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COVER FEATURE




                      Computer-Generated
                      Holography as a
                      Generic Display
                      Technology
                       Computer-generated holography is a powerful technology suitable for a
                       wide range of display types, including 2D, stereoscopic, autostereoscopic,
                       volumetric, and true 3D imaging. Although CGH-based display systems are
                       currently too expensive for many applications, they will become a viable
                       alternative in the near future.



     Chris Slinger


                      I
                           nvented in 1947 by Dennis Gabor, hologra-                • offers unprecedented wavefront control by
     Colin                 phy—from the Greek holos, for whole—is a                   making it easy to store, manipulate, transmit,
                           3D display technique that involves using inter-            and replicate holographic data.
     Cameron
                           ference and diffraction to record and recon-
     Maurice               struct optical wavefronts. Holography’s unique           Although CGH-based display systems can be
     Stanley          ability to generate accurately both the amplitude           built today, their high cost makes them impractical
     QinetiQ          and phase of light waves enables applications               for many applications. However, as compute power
                      beyond those limited by the light manipulation              and optical hardware costs decrease, CGH displays
                      capabilities of lens- or mirror-based systems.              will become a viable alternative in the near future.
                         Computer-generated holography is an emerging
                      technology, made possible by increasingly powerful          ADVANTAGES
                      computers, that avoids the interferometric recording           CGH provides flexible control of light, making
                      step in conventional hologram formation. Instead, as        it suitable for a wide range of display types, includ-
                      Figure 1 shows, a computer calculates a holographic         ing 2D, stereoscopic, autostereoscopic, volumetric,
                      fringe pattern that it then uses to set the optical prop-   and true 3D imaging. CGH-based display technol-
                      erties of a spatial light modulator, such as a liquid       ogy can produce systems with unique characteris-
                      crystal microdisplay. The SLM then diffracts the read-      tics impossible to achieve with conventional
                      out light wave, in a manner similar to a standard holo-     approaches.
                      gram, to yield the desired optical wavefront.
                         Compared to conventional holographic ap-                 Optical efficiency
                      proaches, CGH                                                  Using a pure-phase analog SLM, it is possible to
                                                                                  diffract nearly all light falling onto the SLM into
                        • does not rely on the availability of specialized        the desired image. Conventional displays are often
                          holographic recording materials;                        highly inefficient because they use some form of
                        • can synthesize optical wavefronts without hav-          absorption or attenuation to vary pixels’ gray lev-
                          ing to record a physical manifestation of               els. In addition, all the light falling onto a computer-
                          them—for example, it can generate 3D images             generated hologram can be diffracted to any pixel
                          of nonexistent objects; and                             of the image, resulting in very high dynamic ranges.

46               Computer                         Published by the IEEE Computer Society                          0018-9162/05/$20.00 © 2005 IEEE
Figure 1. Computer-
                                                   SLM displaying holographic                                       generated
                              Input: Laser         fringe pattern
                                                                                                                    holography. A
                              wavefront                           Output: Diffracted                                computer calculates
                                                                  wavefront                                         a holographic fringe
                                                                                                                    pattern for display
                                                                                                                    by the spatial light
                                                                                       3D image
                                                                                                                    modulator (SLM),
                                                                                                                    which diffracts laser
                                                                                                  Viewer(s)         light to yield an
                                                                                                                    interactive, true
                   Computer                                                                                         3D image.




                                                    Control and interaction via voice, gesture, haptics




Dynamic range in conventional displays is limited       human visual system’s depth cues. Stereoscopic,
as each of the display’s pixels is unambiguously        autostereoscopic, and volumetric displays are defi-
mapped to a corresponding pixel in the image.           cient in some depth cues, or worse, produce con-
                                                        flicting cues. This can result in the viewer ex-
Ease of tiling                                          periencing discomfort, nausea, and other negative
   CGH pixels need not be contiguous. For exam-         effects, especially after long-term use.
ple, high-pixel-count CGH-based displays can be            Conflicting depth cues also inhibit performance
made by assembling multiple microdisplay SLMs           of various tasks in non-CGH-based displays. In a
into a 2D array. Gaps between the SLMs, neces-          stereoscopic (glasses-based) display system, con-
sitated by interface and power connections, are         vergence and accommodation (focusing) depth cues
not visible in the image projected from such com-       conflict.1 Viewer-position-independent obscuration
puter-generated holograms. In conventional dis-         is impossible in volumetric displays. Even advanced
plays, pixel-level continuity and accuracy are          multiview autostereoscopic systems, such as inte-
required to prevent the eye from seeing tiling arti-    gral imaging systems, generate optical wavefront
facts.                                                  approximations and resolutions significantly below
                                                        the eye’s visual acuity capabilities.
Tolerance of pixel defects
   CGH delocalizes information associated with          High system volume and image resolution
any point in a 2D or 3D image and spreads it over          The lower resolutions of most display technolo-
the hologram surface. Consequently, “dead” pixels       gies, which use geometric optics for ray-based
or even multiple rows or columns of defective pix-      approximation, result from their need to minimize
els do not cause noticeable degradation in the          diffraction effects. In contrast, holographic systems
image. In contrast, even small numbers of dead pix-     directly exploit diffractive effects and therefore can
els are unacceptable in conventional displays, a        be more compact as well as deliver images with
major factor in production costs.                       higher information content. Appropriate CGH
                                                        algorithms can adjust image resolution dynamically,
Wide color gamut                                        allowing users to tailor system computing resources
  CGH generally requires replay using lasers,           for specific activities.
which, though expensive now, are becoming ubiq-
uitous and decreasing in price. A major advantage       Artifact-free binary modulation
of lasers is that their monochromaticity, or spectral      Displays, particularly microdisplays, are often
purity, yields a very wide color gamut, approaching     binary in nature. Examples include Texas Instru-
90 percent of the color range the human eye can         ments’ Digital Micromirror Device, various ferro-
perceive. Most existing display systems deliver only    electric liquid crystal microdisplays, and Silicon
about 40 percent of the color gamut or less, as they    Light Machines’ Grating Light Valve technology. To
use relatively broadband color filters.                  generate images perceived as having good gray scale,
                                                        these devices run at high frame rates and use tem-
Full depth cues                                         poral multiplexing. In some applications, this can
  Able to generate a wide range of optical wave-        result in image degradation and artifacts. CGH,
fronts, CGH is the only technology capable of syn-      however, can produce gray-scale images from binary
thesizing a true 3D image—that is, one with all the     fringe patterns, thus no multiplexing is necessary,

                                                                                                              August 2005                   47
Figure 2.
     Relationship                                              Diffraction angle   Fourier transforming
     between image size                                               θ            optics

