This research focuses on optimizing the TIR efficiency of an AR system using holographic optical element with a waveguide glass. Near-eye display AR with wave-guide glass overlays digital content onto the user's real world to enhance the user experience. However, effectively guiding light is a challenging task due to the limitations in reproducing the holographic angle spectrum. We analyzed the recording method of holographic optical element by angle and medium, examining the components that create interference patterns in detail. holographic optical element maximizes TIR efficiency and AR image quality by generating maximum light propagation at specific angles in each medium. Our experimental setup embeds holographic optical element into waveguide structures and creates optimized angles for holographic patterns to precisely control light. Additionally, we investigate the impact of materials and manufacturing processes on HOE performance. The results show significant improvements in TIR efficiency and light utilization when using holographic optical element. Virtual images exhibit enhanced clarity, brightness, and color accuracy, enhancing the display efficiency of AR devices by reducing light loss. In conclusion, the angle analysis of holographic optical element recording demonstrates the potential to enhance optical performance in wave-guide AR displays. This research contributes to advancements in AR technology, benefiting fields such as entertainment, education, healthcare, and industrial training.
A stereoscopic image consists of a left and a right view, produced by two optical sensors, of the same scene from two slightly distant viewpoints, but imperatively at the same height and distance from the foreground. These two views are then presented to an observer in such a way that the image from the left camera is seen only by the left eye, and the image from the right camera by the right eye, to give a relief effect. This effect is created by parallax. Since the mid-nineteenth century, various manufacturers have produced dual-lens cameras, and entire collections of stereoscopic photographs of great historical and artistic interest still exist, but are rarely shown. This research demonstrates that it is possible to create 3D holograms from any pair of stereoscopic images, using the latest artificial intelligence techniques, combined with CHIMERA, the latest generation of digital holographic printing system, and to make this heritage more accessible to the general public.
Many previous studies have suggested that hologram provides natural parallax and an accommodative response. However, objective/quantitative measurement of holographic performance and image quality, standardized standards and methods are still insufficient. In real life, humans continue to look at external objects in parallel with long distances and near distances. Depending on the distance looking at, natural visual activity is achieved through convergence and accomodation accordingly. Besides, blink rate, one of the major visual physiological reactions in humans, is a major visual function factor that directly affects ophthalmic diseases such as corneal inflammation and xerophthalmia. In this paper, we tried to find out the influence on human visual function when watching digital hologram produced from multi-view image data through factors such as accommodative response and blink rate. In the experiment, subjects of 30 people (29.54±3.71 years old) were selected and the accommodative response and blink rate were measured. The accommodative response was measured using N-vision 5001 at a distance of 40 cm and 50 cm, respectively. For the measurement of a hologram, the film was placed at 40 cm and the reconstruction distance was set up at 50 cm to measure the accommodative response to the hologram target. Blink rate was compared and analyzed through four environments (natural state, viewing monitor, viewing VR HMD, and viewing hologram). For data analysis, SPSS' one-way repeated measures analysis of variances was used. As a result of the experiment, there was no difference between the accommodative response of the hologram target (40 cm) and the accommodative response of the physical target (50 cm). In the blink rate, it was confirmed that the normal range of blink rate appeared in the hologram viewing environment. In this study, the safety of watching digital holograms from the perspective of visual function was verified.
We propose a holographic printing technology for head-mounted display through practical design in hologram recording and reconstruction. Most head-mounted displays are designed based on waveguide type and analog holographic optical elements, resulting in disruption of the uniformity of the image because of the difference between the initial recording conditions and the source image. This problem can be solved using holographic printing technology to modulate different diffraction efficiencies for each holographic element. This study uses a digital holographic screen that can fabricate and reconstruct augmented reality images of 1.17”, 1.76”, and 2.35” in a field of view of 28.07°, 41.11°, and 53.13°, respectively, at a distance of 53.33 mm from the eye. Moreover, augmented images are realized with higher diffraction efficiency than conventional methods, simplifying the design and facilitating mass production of uniformed products using digital holographic printing technology.
