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Schlagwörter:
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Zusammenfassung:
This paper presents a novel method for using programmable graphics hardware to
generate fringe patterns for SLM-based
holographic displays. The algorithm is designed to take the programming
constraints imposed by the graphics hardware pipeline
model into consideration, and scales linearly with the number of object points.
In contrast to previous methods we do not have to use the Fresnel
approximation. The technique can also be used on
several graphics processors in parallel for further optimization.
We achieve real-time frame rates for objects consisting of a few hundred
points at a resolution of
$960 \times 600$ pixels and over $10$ frames per second for $1000$ points.