Optics Communications 393 (2017) 107–112
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An accelerated hologram calculation using the wavefront recording plane method and wavelet transform
MARK
⁎
Daisuke Araia, Tomoyoshi Shimobabaa, , Takashi Nishitsujia, Takashi Kakuea, Nobuyuki Masudab, Tomoyoshi Itoa a b
Chiba University, Graduate School of Engineering, 1–33 Yayoi–cho, Inage–ku, Chiba 263-8522, Japan Department of Applied Electronics, Tokyo University of Science, 6–3–1 Niijuku, Katsushika–ku, Tokyo 125-8585, Japan
A R T I C L E I N F O
A BS T RAC T
Keywords: Computer-generated hologram 3D display Electroholography Hologram Holography
Fast hologram calculation methods are critical in real-time holography applications such as three-dimensional (3D) displays. We recently proposed a wavelet transform-based hologram calculation called WASABI. Even though WASABI can decrease the calculation time of a hologram from a point cloud, it increases the calculation time with increasing propagation distance. We also proposed a wavefront recoding plane (WRP) method. This is a two-step fast hologram calculation in which the first step calculates the superposition of light waves emitted from a point cloud in a virtual plane, and the second step performs a diffraction calculation from the virtual plane to the hologram plane. A drawback of the WRP method is in the first step when the point cloud has a large number of object points and/or a long distribution in the depth direction. In this paper, we propose a method combining WASABI and the WRP method in which the drawbacks of each can be complementarily solved. Using a consumer CPU, the proposed method succeeded in performing a hologram calculation with 2048 × 2048 pixels from a 3D object with one million points in approximately 0.4 s.
1. Introduction Due to the heavy calculation amounts of holograms, fast hologram calculation methods are essential in real-time holography applications such as three-dimensional (3D) displays [1]. Multiple algorithms have been proposed: point cloud methods [2–8], polygon methods [9–11], holographic stereograms [12–15], and RGB-D [16,17]. The details of these methods can be found in Refs. [18,19]. In point cloud methods, a 3D object is expressed as the aggregation of object points, and the light waves emitted from these object points are superposed in the hologram plane. The superposition is the most time-consuming part of the hologram calculation. To accelerate the superposition, we recently proposed a wavelet transform-based hologram calculation, which is referred to as the WAvelet ShrinkAge-Based superpositIon (WASABI) [20]. WASABI accelerates a hologram calculation by representing the object light with a few wavelet coefficients. Even though the WASABI can considerably decrease the calculation time of a hologram, it increases the calculation time with increasing propagation distance. We also proposed a wavefront recoding plane (WRP) method [21]. Subsequently, various improved methods for the WRP method have been proposed [22–35]. The WRP method is a two-step fast hologram
⁎
calculation in which the first step calculates the superposition of light waves emitted from object points in a virtual plane, and the second step performs diffraction calculation from the virtual plane to the hologram plane. A drawback of the WRP method is in the first step when the point cloud has a large number of object points and/or a long distribution in the depth direction. Several methods to alleviate this problem have been proposed. For example, multiple WRP methods introduce multiple virtual planes to split the long distribution [25,26,28,30], and the placement of the virtual planes can be optimized [35]. The tilted WRP method [27] decreases the calculation cost of the first step by using a tilted diffraction calculation [9], and the stretched WRP method [31] decreases the calculation cost using a non-uniform sampled diffraction calculation [36]. More recently, a WRP method using the sparse fast Fourier transform (FFT) has been proposed to accelerate the second step in the WRP method [33]. In this paper, we propose a method combining WASABI and the WRP method in which the drawbacks of each can be complementarily solved. That is, the calculation cost of the first step in the WRP method is accelerated using WASABI, resulting in a decrease in the total calculation time. Using a consumer CPU, the proposed method succeeded in completing a hologram calculation with 2048 × 2048
Corresponding author. E-mail address:
[email protected] (T. Shimobaba).
http://dx.doi.org/10.1016/j.optcom.2017.02.038 Received 19 January 2017; Received in revised form 13 February 2017; Accepted 15 February 2017 0030-4018/ © 2017 Elsevier B.V. All rights reserved.