CHIMERA is the third generation of digital holographic printing system based on three low-power continuous lasers combined with Ultimate U04 silver-halide holographic glass plates. This holoprinter prints at 50 Hz, 120° full-parallax, and full-color digital reflection holograms or holographic optical elements with a size of up to 60×80 cm and a 250 μm hogel size. An in-house scanner was designed to record full-parallax CHIMERA holograms of still object scenes. This scanner can automatically record a still object scene from 10×13 cm to 60×80 cm with a 4K camera and a controlled turning table. The scanner records a still object scene in 2 hours with 768 horizontal images, 192 elevation levels, and a 180 degrees rotation. From the obtained perspective images, in-house software calculates all the hogels for the CHIMERA printing. This paper discusses the different characteristics of this in-house scanner and analyzes its advantages, benefits, and limitations for applications such as museums, art, education, architecture, and advertising.
Typically, commercially available Head-up display (HUD) systems use Pepper's ghost, "floating hologram", systems. Our proposed system uses holographic optical element (HOE) to minimize the volume of conventional systems, provide high-depth and large-screen augmented images, and propose a method to measure that from a human factor perspective..
CHIMERA is the third generation of digital holographic printing systems. CHIMERA is based on the use of three lowpower red, green, and blue continuous lasers combined with the Ultimate U04 ultra-fine grain silver-halide holographic glass plates. Acquisition of perspective images can be done with an in-house designed cylindrical scanner for real still objects or with software for computer-generated objects. This holoprinter is capable of printing at a frequency equal or greater than 50 hogels per second, full-color, 120° full-parallax digital reflection holograms or holographic optical elements with a size of up to 60×80 cm and a hogel size ranging from 250 to 500 μm. The color rendition and the parallax—horizontal and vertical—of this printer are so good that, with a 250 μm hogel size, an observer can hardly detect a difference between an analog ultra-realistic full-color Denisyuk hologram and a digital CHIMERA hologram. This paper discusses and compares the different characteristics of the two techniques—CHIMERA and Denisyuk—for still object recording and analyzes their advantages, benefits, and limitations.
This paper presents an upgrade of the thaumatrope, an optical toy and a pre-cinematographic animation device that was popular in the 19th century, by addition of ultra-realistic full-color holograms. It explains the working principles of this new device and evaluates its performances. To build this new kind of thaumatrope, two full-color analog transplane holograms of two different 3D objects are recorded with the silver halide color holographic material Ultimate 04 and mounted on each side of a rotating disc. The operation of the holographic thaumatrope is successfully demonstrated. When two pieces of string are attached to the disc are twirled quickly between the fingers, the disc rotates on its axis and the two transplane holograms appear to combine into one.
This paper presents the Zerotrope, an improvement of the classic phenakistiscope and zoetrope devices, used to create a new 360-degree 3D display by addition of a single ultra-realistic full-color hologram. The Zerotrope is built with a single zero-degree transplane hologram mounted on a disc rotating at constant speed. This hologram displays a series of 3D characters showing the sequential phases of an animation and arranged radially around the center of the disc. When a stroboscopic lamp synchronized with the rotation illuminates this hologram, the recorded characters are animated as in a stop-motion movie. The operation of the Zerotrope is successfully demonstrated and shows the effect of the holographic reality (HR) without the need for special glasses or other viewing aids.
This paper presents an update of the traditional museographic diorama, with the addition of a full-color H2 analog hologram. It explains how it works, and indicates the benefits for museums. Unlike the Denisyuk color technique where the final image appears completely behind the surface of the hologram, the H2 hologram is a transplane image. To realize this new kind of diorama, an ultra-realistic "transplane" color hologram is recorded with the Ultimate holographic material and blends into a real three-dimensional scene where the viewer no longer knows where the real ends and where the virtual begins. The play of the hologram’s lighting makes possible the objects appear or disappear in the decors and interact with the public. The result boosts the little outdated traditional diorama and meets the expectations of a modern audience interested in mixed reality.
The present study aimed to examine the effect of the vision training, which is a benefit of watching 3D video images (3D video shooting game in this study), focusing on its accommodative facility and vergence facility. Both facilities, which are the scales used to measure human visual performance, are very important factors for man in leading comfortable and easy life. This study was conducted on 30 participants in their 20s through 30s (19 males and 11 females at 24.53 ± 2.94 years), who can watch 3D video images and play 3D game. Their accommodative and vergence facility were measured before and after they watched 2D and 3D game.
