用随机相位点云生成全息图,提升虚拟现实显示的清晰度和视场。
Random-phase Wave Splatting of Translucent Primitives for Computer-generated Holography
- 将任意3D透明图元转为随机相位全息图,统一渲染框架。
- 实现精准散焦模糊与视差效果,提升空间带宽利用率,扩大视场。
- 适合研发下一代近眼全息显示的工程师与视觉算法研究者。
全息近眼显示可为虚拟现实/增强现实系统提供超紧凑形态,但依赖先进的计算机生成全息(CGH)算法将3D场景转换为空间光调制器(SLM)上的干涉图案。传统CGH生成平滑相位全息图,限制视角依赖效应与真实散焦模糊,严重低估了SLM的空间带宽积。本文提出随机相位波点渲染(RPWS),一种统一的波动光学渲染框架,能将基于2D透明图元的任意3D表示转换为随机相位全息图。RPWS兼容现代3D表示如高斯分布与三角形,提升带宽利用率,有效扩大眼盒尺寸,重建精确的散焦模糊与视差,并将时间复用渲染作为统计学原理推导出的数学精确透明混合机制,而非仅用于抑制斑点的启发式方法。核心包含(1)新的波前合成流程与(2)针对随机相位几何图元的透明混合方案,确保在数百万图元组合时正确重构颜色与鲁棒遮挡。相比近期基于图元的CGH算法高斯波点渲染(GWS),RPWS采用随机相位,显著改善视角依赖性与真实感散焦模糊,避免带宽浪费;而直接将GWS扩展至随机相位会导致颜色失真。实验与仿真验证表明,RPWS实现了下一代近眼显示的顶尖图像质量与感知真实的3D全息效果。
原文摘要 · Abstract (English)
Holographic near-eye displays offer ultra-compact form factors for VR/AR systems but rely on advanced computer-generated holography (CGH) algorithms to convert 3D scenes into interference patterns on spatial light modulators (SLMs). Conventional CGH typically generates smooth-phase holograms, limiting view-dependent effects and realistic defocus blur, while severely under-utilizing the SLM space-bandwidth product. We propose Random-phase Wave Splatting (RPWS), a unified wave optics rendering framework that converts arbitrary 3D representations based on 2D translucent primitives into random-phase holograms. RPWS is fully compatible with modern 3D representations such as Gaussians and triangles, improves bandwidth utilization which effectively enlarges eyebox size, reconstructs accurate defocus blur and parallax, and leverages time-multiplexed rendering not as a heuristic for speckle suppression, but as a mathematically exact alpha-blending mechanism derived from first principles in statistics. At the core of RPWS are (1) a new wavefront compositing procedure and (2) an alpha-blending scheme for random-phase geometric primitives, ensuring correct color reconstruction and robust occlusion when compositing millions of primitives. RPWS departs substantially from the recent primitive-based CGH algorithm, Gaussian Wave Splatting (GWS). Because GWS uses smooth-phase primitives, it struggles to capture view-dependent effects and realistic defocus blur and under-utilizes the SLM space-bandwidth product; moreover, naively extending GWS to random-phase primitives fails to reconstruct accurate colors. In contrast, RPWS is designed from the ground up for arbitrary random-phase translucent primitives, and through simulations and experimental validations we demonstrate state-of-the-art image quality and perceptually faithful 3D holograms for next-generation near-eye displays.
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