     ( I) and field of view
                                                                                                 3D image
     ( FOV) in true 3D
                                          SLM
     floating-image
                                          pixel spacing p                             θ                                        Viewing
                                                                                                              FOV
     generation. I × FOV                  nx × ny pixels                                                                       volume
     is proportional to
     the number of pixels
                                             x
     across the SLM, and
                                                 z
     is independent of
                                                                      f                     f
     the focal length ( f)
     of any optics. The
     same relationship
     holds for other
                             hardware frame rates can be reduced, and tempo-              requires approximately 1012 pixels.
     replay geometries.
                             ral dither artifacts are absent.                                Using techniques such as restricting the hologram
                                                                                          to horizontal parallax only—likely to be accept-
                             Aberration, distortion,                                      able in many, but not all, applications—can reduce
                             and conformal correction                                     system pixel-count requirements to about 1010.
                               It is sometimes possible to precompensate the              However, this is still three orders of magnitude
                             CGH pattern to prevent known optical aberrations             higher than the pixel counts of other high-end dis-
                             or imperfections from degrading CGH-generated                play systems. The inability to calculate hologram
                             images. In the case of projecting a 2D image onto            fringe patterns or update an SLM system with this
                             an arbitrary (but known or determinable) 3D sur-             many pixels, at interactive rates, remain major bot-
                             face, a CGH-based projector system can likewise              tlenecks to widespread CGH adoption.
                             produce a compensated, sharply focused image.
                                                                                          Image resolution
                             CHALLENGES                                                      For both 2D and 3D displays, the number of
                                Despite the unique capabilities of CGH-based dis-         resolvable image points NI in any plane of the
                             play technology, it remains prohibitively expensive          image perpendicular to the optical axis is directly
                             for most commercial applications, largely because            related to the computer-generated hologram’s pixel
                             of the enormous pixel counts required to achieve             count NCGH. In fact, NCGH ≥ NI, with typically NCGH
                             sufficient image resolution and image size (I). In the        = 2NI. For many display applications, meeting this
                             case of direct-view CGH-based displays, generat-             constraint is less onerous than a large I × FOV.
                             ing images with an adequate field of view (FOV)               However, for 2D projection systems, in which FOV
                             also adversely impacts pixel-count requirements.             is not a factor due to the scattering of light over a
                                                                                          wide range of angles by the projection screen sur-
                             Image width and field of view                                face, image resolution is the primary influence on
                               For direct-view CGH-based displays, the product            system complexity.
                             of I and FOV is the primary influence on CGH
                             pixel counts.                                                Image quality
                               To understand why, consider Figure 2, which                  The image from a computer-generated hologram
                             shows a typical Fourier transform configuration              cannot contain more information than the holo-
                             used to generate usable I × FOV irrespective of              gram itself. Ingemar Cox and Colin Sheppard2 have
                             CGH pixel spacing. The angle θ over which light              defined and quantified the channel capacity C of
                             can be diffracted from a hologram fringe pattern is          an optical system. In the case of a CGH-based
                             governed by the grating equation                             image generation system,

                               Λ sinθ = λ,                                                  C ∝ nx log[Q] ny log[Q] log(1+S/N),

                             where λ is the replay light wavelength and Λ is the          where Q is the number of quantization levels, nx,y
                             spatial frequency of the fringe diffracting the light.       are the resolvable pixels across the hologram
                             The largest value of θ is given when Λ = 2p, where           and/or image, and S/N is the signal-to-noise ratio.
                             p is the pixel spacing on the SLM displaying the             Thus, binary or other highly quantized hologram
                             CGH pattern. Regardless of the optical elements’             fringe patterns, while maintaining sufficient I ×
                             apertures and powers, I × FOV is proportional to             FOV, can compromise image quality by decreas-
                             the number of pixels along the appropriate CGH               ing the amount of information passing through the
                             axis. Even for a relatively undemanding worksta-             system. System designers must therefore pay care-
                             tion application with, say, I = 0.5 m and FOV =              ful attention to image-resolution, size, field-of-view,
                             60º, a full-parallax computer-generated hologram             and signal-to-noise tradeoffs.

48                     Computer
Laser speckle                                          enables the reconstructed 3D images to
   Unlike conventional volume holograms, com-          exhibit hidden-line-removal effects.
puter-generated holograms must be illuminated             The ping-pong algorithm first slices the            Special attention
(replayed) with narrowband and spatially coher-        object into planes perpendicular to the design       must be paid to the
ent light—generally from red, green, and blue          plane. It then propagates light through the            efficiency of the
lasers—to produce color images. In addition to the     image’s first plane (plane 1), toward the             algorithms used to
high costs associated with this still-maturing tech-   design plane, until it meets the next plane
nology, particularly green lasers, speckle can         (plane 2). Next, the algorithm applies an
                                                                                                                calculate the
adversely affect image quality. Designers can over-    occlusion operator that allows the selective          holographic fringe
come this problem through various speckle-reduc-       attenuation and modulation of light as it                  patterns.
tion techniques, such as controlling laser system      passes through plane 2. It then adds light
coherence.3 In addition, CGH can generate an           from plane 2, and propagation proceeds to
image of a surface that appears diffuse without hav-   plane 3. The process repeats through the
ing to rapidly vary the optical wavefront’s phase      other planes until the light reaches the design plane.
structure, which will reduce perceived speckle.           The ping-pong algorithm is easy to code using
                                                       standard numerical subroutines. However, the
ALGORITHMS FOR CGH DESIGN                              basic approach can only generate images of self-
   Due to the daunting pixel counts that CGH-          luminous objects, so implementing full rendering
based display systems require, special attention       effects and lighting models requires enhancements.
must be paid to the efficiency of the algorithms used   It is also computationally inefficient. For these rea-
to calculate the holographic fringe patterns.4 These   sons, the ping-pong approach is not viable for a
fringe patterns, represented as a 2D array of pixel    practical interactive system.
values, are usually analog in form. Some CGH
modulators, such as QinetiQ’s Active Tiling sys-       Interference-based algorithms
tem, require converting the analog pixel array dis-       These algorithms closely simulate light propa-
tribution into a binary distribution, with as little   gation in a conventional interferometric hologram
degradation in the replayed 3D image as possible.      recording. They essentially implement a 3D scalar
Minimizing any additional computational load of        diffraction integral capable of generating very high
such a binarization step is particularly important     quality images including lighting effects and sur-
for highly interactive systems.5                       face-reflection properties. Interference-based algo-
   For all algorithms, the information for 3D image    rithms can reproduce all human visual depth cues
generation is typically exported from a commercial     and currently serve as the benchmark for image
3D computer-aided design tool as a triangulated        quality.
mesh with material properties. The material prop-         QinetiQ has developed this approach in its
erties can include diffuse, specular, and shininess    coherent-ray-trace algorithm. This algorithm uses
components.                                            Fourier transform geometry with an off-axis object
   Object surface intensities are based on user-       to incorporate advanced rendering effects such as
defined material and light properties. The algo-       shadowing and Phong shading of curved surfaces.
rithms populate the mesh with points at a density      The core calculation consists of a double summa-
high enough that a human observer cannot see           tion of all visible object points for each CGH pixel.
them. The display system then holographically          This many-to-many mapping between CGH pix-
reconstructs these points. For simplicity we focus     els and object points causes high computational
on full-parallax, true 3D image generation, al-        loads.
though all approaches can be modified to produce
horizontal-parallax-only holograms, with signifi-       Diffraction-specific algorithms
cant savings in computational resources.                 Mark Lucente pioneered diffraction-specific
                                                       CGH computation while at MIT,7 with more recent
Ping-pong algorithm                                    variants of the algorithm featuring Fourier-based
  One of the best-known and simplest Fourier-          geometries.5 Importantly, these algorithms allow
based CGH algorithms is the ping-pong technique        tradeoffs in image quality with computational
devised by Yoshiki Ichioka, Masaharu Izumi, and        speed. Diffraction-specific algorithms consider only
Tatsuro Suzuki.6 Building upon the crude first Born     the replay of a computer-generated hologram
approximation, or superposition, approach, this        rather than its interferometric formation as in
technique introduces an obscuration operator that      coherent ray tracing. By controlling the final holo-

                                                                                                        August 2005               49
Figure 3. CGH
     pattern calculation                                            Discrete viewpoint     Core diffraction      Binarization
     pipeline for an                                                                         pattern and            node
                                                                     rendering node
                                                                                          MAC computation
     Open GL capture,                                                                     via lookup tables
     diffraction-specific




                                                                                                …
     algorithm system.
                                                                       •                                               •




                                                                                                                                        To Active Tiling channels
     The display system

                                  OpenGL commands
     binarizes the                                   Intercept
     hologram in the                                  OpenGL                               Core diffraction
     final computational                             call stream
                                                                       •                     pattern and               •
                                                                                          MAC computation
     phase using a                                  Intelligently                         via lookup tables
     partitioned                                     distribute
     approach and then                                  calls          •                                               •
     passes the results to
     the optical
     subsystem over                                                    •                                               •
     the parallel input
     architecture.


