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Real-time shader rendering of holographic stereograms

机译:全息立体图的实时着色器渲染

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Horizontal-parallax-only holographic stereograms of nearly SDTV resolution (336 pixels by 440 lines by 96 views) of textured and normal-mapped models (500 polygons) are rendered at interactive rates (10 frames/second) on a single dual-head commodity graphics processor for use on MIT's third-generation electro-holographic display. The holographic fringe pattern is computed by a diffraction specific holographic stereogram algorithm designed for efficient parallelized vector implementation using OpenGL and Cg vertex/fragment shaders. The algorithm concentrates on light-field reconstruction by holographic fringes rather than the computation of the interferometric process of creating the holographic fringes.
机译:在单个双头商品上以交互速率(每秒10帧)呈现接近SDTV分辨率(336像素乘440线乘96视图)的纹理和法线贴图模型(500个多边形)的仅水平视差全息立体图图形处理器,用于MIT的第三代电子全息显示器。全息条纹图案由衍射专用全息立体图算法计算,该算法设计为使用OpenGL和Cg顶点/片段着色器进行有效的并行矢量实现。该算法专注于通过全息条纹重建光场,而不是通过计算全息条纹的干涉过程来进行计算。

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