It turned out that their accommodative facility improved after they played both 2D and 3D games and more improved right after they played 3D game than 2D game. Likewise, their vergence facility was proved to improve after they played both 2D and 3D games and more improved soon after they played 3D game than 2D game. In addition, it was demonstrated that their accommodative facility improved to greater extent than their vergence facility. While studies have been so far conducted on the adverse effects of 3D contents, from the perspective of human factor, on the imbalance of visual accommodation and convergence, the present study is expected to broaden the applicable scope of 3D contents by utilizing the visual benefit of 3D contents for vision training.
Most UHDTV content is presently created using single large CMOS sensor cameras as opposed to 2/3-inch small sensor cameras, which is the standard for HD content. The consequence is a technical incompatibility that does not only affect the lenses and accessories of these cameras, but also the content creation process in 2D and 3D. While UHDTV is generally acclaimed for its superior image quality, the large sensors have introduced new constraints in the filming process. The camera sizes and lens dimensions have also introduced new obstacles for their use in 3D UHDTV production. The recent availability of UHDTV broadcast cameras with traditional 2/3-inch sensors can improve the transition towards UHDTV content creation.
The following article will evaluate differences between the large-sensor UHDTV cameras and the 2/3-inch 3 CMOS solution and address 3D-specific considerations, such as possible artifacts like chromatic aberration and diffraction, which can occur when mixing HD and UHD equipment. The article will further present a workflow with solutions for shooting 3D UHDTV content on the basis of the Grass Valley LDX4K compact camera, which is the first available UHDTV camera with 2/3-inch UHDTV broadcast technology.
In this paper, we propose an eye tracking system using a variable parallax barrier capable of providing the utmost natural stereo images. The variable parallax barrier consists of four sub-barriers, and a new cross connector composed of 640 lines flexible-printed-circuit is designed to create a sub-barrier. A depth camera based on the time-of-flight theory is utilized to implement an eye tracking system for an observer. The variable parallax barrier located in front of a monitor will be operated and controlled electrically through serial communication according to the values of coordinates gained by the camera. We compared the performance of the variable parallax barrier with that of other general systems via computer simulation.
Optical visual cryptography based on binary computer generated hologram (BCGH) was proposed which used optics instead of human eyesight for decryption. As a result, it was possible to adapt cryptography to optical system. However, it also had some difficulties because it did not overcome the existing problem of visual cryptography completely. This paper suggested the method of optical cryptography implementation based on the phase modulation characteristics of liquid crystal display (LCD). The problems and appropriations are evaluated with some simulation. This system showed that the noise was reduced and resolution was improved compare with the conventional optical visual cryptography.
In this paper, we propose a novel method that can generate a computer-generated hologram (CGH) from the depth stream and color video outputs provided by ENG camera. To generate CGH, distinguished from an existing electronic holographic display system that uses a computer graphic model, we utilizes video image from a depth camera. This procedure consists of two steps that the acquisition of a depth-annotated image of real object, and generation of CGH according to the 3D information that is extracted from the depth cue. Experimentally, we display the generated CGH via a holographic display system using liquid-crystal display.
In this paper, we propose a wavelet-based fast motion estimation algorithm for video sequence encoding with a low bit-rate. By using one of the properties of the wavelet transform, multi-resolution analysis (MRA), and the spatial interpolation of an image, we can simultaneously reduce the prediction error and the computational complexity inherent in video sequence encoding. In addition, by defining a significant block (SB) based on the differential information of the wavelet coefficients between successive frames, the proposed algorithm enables us to make up for the increase in the number of motion vectors when the MRME algorithm is used. As a result, we are not only able to improve the peak signal-to-noise ratio (PSNR), but also reduce the computational complexity by up to 67%.
This study is focused on proposing a creative system that can display 3D hologram on the real-time basis. This method applies 3D display on volume hologram based on CGH. The process of implementing the system consists of two stages of fringe pattern recording for passive component that includes information on hologram, and irradiating object beam. Distinguished from an existing electronic holographic display system, this system is free from the process of a huge calculation that is necessary to compose CGH for a real-time 3D display. Clarifying a theoretical basis on this method, we have proved validity through results of experiments.
This paper presents a compression algorithm applicable for transmitting a HPO hologram data. The proposed algorithm exploits a modulating function to compress the bandwidth of an object wave, resulting in data reduction due to relaxed Nyquist sampling constraints. At the receiver, the compressed data will be interpolated and compensated via being divided by the modulating function. We derive the algorithm and present compression rate. Finally, we show the validity of the proposed algorithm by simulation where a reconstructed image from undersampled data is compared with a reconstructed image obtained from proposed algorithm.