                             gram’s information content, which often exceeds             throughput of the world’s 130th fastest computer
                             what the human visual system can interpret, these           (www.top500.org/lists/2005/06). In addition, this
                             algorithms make it possible to achieve coarser res-         figure is for 1 frame per second; most likely a sys-
                             olutions, particularly during interactive image             tem will need to meet at least 15 fps or faster to
                             manipulation, that satisfy many applications.               guarantee a perceptually smooth image update
                               Diffraction-specific algorithms accomplish this            during interactive operation. However, in certain
                             by spatially and spectrally quantizing the hologram         circumstances, optimizations can significantly
                             as hogels and hogel vectors, respectively, that they        reduce the computational load.
                             can manipulate to vary the computational load.
                             The algorithms can precompute much of the CGH               Hardware architectures
                             calculation, storing the results as diffraction tables        The computational load’s large size and method
                             accessible via lookup during the interactive fringe-        of calculation—simple MACs from a lookup
                             pattern calculation. The computational bottleneck           table—largely dictate the appropriate architecture.
                             in the latter procedure is hogel vector decoding.           The entire computation is naturally parallel, with
                             This step, in many forms of the algorithm, is a sim-        each hogel and all rows within each hogel
                             ple multiplication and accumulation calculation             independent. Candidate architectures include
                             (MAC), open to optimization on numerous archi-              supercomputers (massively parallel, nonuniform
                             tectures.                                                   memory architecture systems and high-perfor-
                                                                                         mance clusters), special-purpose CGH compute
                             COMPUTATIONAL LOADS                                         engines such as MIT’s Cheops,8 symmetric multi-
                               To better understand CGH computational load               processor computers, clusters of commodity PCs
                             requirements, consider the following example. A             and graphics processing units,9 digital signal proces-
                             horizontal-parallax-only computer-generated holo-           sors (DSPs), field-programmable gate arrays
                             gram with spatial resolution comparable to high-            (FPGAs), and application-specific integrated cir-
                             definition television and a comfortable viewing             cuits (ASICs).
                             zone requires approximately 400,000 horizontal                However, DSPs and FPGAs do not provide the
                             and 1,024 vertical pixels. A 4,096-pixel hogel can          kind of close, fast access to large memories that
                             achieve spatial resolution exceeding common                 lookup table calculations offer. In addition, ASICs
                             HDTV specifications, thus generating the hologram            are not commercially attractive given the low initial
                             requires 100 hogels. Given that, on average, each           volume of likely electroholography products. Thus,
                             hogel must generate half of the possible image              the most likely hardware architecture is based on
                             points, the total estimated computational load is           high-performance computing systems.
                             100 (hogels) × 1,024 (image points) × 4,096 (dif-             In recent years, we have compared the perfor-
                             fraction-table lookup entries) × 1,024 rows = 424           mance and cost benefits of different architectures
                             giga MACs.                                                  including the Cray T3E, the SGI Origin, the SGI
                               Spatial or temporal multiplexing can generate             Onyx Reality Engine, and Intel IA-32 processor
                             color, and requires three times as many MACs.               clusters with various interconnects. Our results
                             Converting a MAC to floating-point operations,               indicate that IA-32 systems with a Myrinet inter-
                             the total computational load for a single frame is          connect offer the most cost-effective and flexible
                             2.6 teraflops, which equates to the sustained               high-performance cluster.

50                     Computer
Figure 4. QinetiQ’s
                        Replication optics                                                                       Active Tiling
                           and shutters                                                                          system. (a)
                                                                                                                 Schematic view of
                                                                                                                 a single channel,
 – Electrically
   addressed                                                                                                     which can generate
 – SLM                                                                                                           25 million pixels.
                                                                                                                 (b) Photo of 1 × 4
                                                                                                                 channel Active
                                             Optically
                                                                                                                 Tiling unit capable
                                             addressed
                                             SLM                                                                 of delivering
                                                                                                                 full-color,
                  (a)                                      (b)                                                   temporally
                                                                                                                 multiplexed
                                                                                                                 computer-generated
                                                                                                                 holograms with pixel
Parallel inputs                                          nodes—will decrease to a modest cluster of fewer        counts up to 10 8.
  Many SLM systems have parallel inputs, which           than 100 nodes by 2006.
eases the CGH computational challenge. For exam-            Finally, for electroholography to be commer-
ple, Figure 3 shows the flow of information from          cially successful, CGH systems must exploit a range
the application or data source, with each box rep-       of standard and customized visualization software
resenting one or more processing nodes. In the sim-      packages. Ideally, users should be able to run their
plest case, each row of nodes could be associated        existing applications to drive the display without
with a single hogel, requiring perhaps 100 rows to       modification. A particularly powerful approach is
meet the desired image size and field of view.           to capture the graphics calls that applications such
Alternatively, the architecture could deploy vary-       as OpenGL and DirectX produce and redirect them
ing numbers of processing nodes at each stage to         to the cluster-based CGH pattern calculation
improve the update rate or it could use one row to       engine.
compute five hogels to reduce the computational
cost.                                                    OPTICAL HARDWARE CONSIDERATIONS
  The post-MAC result is a gray-scale CGH fringe            Researchers have explored a number of SLM
pattern with 32-bit floating-point precision. The         technologies, most notably the holovideo system10
display system binarizes the hologram in the final        developed by the late Steve Benton and colleagues
computational phase using a partitioned approach5        at MIT. Loosely based on the Scophony TV system
and then passes the results to the optical subsystem     of the 1930s, this 18-channel, parallel acousto-
over the parallel input architecture.                    optic modulator and mechanical scanner can syn-
                                                         thesize a 36-million-pixel computer-generated
Optimizations                                            hologram and produce a horizontal-parallax-only
   Various optimizations—including pixel prioriti-       image of 150 × 75 × 160 mm3 (W × H × D).
zation, dynamic level of detail, and wireframe mode      However, it is not possible to scale the current sys-
for interaction5—can either accelerate CGH com-          tem to deliver the 1010 pixel counts that a practical
putation by increasing the frame rate or enable          holographic workstation requires.
computation at the same frame rate with fewer
resources, thereby reducing cost. Depending on           Active Tiling
scene geometry content, these techniques can                A more recent development, and probably the
reduce the computational load from 16 to 200             leading scalable solution, is QinetiQ’s Active Tiling
times. This translates to 162 gigaflops per frame at      system.11 This system exploits the existing and pro-
the most conservative level of savings. Given that       jected strengths of both electrically addressed SLM
a 3-GHz Intel Pentium 4 has a theoretical peak           (EASLM) and optically addressed SLM (OASLM)
computational load of 12 Gflops per single-preci-         in an optimal way, trading the former’s high tem-
sion floating point, sustained throughput could be        poral bandwidth for the latter’s large spatial band-
around 25 percent or 3 Gflops. Therefore, the com-        width.
putational load requires 54 processors per frame,           As Figure 4a shows, an Active Tiling channel
or 810 for 15 fps.                                       optically replicates or “tiles” output from a fast
   QinetiQ researchers have also focused on achiev-      EASLM over an area of the OASLM. One config-
ing high, sustained throughputs on IA-32 proces-         uration opens shutters in turn to build up the pat-
sors using SSE2 vector capabilities to increase          tern on the write side of the OASLM, synchronizing
efficiency. If compute performance continues to          the shutters to the EASLM’s appropriate frames.
adhere to Moore’s law, the current requirement for       This enables updating the entire OASLM at video
810 IA-32 processors—or 405 dual-processor               rates.