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D. Arai et al.
Fig. 1. Hologram calculation for (a) a conventional hologram calculation and (b) the proposed method.
Fig. 2. Reconstructed images of a dinosaur composed of 11,646 object points at the two different distances of 0.1 m and 0.8 m.
object points. The light waves emitted from these object points are superimposed in the hologram plane using
pixels from a 3D object with one million points in approximately 0.4 s Section 2 describes the proposed method, and Section 3 shows the effectiveness of the proposed method. Section 4 concludes this study.
N
u (xh , yh) =
2. Proposed method
j
The proposed method combines WASABI and the WRP method to further accelerate the hologram calculation at long propagation distances. Fig. 1(a) shows a conventional hologram calculation from the 3D
⎛
⎞ 2π ⎟ rhj ⎟ = ⎝ λ ⎠
∑ aj exp ⎜⎜i
N
∑ aj u zj (xh − xj , yh − yj ), j
(1)
where i is the imaginary unit number, N is the number of object points, (xh , yh) are the coordinates of the hologram plane, (xj , yj , zj ) and aj are the coordinates and amplitude of the j-th object point, respectively, λ is the wavelength, and u zj is the point spread function (PSF) at a distance zj. 108
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Fig. 5. Calculation times for the merry-go-round image (95,949 object points) using the conventional method, WASABI, and WASABI+WRP at the two different distances of 0.1 m and 0.8 m.
Fig. 3. Calculation times for the dinosaur image (11,646 object points) using the conventional method, WASABI, and WASABI+WRP at the two different distances of 0.1 m and 0.8 m.
To decrease the computational complexity, look-up table methods, such as the novel look-up table (N-LUT) method [3], can decrease the calculation time. However, even when using look-up table methods, the computational complexity remains O (NW 2 ). Recently, we proposed the WASABI method [20] to decrease the computational complexity of Eq. (1). WASABI accelerates hologram calculations using the following three steps.
The computational complexity of Eq. (1) is decided by the number of object points and the average radius W of the PSFs. The average radius W is determined by
W =
1 N
N
∑ Wj = j
1 N
N
∑ zj tan θ, j
(2) 1. The PSFs u zj (xh , yh) for zj are pre-computed and then the spacedomain PSFs are transformed into wavelet-domain PSFs. The number of wavelet coefficients is reduced by selecting Nr large wavelet coefficients. 2. The reduced wavelet coefficients are superposed in the wavelet domain. 3. The inverse wavelet transform is performed to convert the superposed result in the wavelet domain to that in the space domain.
where the maximum divergence angle θ of an object point is θ = sin−1(λ /(2p )), where p is the sampling pitch of the hologram. The computational complexity of Eq. (1) is expressed as
O (NW 2 ).
(3)
It is clear that the computational complexity is increased as zj increases. The heaviest computation in Eq. (1) is the superposition.
Fig. 4. Reconstructed images of a merry-go-round composed of 95,949 object points at the two different distances of 0.1 m and 0.8 m.
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Fig. 6. Reconstructed images of a fountain composed of 978,416 object points at the two different distances of 0.1 m and 0.8 m.
O (rNW 2 ) + O (Nh2 ).
