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Interactive three-dimensional holographic displays: seeing the future in depth

Published: 01 May 1997 Publication History

Abstract

Computer graphics is confined chiefly to flat images. Images may look three-dimensional (3D), and sometimes create the illusion of 3D when displayed, for example, on a stereoscopic display [16, 13, 12]. Nevertheless, when viewing an image on most display systems, the human visual system (HVS) sees a flat plane of pixels. Volumetric displays can create a 3D computer graphics image, but fail to provide many visual depth cues (e.g. shading texture gradients) and cannot provide the powerful depth cue of overlap (occlusion). Discrete parallax displays (such as lenticular displays) promise to create 3D images with all of the depth cues, but are limited by achievable resolution. Only a real-time electronic holographic ("holovideo") display [11, 6, 8, 7, 9, 21, 22, 20, 2] can create a truly 3D computer graphics image with all of the depth cues (motion parallax, ocular accommodation, occlusion, etc.) and resolution sufficient to provide extreme realism [13]. Holovideo displays promise to enhance numerous applications in the creation and manipulation of information, including telepresence, education, medical imaging, interactive design and scientific visualization.The technology of electronic interactive three-dimensional holographic displays is in its first decade. Though fancied in popular science fiction, only recently have researchers created the first real holovideo systems by confronting the two basic requirements of electronic holography: computational speed and high-bandwidth modulation of visible light. This article describes the approaches used to address these problems, as well as emerging technologies and techniques that provide firm footing for the development of practical holovideo.

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Published In

cover image ACM SIGGRAPH Computer Graphics
ACM SIGGRAPH Computer Graphics  Volume 31, Issue 2
May 1997
61 pages
ISSN:0097-8930
DOI:10.1145/271283
Issue’s Table of Contents

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 01 May 1997
Published in SIGGRAPH Volume 31, Issue 2

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  • (2023)Realistic Defocus Blur for Multiplane Computer-Generated Holography2023 IEEE Conference Virtual Reality and 3D User Interfaces (VR)10.1109/VR55154.2023.00057(418-426)Online publication date: Mar-2023
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