                                                                                                          August 2005                   51
pixels m-3; binary pixels, with a spacing of 6.6 µm;
                                                                                      an updatable 1 × 4 channel arrangement (5,120 ×
                                                                                      20,480 pixels = 104 megapixels) in both mono-
                                                                                      chromatic and frame-sequential-color operation;
                                                                                      and designs for scalable channel tilings in both
                                                                                      height and width to deliver systems with a pixel
       (a)                                                                            count in excess of 109.

                                                                                      Replay optics
                                                                                         CGH configuration requires using various opti-
                                                                                      cal elements in conjunction with the SLM holding
                                                                                      the holographic patterns.5 For example, many SLM
                                                                                      pixel spacings are relatively large compared to the
       (b)
                                                                                      wavelength of replay light. In such situations, an
                                                                                      optical Fourier replay geometry can substantially
     Figure 5. Computer-generated holograms. (a) Monochromatic and (b) color, full-   reduce system volumes. Sophisticated multimirror
     parallax, 3D image produced by the 10 8 pixel Active Tiling system.              configurations, folded in three dimensions, can fur-
                                                                                      ther minimize overall system size. Using inexpen-
                                                                                      sive carbon fiber or electroformed mirrors can also
                                                                                      reduce system costs.

                                                                                      User interaction
                                                                                        An important element of CGH display systems
                                                                                      in many applications is user interaction with the
                                                                                      image. Researchers have developed intuitive inter-
                                                                                      faces using voice, gesture, and haptics. The syner-
                                                                                      gistic effects of 3D sound can also be exploited to
                                                                                      facilitate image interaction and modification.

                                                                                      EXPERIMENTAL RESULTS
                                                                                         Figures 5 and 6 illustrate state-of-the-art true 3D
                                                                                      images generated at QinetiQ laboratories using
     Figure 6. Replay of a spatial-multiplexed, 3 × 8 billion-pixel, full-parallax,   what we believe to be the largest pixel-count CGH
     full-color, 3D image.                                                            systems designed for this purpose. We calculated
                                                                                      these computer-generated holograms using a 102-
                                 Active Tiling channels are modular and can be        node PC Linux cluster of dual IA-32 Pentium III
                              stacked together in parallel to deliver the required    1.26-GHz Tualatin-core 512-Kb cache CPUs, with
                              pixel counts, as Figure 4b shows. This parallel         1 Gbyte of memory per node and two 36-Gbyte
                              approach also minimizes the required data feed          Ultra160 SCSI disk drives, along with a Myrinet
                              rates for each channel and closely matches the capa-    interconnect and a 7.5-Tbyte storage area net-
                              bilities of cluster-based rendering architectures.      work.
                                 A typical Active Tiling channel configuration           Figure 5 shows monochromatic and color, full-
                              consists of a binary, 1,024 × 1,024-pixel ferroelec-    parallax, 3D images produced by a computer-
                              tric crystal on silicon EASLM operating at a 2.5-       generated hologram having 108 pixels, while Figure
                              kHz frame rate; a binary-phase diffractive optical      6 shows a replay of a spatial-multiplexed, 3 × 8 bil-
                              element and associated refractive optics perform-       lion-pixel, full-parallax, full-color, 3D image. As
                              ing the 5 × 5 replication; and an OASLM using an        these images illustrate, standard computer graph-
                              amorphous silicon photosensor, light-blocking lay-      ics techniques can be incorporated into CGH
                              ers, a dielectric mirror, and a ferroelectric liquid    design, including environment mapping, radiosity
                              crystal output layer. The output for each channel       modeling, and transparency effects. When viewed
                              is therefore 26 million pixels.                         by eye, the full images look sharp and do not
                                 Current Active Tiling system attributes include      appear fuzzy—the eye naturally accommodates as
                              a pixel areal density of more than 2.2 × 106 pixels     the viewer focuses attention on different parts of
                              cm-2; a compact system volume exceeding 2.4 × 109       the image, as with a real object.

52                      Computer
he versatility of computer-generated hologra-

T
                                                           7. M. Lucente, “Diffraction-Specific Fringe Computa-
     phy, combined with its unique ability to pro-            tion for Electro-Holography,” doctoral dissertation,
     duce full-depth-cue 3D images at beyond eye              Dept. of Electrical Eng. and Computer Science, MIT,
resolution, floating in space, and with an extended            1994.
color gamut has led some to label CGH the ultimate         8. V.M. Bove Jr. and J.A. Watlington, “Cheops: A
display technology. However, many CGH-based dis-              Reconfigurable Data-Flow System for Video Pro-
plays have an appetite for pixels that can far exceed         cessing,” IEEE Trans. Circuits and Systems for Video
other display types. Unique additional computa-               Technology, vol. 5, no. 2, 1995, pp. 140-149.
tional operations add to the cost of such systems,         9. V.M. Bove Jr. et al., “Real-Time Holographic Video
particularly high-frame-rate interactive systems.             Images with Commodity PC Hardware,” Proc. SPIE,
Thus, for many applications, lower-cost, simpler dis-         vol. 5664, SPIE—Int’l Soc. for Optical Eng., 2005,
play technologies will be more appropriate.                   pp. 255-262.
   Nevertheless, with compute power and display           10. P. St.-Hilaire, “Scalable Optical Architecture for Elec-
hardware continuing to decrease in price and other            tronic Holography,” Optical Eng., vol. 34, no. 10,
required technologies rapidly advancing, the ques-            1995, pp. 2900-2911.
tion is not whether CGH systems will become a             11. M. Stanley et al., “3D Electronic Holography Dis-
practical generic display technology but, rather,             play System Using a 100-Megapixel Spatial Light
how soon. I                                                   Modulator,” Proc. SPIE, vol. 5249, SPIE—Int’l Soc.
                                                              for Optical Eng., 2003, pp. 297-308.