Visual cryptography made it possible to decrypt the information encrypted by thresholding scheme not with digital system but with human vision system. This method, however, has some limit in it because of the rack of resolution in both the spatial and amplitude domain. Optical visual cryptography, which used laser system instead of human eyesight, was proposed by conjunction of the optical theory with the cryptography. However, it also had some difficulties because it did not overcome the existing problem of visual cryptography completely. The problems occurred in the process of transferring data processing system from visual to optics. Therefore, it is appropriate to approach these problems in terms of optics. The results show that the optical visual cryptograph system has both the effectiveness and reliability as well as real-time implementation property.
This paper proposes a volume hologram-based autostereoscopic 3D display system. In order to synthesize a multiplexed striped image (MSI), this system sues the grating pattern of a volume hologram. Thus, unlike in the digital based system, the synthesis of the MSI in this system ca be made in real- time. We analytically describe this procedure that consists of two steps, recording of grating pattern and illumination of object wave, and present some experimental results for a two-view display system.
The thresholding scheme in which a person can decode the encrypted data with an important information in the agreement of other members has been extended to the visual data by visual cryptography. But with the limitation of visual cryptography in the representation of information, some problem is encountered in application. This paper proposes a method to overcome the problem by introducing an optical technique to the visual cryptography.
We present a stereoscopic vision system that the stereoscopic images pairs are recorded into a volume hologram. If the two stereoscopic image pairs and a reference beam are of the same wavelength, a stationary interference pattern in s formed in a volume hologram. When the reference beam are of the same wavelength, a stationary interference pattern is formed in a volume hologram. When the reference beam with Bragg matching condition is illuminated for reconstruction, stereoscopic images are suitably projected on the left and right display p;lane for stereoscopic viewing. We present experimental results of stereoscopic pairs recording and reading with a 45 degree cut Fe: LiNbO3 crystal.
We propose an optical correlator system using volume hologram for database of matched filter. Optical correlator has high speed and parallel processing characteristics of optics. Matched filters are recorded into a volume hologram that can store data with high density, transfer them with high speed, and select a randomly chosen data element. The multiple reference images of database are prerecorded in a photorefractive crystal in the form of Fourier transform images, simply by passing the image displayed in a spatial light modulator through a Fourier transform lens. The angular multiplexing method for multiple holograms of database is achieved by controlling the reference directions with a step motor. Experimental results show that the proposed system can be used for fingerprint recognition.
In this paper, a rotation invariant fingerprint identification system is implemented by using Dove prism. The input fingerprints are rotated with Dove prism and try out the correlation. We present that this system has the rotation invariant properties and can recognize the fingerprint in real-time. Binary phase only filter (BPOF) used for the spatial matched filter. Through some experiments, we also show that this system has a good performance in the rotated fingerprints.
In this paper, a rotation invariant fingerprint identification system is implemented by using the circular harmonic filter and the binary phase extraction joint transform correlator. We present that this system has the shift and rotation invariant properties and can recognize the fingerprint in real-time. The complex circular harmonic filter which is used to obtain the rotation invariance, is converted into the real-valued filter for real-time implementation. Through computer simulation, we also show that this system has a good performance in the rotated fingerprints.
In this paper, we propose a new optical threshold generator as a key-stream generator for stream cipher systems. To implement the threshold generator optically, we use conventional twisted nematic type SLMs. This proposed system is based on the shadow casting technique for the AND operation between taps and register stages. It is also based on the proposed PMRS method for modular 2 addition. The proposed PMRS method uses the property of light's polarization on liquid crystal device (LCD) and can be implemented optically using one LCD and some mirrors. One of the major advantages of the proposed system is that there is no limitation of the number of the programmable tapping points. Therefore, this system can be used for high-security applications. Also, the proposed system can be applied for the 2D encryption system which processes large amounts of data such as 2D images. We verify the proposed system with some simulations.
We propose an optodigital hybrid fingerprint identification system based on the binary phase extraction joint transform correlator (BPEJTC). It is shown that since the BPEJTC provides higher peak-to-sidelobe ratio than that of the conventional JTC and does not cause correlation peaks due to intra-class association, this system is well-adaptive to the multiple object environments. We show that this system allows the simultaneous comparison of an input fingerprint to several reference fingerprints in a single correlation. Experimental results show that this system has a good performance in the presence of multiple images for the fingerprint identification.
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