Even though WASABI can drastically decrease the computational complexity of the hologram calculation, it increases the calculation time with increasing propagation distance because the computational complexity depends on W , including zj. To further accelerate the hologram calculation at long distances, we propose a combination of WASABI and the WRP method (the WASABI +WRP method). As shown in Fig. 1(b), the WRP method introduces a virtual plane between the 3D object and the hologram plane. In the conventional WRP method [21,22], this virtual plane is calculated using Eq. (1) and the computational complexity is shown in Eq. (3). The computational cost becomes low when the virtual plane is placed near the 3D object. However, when the 3D object has a large number of object points and/or a long distribution in the depth direction, the computational complexity of the virtual plane becomes large due to Eq. (3). Instead of Eq. (1), we use WASABI to accelerate the calculation of the virtual plane; therefore, the computational complexity can be suppressed to that of Eq. (6). Subsequently, we calculate the numerical diffraction from the virtual plane to the hologram plane. For this diffraction calculation, in this paper, we used band-limited double-step Fresnel diffraction [17] because its complexity is lower than that of the conventional Fresnel diffraction and angular spectrum method [17,19]. The computational complexity of the diffraction calculation is O (Nh2 log Nh ). Therefore, the total computational complexity of the proposed method is
Fig. 7. Calculation times for the fountain image (978,416 object points) using the conventional method, WASABI, and WASABI+WRP at the two different distances of 0.1 m and 0.8 m.
In this study, the number of large wavelet coefficients, Nr, is defined as
Nr = r × 2πW 2,
(4)
where r is the selection rate of the larger wavelet coefficients. Therefore, in the second step of WASABI, the computational complexity of the superposition can be reduced to
O (NNr ) =
O (rNW 2 ).
(6)
O (rNW 2 ) + O (Nh2 ) + O (Nh2 log Nh ).
(5)
(7)
For comparison, the computational complexity of the conventional WRP method [21,22] is
If we use r = 1%, compared to the conventional method of Eq. (1), we can reduce the computational complexity of the superposition to approximately one hundredth. Subsequently, WASABI transforms the superposed result in the wavelet domain to that in the space domain using the inverse wavelet transform, whose computational complexity is only O (Nh2 ). Therefore, the total computational complexity of WASABI is
O (NW 2 ) + O (Nh2 log Nh ).
(8)
Even though the proposed method has an additional computational complexity, O (Nh2 ), for the inverse wavelet transform, the computational complexity of the proposed method is lower than that of the conventional WRP method. 110
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0.8 m, the calculation times for the conventional method, the WASABI method, and the WASABI+WRP method are approximately 850 s, 27 s and 0.43 s, respectively. In the case of one million object points, WASABI+WRP shows further acceleration. Fig. 6 shows the reconstructed images of a fountain composed of 978,416 points. The reconstructed images in the center and right columns of Fig. 6 were obtained using WASABI and WASABI+WRP, respectively. Fig. 7 shows the calculation times. At a distance of 0.1 m, the calculation times for the conventional method, the WASABI method, and the WASABI+WRP method are approximately 223 s, 3.9 s and 0.43 s, respectively. At a distance of 0.8 m, the calculation times for the conventional method, the WASABI method, and the WASABI+WRP method are approximately 8800 s, 274 s and 0.43 s, respectively. In this case, WASABI+WRP can accelerate the hologram calculation by 20,000 times compared to the conventional method. A highly important point for WASABI+WRP is that it is not dependent on the propagation distance, unlike the conventional and WASABI methods. Even when calculating a greater number of object points, such as a fountain with approximately one million object points, on a normal CPU, WASABI+WRP successfully calculated a hologram with 2048 × 2048 pixels in approximately 0.4 s, that is, we can obtain a frame rate of 2.5.