Acknowledgments
   The authors gratefully appreciate the work of all      Chris Slinger is a QinetiQ Fellow and technical
members of the holographic imaging project team           director of the Optronics Department at QinetiQ
at QinetiQ as well as our academic and commercial         Malvern in Great Malvern, United Kingdom. His
collaborators. Funding for this research comes            research interests include holography, computer-
from QinetiQ, the UK Ministry of Defence TG7,             generated holography, high-performance displays,
the Ford Motor Company, and Holographic                   and novel imaging systems. Slinger received a
Imaging LLC.                                              D.Phil. in multiple-grating volume holography
                                                          from the University of Oxford. He is an Institute
                                                          of Physics (IOP) Fellow. Contact him at slinger@
References                                                qinetiq.com.
1. S.J.Watt et al., “Achieving Near-Correct Focus Cues
   in a 3D Display Using Multiple Image Planes,” Proc.
   SPIE, vol. 5666, SPIE—Int’l Soc. for Optical Eng.,     Colin Cameron is business development manager
   2005, pp. 393-401.                                     for high-performance visualization in QinetiQ’s
2. I.J. Cox and C.J.R. Sheppard, “Information Capac-      Optronics Products Group. His research interests
   ity and Resolution in an Optical System,” J. Optical   include technical computing, high-performance
   Soc. America A, vol. 3, no. 8, 1986, pp. 1152-1158.    graphics, and advanced display technologies for
3. J.I. Trisnadi, “Speckle Contrast Reduction in Laser    high-performance visualization. Cameron received
   Projection Displays,” Proc. SPIE, vol. 4657, SPIE—     a BSc (Hons) in laser physics and optoelectronics
   Int’l Soc. for Optical Eng., 2002, pp. 131-137.        from the University of Strathclyde, Glasgow. He is
4. C.D. Cameron et al., “Computational Challenges of      an IOP Fellow. Contact him at cdcameron@
   Emerging Novel True 3D Holographic Displays,”          qinetiq.com.
   Proc. SPIE, vol. 4109, SPIE—Int’l Soc. for Optical
   Eng., 2001, pp. 129-140.
5. C.W. Slinger et al., “Recent Developments in Com-      Maurice Stanley is a QinetiQ Fellow and business
   puter-Generated Holography: Toward a Practical         manager for high-performance imaging in Qine-
   Electroholography System for Interactive 3D Visual-    tiQ’s Optronics Products Group. His research
   ization,” Proc SPIE., vol. 5290, SPIE—Int’l Soc. for   interests include spatial-light-modulator technol-
   Optical Eng., 2004, pp. 27-41.                         ogy, high-performance displays, and 3D camera
6. Y. Ichioka, M. Izumi, and Y. Suzuki, “Scanning         systems. Stanley received a PhD in electrical and
   Halftone Plotter and Computer-Generated Continu-       electronic engineering from University College
   ous-Tone Hologram,” Applied Optics, vol. 10, no.       London. He is an IOP Fellow. Contact him at
   2, 1971, pp. 403-411.                                  mstanley1@qinetiq.com.

                                                                                                                  August 2005   53

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Computer generated holography as a generic display technology

