Path: utzoo!utgpu!jarvis.csri.toronto.edu!mailrus!ames!think!mintaka!wonko!mit-eddie!mit-amt!tuna!jh From: jh@tuna.MIT.EDU (John Underkoffler) Newsgroups: comp.graphics Subject: Re: 3d Computer Generated Holography Message-ID: <612@mit-amt.MEDIA.MIT.EDU> Date: 27 Aug 89 04:30:49 GMT References: <441@ctycal.UUCP> <1306@blackbird.afit.af.mil> <448@ctycal.UUCP> Sender: usenet@mit-amt.MEDIA.MIT.EDU Lines: 87 In-reply-to: ingoldsb@ctycal.COM's message of 25 Aug 89 18:31:45 GMT Wavefronts And You: The Holographic Scoop ----------------------------------------- In response to Terry Ingoldsby's holo-worthy posting, it is not necessarily the case that 3-D holography is reliant on a three-dimensional film emulsion for its operation. The simplest kind of transmission holograms employ diffraction (which, as we know, is a phenomenon whereby waves of light are `perturbed' or `annoyed' after propagation through some region of spatially varying opacities) through a photographically recorded fringe pattern in a high-resolution but otherwise workaday emulsion. As far is the imaging properties of the beast are concerned, the film emulsion is merely a two-dimensional mask of opaque fringes in a transparent field. A theoretically infinitely thin [2-D, then] emulsion can contain a complete record of the moving wavefronts which represent a fully three-dimensional scene; no information is lost, unlike many transatlantic telephone conversations. Of course, certain kinds of holograms do depend on an emulsion of finite thickness, so I can't be entirely trusted to tell the truth. An example is any kind of reflection hologram (a hologram for which the illumination is on the same side of the film as the viewer), which is similar to an interference filter in its use of many nested, gently curved fringes, roughly parallel to the plane of the film. A few notes on "real" Computer Generated Holograms (as we call the fringe-calculated variety, as contrasted with Holographic Stereograms, which may or may not employ a computer to generate the myriad perspective views which become optically assembled in a fairly non-thrilling manner) seem in order. First off, the preponderance of CGHs made using FFTs is the result of a lucky coincindence in nature: if you allow a certain distribution of light to propagate a long way, what you get looks mathematically something like the Fourier Transform of the distribution you started with. This made a lot of people who wore white lab jackets and used terms like "Mach-Zender Interferometer" and "apodization" very happy when they realized it. Basically, it meant that if they wanted to compute what the fringes in a holographic recording of an dismayingly distant two-dimensional transparency would be, they wouldn't have to use the dreadful ray-tracing method mentioned by Terry. Of course, that meant that the only kind of holograms that they could make were ones which featured images of dismayingly distant two-dimensional transparencies. Such images became quite popular, of course. In short, then, FFTs can be used to generate fringe patterns for a very highly constrained class of holographic images, because a 2-D spatial Fourier Transform happens to be a really good approximation to the actual thing for that sadly flat class. But we want CGHs which display non-flat objects! It is therefore not feasible to use the Fourier Transform shortcut. Instead, you have to go ahead and play Momma Nature and use the ray-tracing method; that is, you do what nature does when it makes a hologram [er...], which is that light from each infinitesimal object in the scene you're depicting propagates to each location on the holographic film, unless it's precluded from reaching certain locations because of occlusion by other objects. Thus, the contribution from each little spot of light in your scene has to be communicated to each little location in the holo-film. The number of each of these is `a lot', as we say in the business. Example-numbers and statistics are boring, so I won't give any, but think of something staggering and then square it a few times to get a rough estimate of the number of propagation-computations that're necessary. However, the problem is luckily not so computationally intractable as Ms./Mr./Dr. Ingoldsby fears. There are many ways to cheat. One of these is that we can dispense quickly with vertical parallax: because your eyes are situated horizontally (in order to fill out your face, as my colleague Mr. Halle noted), most people don't notice if they cannot look over or under objects. Therefore, you can get away with propagating light from each scene-point only to hologram-points which are at the same vertical level with them. Already, the problem is reduced by a few orders of magnitude. For homework, think of other ways to make computation of holograms easier. Tommy Mouser's estimate of 6 Cray2-days for the computation of a one-inch-square hologram is consequently slightly misfounded. Using, among other computation reduction techniques, elimination of vertical parallax, we routinely compute two-by-two-inch holograms in a few minutes on an HP 835 workstation. You and your friends can have fun making CGHs in your spare time! John Underkoffler Pasteurizer, Spatial Imaging Group MIT Media Lab jh@media-lab.media.mit.edu