3. Results In this section, we compare the computational performance and the quality of the reconstructed images obtained for three methods: the conventional method [3], the WASABI method [20], and the WASABI +WRP method. The calculation conditions included a wavelength of 633 nm, a hologram sampling interval of 10 μm , a hologram resolution of 2048×2048 pixels, and a distance of 0.01 m in the first step of the WASABI+WRP method. We empirically picked a selection ratio of r = 1% for the WASABI method according to the calculation time and the quality of the reconstructed images [20]. We used a computer with an Intel Core i7 6700 CPU, the Microsoft Windows 8.1 operating system, and the Microsoft Visual Studio C++2013 compiler. All the calculations were parallelized using four CPU threads and were performed using our wave optics library, CWO++ [37]. Fig. 2 shows the reconstructed images of a dinosaur composed of 11,646 object points at two different distances of 0.1 m and 0.8 m. The images in the left column of Fig. 2 were obtained using the conventional method. The reconstructed images in the center column of Fig. 2 were obtained using WASABI. We used structural similarities (SSIM) as the metrics of the image quality [38]. When SSIM is approximately 0.95, the image can be seen fairly well. And, when SSIM is over 0.98, the image quality is nearly the same as the original image. The SSIM between two images A and B is calculated by
SSIM =
(2μA μB + c1)(2σAB + c2 ) (μA2 + μB2 + c1)(σA2 + σB2 + c2 )
4. Conclusions We proposed a method combining the WRP method and WASABI to further accelerate hologram calculations. The drawbacks of the WRP method and WASABI were complementarily solved using the proposed method. Using a consumer CPU, the proposed method completed a hologram calculation with 2048 × 2048 pixels from a 3D object with one million points in approximately 0.4 s. In this paper, we used bandlimited Fresnel diffraction [17] in the second step of the proposed method. Even though this diffraction calculation was faster than the conventional Fresnel diffraction and angular spectrum method, the calculation cost was still considerable. The calculation cost of the second step in the proposed method will be improved using a sparse Fourier transform-based diffraction calculation [33], which will result in a further decrease in the total computational complexity. In addition, we will investigate a proper distance between 3D objects and the WRP because the WASABI+WRP method in Figs. 3 and 5 was not faster than the WASABI method at a distance of 0.1 m due to the additional calculation cost of diffraction calculation. We may be able to find the proper distance using the same method as in Ref. [35].
, (9)
where μa and μB are the averages of the image A and image B, σA and σB are the variances of the two images, σAB is the covariance of the two images, respectively. c1 and c2 are calculated by c1 = (k1 L )2 and c2 = (k2 L )2 where L is the dynamic range of the two images and k1=0.01 and k2=0.03, respectively. The SSIMs of the reconstructed images are 0.93 at a distance of 0.1 m, and 0.96 at a distance of 0.8 m. The reconstructed images in the right column of Fig. 2 were obtained using WASABI+WRP. The SSIMs of the reconstructed images are 0.95 and 0.96 at distances of 0.1 m and 0.8 m, respectively. Fig. 3 shows the calculation times for these three methods. At a distance of 0.1 m, the calculation times for the conventional method, the WASABI method, and the WASABI+WRP method are approximately 2.8 s, 0.14 s and 0.39 s, respectively. For short distances, WASABI is better than WASABI+WRP due to the additional calculation cost of the second step in WASABI+WRP. By contrast, at a distance of 0.8 m, the calculation times for the conventional method, the WASABI method, and the WASABI+WRP method are approximately 102 s, 22 s and 0.41 s, respectively. The conventional method and the WASABI method increase the calculation time with increasing propagation distance, whereas the calculation time of the WASABI +WRP method is constant and does not depend on the propagation distance. We show the performance of the proposed method in a case with a hundred thousand object points. Fig. 4 shows the reconstructed images of a merry-go-round composed of 95,949 points. The reconstructed images in the center column of Fig. 4 were obtained using the WASABI method. The SSIMs of the reconstructed images are 0.92 and 0.97 at distances of 0.1 m and 0.8 m, respectively. The reconstructed images in the right column of Fig. 4 were obtained using WASABI+WRP. The SSIM of the reconstructed images are 0.93 and 0.95 at distances of 0.1 m and 0.8 m, respectively. Fig. 5 shows the calculation times for the merry-go-round images. At a distance of 0.1 m, the calculation times for the conventional method, the WASABI method, and the WASABI+WRP method are approximately 22 s, 0.44 s and 0.42 s, respectively. At a distance of
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