  • 1. COVER FEATURE Computer-Generated Holography as a Generic Display Technology Computer-generated holography is a powerful technology suitable for a wide range of display types, including 2D, stereoscopic, autostereoscopic, volumetric, and true 3D imaging. Although CGH-based display systems are currently too expensive for many applications, they will become a viable alternative in the near future. Chris Slinger I nvented in 1947 by Dennis Gabor, hologra- • offers unprecedented wavefront control by Colin phy—from the Greek holos, for whole—is a making it easy to store, manipulate, transmit, 3D display technique that involves using inter- and replicate holographic data. Cameron ference and diffraction to record and recon- Maurice struct optical wavefronts. Holography’s unique Although CGH-based display systems can be Stanley ability to generate accurately both the amplitude built today, their high cost makes them impractical QinetiQ and phase of light waves enables applications for many applications. However, as compute power beyond those limited by the light manipulation and optical hardware costs decrease, CGH displays capabilities of lens- or mirror-based systems. will become a viable alternative in the near future. Computer-generated holography is an emerging technology, made possible by increasingly powerful ADVANTAGES computers, that avoids the interferometric recording CGH provides flexible control of light, making step in conventional hologram formation. Instead, as it suitable for a wide range of display types, includ- Figure 1 shows, a computer calculates a holographic ing 2D, stereoscopic, autostereoscopic, volumetric, fringe pattern that it then uses to set the optical prop- and true 3D imaging. CGH-based display technol- erties of a spatial light modulator, such as a liquid ogy can produce systems with unique characteris- crystal microdisplay. The SLM then diffracts the read- tics impossible to achieve with conventional out light wave, in a manner similar to a standard holo- approaches. gram, to yield the desired optical wavefront. Compared to conventional holographic ap- Optical efficiency proaches, CGH Using a pure-phase analog SLM, it is possible to diffract nearly all light falling onto the SLM into • does not rely on the availability of specialized the desired image. Conventional displays are often holographic recording materials; highly inefficient because they use some form of • can synthesize optical wavefronts without hav- absorption or attenuation to vary pixels’ gray lev- ing to record a physical manifestation of els. In addition, all the light falling onto a computer- them—for example, it can generate 3D images generated hologram can be diffracted to any pixel of nonexistent objects; and of the image, resulting in very high dynamic ranges. 46 Computer Published by the IEEE Computer Society 0018-9162/05/$20.00 © 2005 IEEE
  • 2. Figure 1. Computer- SLM displaying holographic generated Input: Laser fringe pattern holography. A wavefront Output: Diffracted computer calculates wavefront a holographic fringe pattern for display by the spatial light 3D image modulator (SLM), which diffracts laser Viewer(s) light to yield an interactive, true Computer 3D image. Control and interaction via voice, gesture, haptics Dynamic range in conventional displays is limited human visual system’s depth cues. Stereoscopic, as each of the display’s pixels is unambiguously autostereoscopic, and volumetric displays are defi- mapped to a corresponding pixel in the image. cient in some depth cues, or worse, produce con- flicting cues. This can result in the viewer ex- Ease of tiling periencing discomfort, nausea, and other negative CGH pixels need not be contiguous. For exam- effects, especially after long-term use. ple, high-pixel-count CGH-based displays can be Conflicting depth cues also inhibit performance made by assembling multiple microdisplay SLMs of various tasks in non-CGH-based displays. In a into a 2D array. Gaps between the SLMs, neces- stereoscopic (glasses-based) display system, con- sitated by interface and power connections, are vergence and accommodation (focusing) depth cues not visible in the image projected from such com- conflict.1 Viewer-position-independent obscuration puter-generated holograms. In conventional dis- is impossible in volumetric displays. Even advanced plays, pixel-level continuity and accuracy are multiview autostereoscopic systems, such as inte- required to prevent the eye from seeing tiling arti- gral imaging systems, generate optical wavefront facts. approximations and resolutions significantly below the eye’s visual acuity capabilities. Tolerance of pixel defects CGH delocalizes information associated with High system volume and image resolution any point in a 2D or 3D image and spreads it over The lower resolutions of most display technolo- the hologram surface. Consequently, “dead” pixels gies, which use geometric optics for ray-based or even multiple rows or columns of defective pix- approximation, result from their need to minimize els do not cause noticeable degradation in the diffraction effects. In contrast, holographic systems image. In contrast, even small numbers of dead pix- directly exploit diffractive effects and therefore can els are unacceptable in conventional displays, a be more compact as well as deliver images with major factor in production costs. higher information content. Appropriate CGH algorithms can adjust image resolution dynamically, Wide color gamut allowing users to tailor system computing resources CGH generally requires replay using lasers, for specific activities. which, though expensive now, are becoming ubiq- uitous and decreasing in price. A major advantage Artifact-free binary modulation of lasers is that their monochromaticity, or spectral Displays, particularly microdisplays, are often purity, yields a very wide color gamut, approaching binary in nature. Examples include Texas Instru- 90 percent of the color range the human eye can ments’ Digital Micromirror Device, various ferro- perceive. Most existing display systems deliver only electric liquid crystal microdisplays, and Silicon about 40 percent of the color gamut or less, as they Light Machines’ Grating Light Valve technology. To use relatively broadband color filters. generate images perceived as having good gray scale, these devices run at high frame rates and use tem- Full depth cues poral multiplexing. In some applications, this can Able to generate a wide range of optical wave- result in image degradation and artifacts. CGH, fronts, CGH is the only technology capable of syn- however, can produce gray-scale images from binary thesizing a true 3D image—that is, one with all the fringe patterns, thus no multiplexing is necessary, August 2005 47
  • 3. Figure 2. Relationship Diffraction angle Fourier transforming between image size θ optics ( I) and field of view 3D image ( FOV) in true 3D SLM floating-image pixel spacing p θ Viewing FOV generation. I × FOV nx × ny pixels volume is proportional to the number of pixels x across the SLM, and z is independent of f f the focal length ( f) of any optics. The same relationship holds for other hardware frame rates can be reduced, and tempo- requires approximately 1012 pixels. replay geometries. ral dither artifacts are absent. Using techniques such as restricting the hologram to horizontal parallax only—likely to be accept- Aberration, distortion, able in many, but not all, applications—can reduce and conformal correction system pixel-count requirements to about 1010. It is sometimes possible to precompensate the However, this is still three orders of magnitude CGH pattern to prevent known optical aberrations higher than the pixel counts of other high-end dis- or imperfections from degrading CGH-generated play systems. The inability to calculate hologram images. In the case of projecting a 2D image onto fringe patterns or update an SLM system with this an arbitrary (but known or determinable) 3D sur- many pixels, at interactive rates, remain major bot- face, a CGH-based projector system can likewise tlenecks to widespread CGH adoption. produce a compensated, sharply focused image. Image resolution CHALLENGES For both 2D and 3D displays, the number of Despite the unique capabilities of CGH-based dis- resolvable image points NI in any plane of the play technology, it remains prohibitively expensive image perpendicular to the optical axis is directly for most commercial applications, largely because related to the computer-generated hologram’s pixel of the enormous pixel counts required to achieve count NCGH. In fact, NCGH ≥ NI, with typically NCGH sufficient image resolution and image size (I). In the = 2NI. For many display applications, meeting this case of direct-view CGH-based displays, generat- constraint is less onerous than a large I × FOV. ing images with an adequate field of view (FOV) However, for 2D projection systems, in which FOV also adversely impacts pixel-count requirements. is not a factor due to the scattering of light over a wide range of angles by the projection screen sur- Image width and field of view face, image resolution is the primary influence on For direct-view CGH-based displays, the product system complexity. of I and FOV is the primary influence on CGH pixel counts. Image quality To understand why, consider Figure 2, which The image from a computer-generated hologram shows a typical Fourier transform configuration cannot contain more information than the holo- used to generate usable I × FOV irrespective of gram itself. Ingemar Cox and Colin Sheppard2 have CGH pixel spacing. The angle θ over which light defined and quantified the channel capacity C of can be diffracted from a hologram fringe pattern is an optical system. In the case of a CGH-based governed by the grating equation image generation system, Λ sinθ = λ, C ∝ nx log[Q] ny log[Q] log(1+S/N), where λ is the replay light wavelength and Λ is the where Q is the number of quantization levels, nx,y spatial frequency of the fringe diffracting the light. are the resolvable pixels across the hologram The largest value of θ is given when Λ = 2p, where and/or image, and S/N is the signal-to-noise ratio. p is the pixel spacing on the SLM displaying the Thus, binary or other highly quantized hologram CGH pattern. Regardless of the optical elements’ fringe patterns, while maintaining sufficient I × apertures and powers, I × FOV is proportional to FOV, can compromise image quality by decreas- the number of pixels along the appropriate CGH ing the amount of information passing through the axis. Even for a relatively undemanding worksta- system. System designers must therefore pay care- tion application with, say, I = 0.5 m and FOV = ful attention to image-resolution, size, field-of-view, 60º, a full-parallax computer-generated hologram and signal-to-noise tradeoffs. 48 Computer
