Barabas, MIT Media Lab. (United States)
Daniel E. Smalley, MIT Media Lab. (United States)
V. Michael Bove, MIT Media Lab. (United States)

Published in SPIE Proceedings Vol. 7233:
Practical Holography XXIII: Materials and Applications
Hans I. Bjelkhagen; Raymond K. Kostuk, Editor(s)

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