Abstract
This chapter reviews the first 20 years of interactive electro-holographic displays and holographic video – from first instance in 1990 through recent innovations in computational approaches and photonic modulation schemes. The enormous computational and photonic challenges required to interactively generate three-dimensional (3D) holographic images are examined, along with descriptions of techniques used to overcome the limitations on holographic computation and high-bandwidth photonic modulation. Included are the techniques of bipolar fringe computation diffraction-specific fringe computation, and utilization of computer graphics hardware as well the scanned acousto-optic modulation technique (used in early display systems) and the liquid-crystal modulation technologies used in recent holographic displays.
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Abbreviations
- AOM:
-
Acousto-optic Modulator
- DMD:
-
Digital Micro-mirror Device
- GPU:
-
Graphical Processing Unit
- Hogel:
-
Holographic Element
- HPO:
-
Horizontal-Parallax-Only
- MAC:
-
Multiplication Accumulation
- SLM:
-
Spatial Light Modulator
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Further Reading
Benton SA, Bove Jr VM (2008) Holographic imaging. Wiley-Interscience, Hoboken. ISBN-13: 978-0470068069
Benton SA (2001) Selected papers on three-dimensional displays. SPIE Optical Engineering Press, Bellingham
Dodgson NA (2005) Autostereoscopic 3D displays. Computer 38(8):31–36
McAllister DF (ed) (1993) Stereo computer graphics and other true 3D technologies. Princeton University Press, Princeton
Slinger C, Cameron C, Stanley M (2005) Computer-generated holography as a generic display technology. Computer 38(8):46–53
Acknowledgments
The author would like to acknowledge the support of the following: the Department of Defense of the United States of America, and in particular the Defense Advanced Research Projects Agency (DARPA) and the Air Force Research Laboratory (AFRL); Zebra Imaging, Inc.; the late Professor Stephen A. Benton of the Massachusetts Institute of Technology, and our former colleagues who helped make early holovideo possible, including Michael Halle, Mary Lou Jepsen, Nicholas Negroponte, Wendy Plesniak, Pierre St. Hilaire, John D. Sutter, John Underkoffler and Hiroshi Yoshikawa.
The RealityEngine2 graphics framebuffer system was manufactured by Silicon Graphics, Inc., Mountain View, CA. It is the forerunner of video cards and graphics cards, such as the GPU-based technologies from nVidia Corp., AMD Corp. (and its Ati technology) and Intel Corp.
Some portions of this chapter are based on a previous publication by the author in SIGGRAPH’s “Current, New, and Emerging Display Systems,” Computer Graphics (A publication of ACM SIGGRAPH) Volume 31, Number 2, pp. 63–67, 1997 May.
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Lucente, M.E. (2012). Electronic Holographic Displays – 20 Years of Interactive Spatial Imaging. In: Chen, J., Cranton, W., Fihn, M. (eds) Handbook of Visual Display Technology. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-79567-4_119
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DOI: https://doi.org/10.1007/978-3-540-79567-4_119
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