  • 4. Laser speckle enables the reconstructed 3D images to Unlike conventional volume holograms, com- exhibit hidden-line-removal effects. puter-generated holograms must be illuminated The ping-pong algorithm first slices the Special attention (replayed) with narrowband and spatially coher- object into planes perpendicular to the design must be paid to the ent light—generally from red, green, and blue plane. It then propagates light through the efficiency of the lasers—to produce color images. In addition to the image’s first plane (plane 1), toward the algorithms used to high costs associated with this still-maturing tech- design plane, until it meets the next plane nology, particularly green lasers, speckle can (plane 2). Next, the algorithm applies an calculate the adversely affect image quality. Designers can over- occlusion operator that allows the selective holographic fringe come this problem through various speckle-reduc- attenuation and modulation of light as it patterns. tion techniques, such as controlling laser system passes through plane 2. It then adds light coherence.3 In addition, CGH can generate an from plane 2, and propagation proceeds to image of a surface that appears diffuse without hav- plane 3. The process repeats through the ing to rapidly vary the optical wavefront’s phase other planes until the light reaches the design plane. structure, which will reduce perceived speckle. The ping-pong algorithm is easy to code using standard numerical subroutines. However, the ALGORITHMS FOR CGH DESIGN basic approach can only generate images of self- Due to the daunting pixel counts that CGH- luminous objects, so implementing full rendering based display systems require, special attention effects and lighting models requires enhancements. must be paid to the efficiency of the algorithms used It is also computationally inefficient. For these rea- to calculate the holographic fringe patterns.4 These sons, the ping-pong approach is not viable for a fringe patterns, represented as a 2D array of pixel practical interactive system. values, are usually analog in form. Some CGH modulators, such as QinetiQ’s Active Tiling sys- Interference-based algorithms tem, require converting the analog pixel array dis- These algorithms closely simulate light propa- tribution into a binary distribution, with as little gation in a conventional interferometric hologram degradation in the replayed 3D image as possible. recording. They essentially implement a 3D scalar Minimizing any additional computational load of diffraction integral capable of generating very high such a binarization step is particularly important quality images including lighting effects and sur- for highly interactive systems.5 face-reflection properties. Interference-based algo- For all algorithms, the information for 3D image rithms can reproduce all human visual depth cues generation is typically exported from a commercial and currently serve as the benchmark for image 3D computer-aided design tool as a triangulated quality. mesh with material properties. The material prop- QinetiQ has developed this approach in its erties can include diffuse, specular, and shininess coherent-ray-trace algorithm. This algorithm uses components. Fourier transform geometry with an off-axis object Object surface intensities are based on user- to incorporate advanced rendering effects such as defined material and light properties. The algo- shadowing and Phong shading of curved surfaces. rithms populate the mesh with points at a density The core calculation consists of a double summa- high enough that a human observer cannot see tion of all visible object points for each CGH pixel. them. The display system then holographically This many-to-many mapping between CGH pix- reconstructs these points. For simplicity we focus els and object points causes high computational on full-parallax, true 3D image generation, al- loads. though all approaches can be modified to produce horizontal-parallax-only holograms, with signifi- Diffraction-specific algorithms cant savings in computational resources. Mark Lucente pioneered diffraction-specific CGH computation while at MIT,7 with more recent Ping-pong algorithm variants of the algorithm featuring Fourier-based One of the best-known and simplest Fourier- geometries.5 Importantly, these algorithms allow based CGH algorithms is the ping-pong technique tradeoffs in image quality with computational devised by Yoshiki Ichioka, Masaharu Izumi, and speed. Diffraction-specific algorithms consider only Tatsuro Suzuki.6 Building upon the crude first Born the replay of a computer-generated hologram approximation, or superposition, approach, this rather than its interferometric formation as in technique introduces an obscuration operator that coherent ray tracing. By controlling the final holo- August 2005 49
  • 5. Figure 3. CGH pattern calculation Discrete viewpoint Core diffraction Binarization pipeline for an pattern and node rendering node MAC computation Open GL capture, via lookup tables diffraction-specific … algorithm system. • • To Active Tiling channels The display system OpenGL commands binarizes the Intercept hologram in the OpenGL Core diffraction final computational call stream • pattern and • MAC computation phase using a Intelligently via lookup tables partitioned distribute approach and then calls • • passes the results to the optical subsystem over • • the parallel input architecture. gram’s information content, which often exceeds throughput of the world’s 130th fastest computer what the human visual system can interpret, these (www.top500.org/lists/2005/06). In addition, this algorithms make it possible to achieve coarser res- figure is for 1 frame per second; most likely a sys- olutions, particularly during interactive image tem will need to meet at least 15 fps or faster to manipulation, that satisfy many applications. guarantee a perceptually smooth image update Diffraction-specific algorithms accomplish this during interactive operation. However, in certain by spatially and spectrally quantizing the hologram circumstances, optimizations can significantly as hogels and hogel vectors, respectively, that they reduce the computational load. can manipulate to vary the computational load. The algorithms can precompute much of the CGH Hardware architectures calculation, storing the results as diffraction tables The computational load’s large size and method accessible via lookup during the interactive fringe- of calculation—simple MACs from a lookup pattern calculation. The computational bottleneck table—largely dictate the appropriate architecture. in the latter procedure is hogel vector decoding. The entire computation is naturally parallel, with This step, in many forms of the algorithm, is a sim- each hogel and all rows within each hogel ple multiplication and accumulation calculation independent. Candidate architectures include (MAC), open to optimization on numerous archi- supercomputers (massively parallel, nonuniform tectures. memory architecture systems and high-perfor- mance clusters), special-purpose CGH compute COMPUTATIONAL LOADS engines such as MIT’s Cheops,8 symmetric multi- To better understand CGH computational load processor computers, clusters of commodity PCs requirements, consider the following example. A and graphics processing units,9 digital signal proces- horizontal-parallax-only computer-generated holo- sors (DSPs), field-programmable gate arrays gram with spatial resolution comparable to high- (FPGAs), and application-specific integrated cir- definition television and a comfortable viewing cuits (ASICs). zone requires approximately 400,000 horizontal However, DSPs and FPGAs do not provide the and 1,024 vertical pixels. A 4,096-pixel hogel can kind of close, fast access to large memories that achieve spatial resolution exceeding common lookup table calculations offer. In addition, ASICs HDTV specifications, thus generating the hologram are not commercially attractive given the low initial requires 100 hogels. Given that, on average, each volume of likely electroholography products. Thus, hogel must generate half of the possible image the most likely hardware architecture is based on points, the total estimated computational load is high-performance computing systems. 100 (hogels) × 1,024 (image points) × 4,096 (dif- In recent years, we have compared the perfor- fraction-table lookup entries) × 1,024 rows = 424 mance and cost benefits of different architectures giga MACs. including the Cray T3E, the SGI Origin, the SGI Spatial or temporal multiplexing can generate Onyx Reality Engine, and Intel IA-32 processor color, and requires three times as many MACs. clusters with various interconnects. Our results Converting a MAC to floating-point operations, indicate that IA-32 systems with a Myrinet inter- the total computational load for a single frame is connect offer the most cost-effective and flexible 2.6 teraflops, which equates to the sustained high-performance cluster. 50 Computer
  • 6. Figure 4. QinetiQ’s Replication optics Active Tiling and shutters system. (a) Schematic view of a single channel, – Electrically addressed which can generate – SLM 25 million pixels. (b) Photo of 1 × 4 channel Active Optically Tiling unit capable addressed SLM of delivering full-color, (a) (b) temporally multiplexed computer-generated holograms with pixel Parallel inputs nodes—will decrease to a modest cluster of fewer counts up to 10 8. Many SLM systems have parallel inputs, which than 100 nodes by 2006. eases the CGH computational challenge. For exam- Finally, for electroholography to be commer- ple, Figure 3 shows the flow of information from cially successful, CGH systems must exploit a range the application or data source, with each box rep- of standard and customized visualization software resenting one or more processing nodes. In the sim- packages. Ideally, users should be able to run their plest case, each row of nodes could be associated existing applications to drive the display without with a single hogel, requiring perhaps 100 rows to modification. A particularly powerful approach is meet the desired image size and field of view. to capture the graphics calls that applications such Alternatively, the architecture could deploy vary- as OpenGL and DirectX produce and redirect them ing numbers of processing nodes at each stage to to the cluster-based CGH pattern calculation improve the update rate or it could use one row to engine. compute five hogels to reduce the computational cost. OPTICAL HARDWARE CONSIDERATIONS The post-MAC result is a gray-scale CGH fringe Researchers have explored a number of SLM pattern with 32-bit floating-point precision. The technologies, most notably the holovideo system10 display system binarizes the hologram in the final developed by the late Steve Benton and colleagues computational phase using a partitioned approach5 at MIT. Loosely based on the Scophony TV system and then passes the results to the optical subsystem of the 1930s, this 18-channel, parallel acousto- over the parallel input architecture. optic modulator and mechanical scanner can syn- thesize a 36-million-pixel computer-generated Optimizations hologram and produce a horizontal-parallax-only Various optimizations—including pixel prioriti- image of 150 × 75 × 160 mm3 (W × H × D). zation, dynamic level of detail, and wireframe mode However, it is not possible to scale the current sys- for interaction5—can either accelerate CGH com- tem to deliver the 1010 pixel counts that a practical putation by increasing the frame rate or enable holographic workstation requires. computation at the same frame rate with fewer resources, thereby reducing cost. Depending on Active Tiling scene geometry content, these techniques can A more recent development, and probably the reduce the computational load from 16 to 200 leading scalable solution, is QinetiQ’s Active Tiling times. This translates to 162 gigaflops per frame at system.11 This system exploits the existing and pro- the most conservative level of savings. Given that jected strengths of both electrically addressed SLM a 3-GHz Intel Pentium 4 has a theoretical peak (EASLM) and optically addressed SLM (OASLM) computational load of 12 Gflops per single-preci- in an optimal way, trading the former’s high tem- sion floating point, sustained throughput could be poral bandwidth for the latter’s large spatial band- around 25 percent or 3 Gflops. Therefore, the com- width. putational load requires 54 processors per frame, As Figure 4a shows, an Active Tiling channel or 810 for 15 fps. optically replicates or “tiles” output from a fast QinetiQ researchers have also focused on achiev- EASLM over an area of the OASLM. One config- ing high, sustained throughputs on IA-32 proces- uration opens shutters in turn to build up the pat- sors using SSE2 vector capabilities to increase tern on the write side of the OASLM, synchronizing efficiency. If compute performance continues to the shutters to the EASLM’s appropriate frames. adhere to Moore’s law, the current requirement for This enables updating the entire OASLM at video 810 IA-32 processors—or 405 dual-processor rates. August 2005 51
  • 7. pixels m-3; binary pixels, with a spacing of 6.6 µm; an updatable 1 × 4 channel arrangement (5,120 × 20,480 pixels = 104 megapixels) in both mono- chromatic and frame-sequential-color operation; and designs for scalable channel tilings in both height and width to deliver systems with a pixel (a) count in excess of 109. Replay optics CGH configuration requires using various opti- cal elements in conjunction with the SLM holding the holographic patterns.5 For example, many SLM pixel spacings are relatively large compared to the (b) wavelength of replay light. In such situations, an optical Fourier replay geometry can substantially Figure 5. Computer-generated holograms. (a) Monochromatic and (b) color, full- reduce system volumes. Sophisticated multimirror parallax, 3D image produced by the 10 8 pixel Active Tiling system. configurations, folded in three dimensions, can fur- ther minimize overall system size. Using inexpen- sive carbon fiber or electroformed mirrors can also reduce system costs. User interaction An important element of CGH display systems in many applications is user interaction with the image. Researchers have developed intuitive inter- faces using voice, gesture, and haptics. The syner- gistic effects of 3D sound can also be exploited to facilitate image interaction and modification. EXPERIMENTAL RESULTS Figures 5 and 6 illustrate state-of-the-art true 3D images generated at QinetiQ laboratories using Figure 6. Replay of a spatial-multiplexed, 3 × 8 billion-pixel, full-parallax, what we believe to be the largest pixel-count CGH full-color, 3D image. systems designed for this purpose. We calculated these computer-generated holograms using a 102- Active Tiling channels are modular and can be node PC Linux cluster of dual IA-32 Pentium III stacked together in parallel to deliver the required 1.26-GHz Tualatin-core 512-Kb cache CPUs, with pixel counts, as Figure 4b shows. This parallel 1 Gbyte of memory per node and two 36-Gbyte approach also minimizes the required data feed Ultra160 SCSI disk drives, along with a Myrinet rates for each channel and closely matches the capa- interconnect and a 7.5-Tbyte storage area net- bilities of cluster-based rendering architectures. work. A typical Active Tiling channel configuration Figure 5 shows monochromatic and color, full- consists of a binary, 1,024 × 1,024-pixel ferroelec- parallax, 3D images produced by a computer- tric crystal on silicon EASLM operating at a 2.5- generated hologram having 108 pixels, while Figure kHz frame rate; a binary-phase diffractive optical 6 shows a replay of a spatial-multiplexed, 3 × 8 bil- element and associated refractive optics perform- lion-pixel, full-parallax, full-color, 3D image. As ing the 5 × 5 replication; and an OASLM using an these images illustrate, standard computer graph- amorphous silicon photosensor, light-blocking lay- ics techniques can be incorporated into CGH ers, a dielectric mirror, and a ferroelectric liquid design, including environment mapping, radiosity crystal output layer. The output for each channel modeling, and transparency effects. When viewed is therefore 26 million pixels. by eye, the full images look sharp and do not Current Active Tiling system attributes include appear fuzzy—the eye naturally accommodates as a pixel areal density of more than 2.2 × 106 pixels the viewer focuses attention on different parts of cm-2; a compact system volume exceeding 2.4 × 109 the image, as with a real object. 52 Computer
  • 8. he versatility of computer-generated hologra- T 7. M. Lucente, “Diffraction-Specific Fringe Computa- phy, combined with its unique ability to pro- tion for Electro-Holography,” doctoral dissertation, duce full-depth-cue 3D images at beyond eye Dept. of Electrical Eng. and Computer Science, MIT, resolution, floating in space, and with an extended 1994. color gamut has led some to label CGH the ultimate 8. V.M. Bove Jr. and J.A. Watlington, “Cheops: A display technology. However, many CGH-based dis- Reconfigurable Data-Flow System for Video Pro- plays have an appetite for pixels that can far exceed cessing,” IEEE Trans. Circuits and Systems for Video other display types. Unique additional computa- Technology, vol. 5, no. 2, 1995, pp. 140-149. tional operations add to the cost of such systems, 9. V.M. Bove Jr. et al., “Real-Time Holographic Video particularly high-frame-rate interactive systems. Images with Commodity PC Hardware,” Proc. SPIE, Thus, for many applications, lower-cost, simpler dis- vol. 5664, SPIE—Int’l Soc. for Optical Eng., 2005, play technologies will be more appropriate. pp. 255-262. Nevertheless, with compute power and display 10. P. St.-Hilaire, “Scalable Optical Architecture for Elec- hardware continuing to decrease in price and other tronic Holography,” Optical Eng., vol. 34, no. 10, required technologies rapidly advancing, the ques- 1995, pp. 2900-2911. tion is not whether CGH systems will become a 11. M. Stanley et al., “3D Electronic Holography Dis- practical generic display technology but, rather, play System Using a 100-Megapixel Spatial Light how soon. I Modulator,” Proc. SPIE, vol. 5249, SPIE—Int’l Soc. for Optical Eng., 2003, pp. 297-308. Acknowledgments The authors gratefully appreciate the work of all Chris Slinger is a QinetiQ Fellow and technical members of the holographic imaging project team director of the Optronics Department at QinetiQ at QinetiQ as well as our academic and commercial Malvern in Great Malvern, United Kingdom. His collaborators. Funding for this research comes research interests include holography, computer- from QinetiQ, the UK Ministry of Defence TG7, generated holography, high-performance displays, the Ford Motor Company, and Holographic and novel imaging systems. Slinger received a Imaging LLC. D.Phil. in multiple-grating volume holography from the University of Oxford. He is an Institute of Physics (IOP) Fellow. Contact him at slinger@ References qinetiq.com. 1. S.J.Watt et al., “Achieving Near-Correct Focus Cues in a 3D Display Using Multiple Image Planes,” Proc. SPIE, vol. 5666, SPIE—Int’l Soc. for Optical Eng., Colin Cameron is business development manager 2005, pp. 393-401. for high-performance visualization in QinetiQ’s 2. I.J. Cox and C.J.R. Sheppard, “Information Capac- Optronics Products Group. His research interests ity and Resolution in an Optical System,” J. Optical include technical computing, high-performance Soc. America A, vol. 3, no. 8, 1986, pp. 1152-1158. graphics, and advanced display technologies for 3. J.I. Trisnadi, “Speckle Contrast Reduction in Laser high-performance visualization. Cameron received Projection Displays,” Proc. SPIE, vol. 4657, SPIE— a BSc (Hons) in laser physics and optoelectronics Int’l Soc. for Optical Eng., 2002, pp. 131-137. from the University of Strathclyde, Glasgow. He is 4. C.D. Cameron et al., “Computational Challenges of an IOP Fellow. Contact him at cdcameron@ Emerging Novel True 3D Holographic Displays,” qinetiq.com. Proc. SPIE, vol. 4109, SPIE—Int’l Soc. for Optical Eng., 2001, pp. 129-140. 5. C.W. Slinger et al., “Recent Developments in Com- Maurice Stanley is a QinetiQ Fellow and business puter-Generated Holography: Toward a Practical manager for high-performance imaging in Qine- Electroholography System for Interactive 3D Visual- tiQ’s Optronics Products Group. His research ization,” Proc SPIE., vol. 5290, SPIE—Int’l Soc. for interests include spatial-light-modulator technol- Optical Eng., 2004, pp. 27-41. ogy, high-performance displays, and 3D camera 6. Y. Ichioka, M. Izumi, and Y. Suzuki, “Scanning systems. Stanley received a PhD in electrical and Halftone Plotter and Computer-Generated Continu- electronic engineering from University College ous-Tone Hologram,” Applied Optics, vol. 10, no. London. He is an IOP Fellow. Contact him at 2, 1971, pp. 403-411. mstanley1@qinetiq.com. August 2005 53