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Zhong C, Sang X, Yan B, Li H, Xie X, Qin X, Chen S. Real-time 4K computer-generated hologram based on encoding conventional neural network with learned layered phase. Sci Rep 2023; 13:19372. [PMID: 37938607 PMCID: PMC10632375 DOI: 10.1038/s41598-023-46575-1] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/24/2023] [Accepted: 11/02/2023] [Indexed: 11/09/2023] Open
Abstract
Learning-based computer-generated hologram (CGH) demonstrates great potential for real-time high-quality holographic displays. However, real-time 4K CGH generation for 3D scenes remains a challenge due to the computational burden. Here, a variant conventional neural network (CNN) is presented for CGH encoding with learned layered initial phases for layered CGH generation. Specifically, the CNN predicts the CGH based on the input complex amplitude on the CGH plane, and the learned initial phases act as a universal phase for any target images at the target depth layer. These phases are generated during the training process of the coding CNN to further optimize the quality. The CNN is trained to learn encoding 3D CGH by randomly selecting the depth layer in the training process, and contains only 938 parameters. The generation time for a 2D 4K CGH is 18 ms, and is increased by 12 ms for each layer in a layered 3D scene. The average Peak Signal to Noise Ratio (PSNR) of each layer is above 30dB in the depth range from 160 to 210 mm. Experiments verify that our method can achieve real-time layered 4K CGH generation.
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Affiliation(s)
- Chongli Zhong
- State Key Laboratory of Information Photonics and Optical Communications, Beijing University of Posts and Telecommunications, Beijing, 100876, China
| | - Xinzhu Sang
- State Key Laboratory of Information Photonics and Optical Communications, Beijing University of Posts and Telecommunications, Beijing, 100876, China.
| | - Binbin Yan
- State Key Laboratory of Information Photonics and Optical Communications, Beijing University of Posts and Telecommunications, Beijing, 100876, China.
| | - Hui Li
- Beijing National Research Center for Information Science and Technology, Tsinghua University, Beijing, 100084, China
| | - Xinhui Xie
- State Key Laboratory of Information Photonics and Optical Communications, Beijing University of Posts and Telecommunications, Beijing, 100876, China
| | - Xiujuan Qin
- Beijing Institute of Control and Electronic Technology, Beijing, 100038, China
| | - Shuo Chen
- State Key Laboratory of Information Photonics and Optical Communications, Beijing University of Posts and Telecommunications, Beijing, 100876, China
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Güzel AH, Beyazian J, Chakravarthula P, Akșit K. ChromaCorrect: prescription correction in virtual reality headsets through perceptual guidance. BIOMEDICAL OPTICS EXPRESS 2023; 14:2166-2180. [PMID: 37206152 PMCID: PMC10191670 DOI: 10.1364/boe.485776] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 01/18/2023] [Revised: 04/05/2023] [Accepted: 04/10/2023] [Indexed: 05/21/2023]
Abstract
A large portion of today's world population suffers from vision impairments and wears prescription eyeglasses. However, prescription glasses cause additional bulk and discomfort when used with virtual reality (VR) headsets, negatively impacting the viewer's visual experience. In this work, we remedy the usage of prescription eyeglasses with screens by shifting the optical complexity into the software. Our proposal is a prescription-aware rendering approach for providing sharper and more immersive imagery for screens, including VR headsets. To this end, we develop a differentiable display and visual perception model encapsulating the human visual system's display-specific parameters, color, visual acuity, and user-specific refractive errors. Using this differentiable visual perception model, we optimize the rendered imagery in the display using gradient-descent solvers. This way, we provide prescription glasses-free sharper images for a person with vision impairments. We evaluate our approach and show significant quality and contrast improvements for users with vision impairments.
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Affiliation(s)
| | - Jeanne Beyazian
- University College London, Computer Science Department, London, UK
| | | | - Kaan Akșit
- University College London, Computer Science Department, London, UK
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Xi N, Ye J, Chen CP, Chu Q, Hu H, Zou SP. Implantable metaverse with retinal prostheses and bionic vision processing. OPTICS EXPRESS 2023; 31:1079-1091. [PMID: 36785150 DOI: 10.1364/oe.478516] [Citation(s) in RCA: 1] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 10/18/2022] [Accepted: 12/08/2022] [Indexed: 06/18/2023]
Abstract
We present an implantable metaverse featuring retinal prostheses in association with bionic vision processing. Unlike conventional retinal prostheses, whose electrodes are spaced equidistantly, our solution is to rearrange the electrodes to match the distribution of ganglion cells. To naturally imitate the human vision, a scheme of bionic vision processing is developed. On top of a three-dimensional eye model, our bionic vision processing is able to visualize the monocular image, binocular image fusion, and parallax-induced depth map.
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Deng N, He Z, Ye J, Duinkharjav B, Chakravarthula P, Yang X, Sun Q. FoV-NeRF: Foveated Neural Radiance Fields for Virtual Reality. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2022; 28:3854-3864. [PMID: 36044494 DOI: 10.1109/tvcg.2022.3203102] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/15/2023]
Abstract
Virtual Reality (VR) is becoming ubiquitous with the rise of consumer displays and commercial VR platforms. Such displays require low latency and high quality rendering of synthetic imagery with reduced compute overheads. Recent advances in neural rendering showed promise of unlocking new possibilities in 3D computer graphics via image-based representations of virtual or physical environments. Specifically, the neural radiance fields (NeRF) demonstrated that photo-realistic quality and continuous view changes of 3D scenes can be achieved without loss of view-dependent effects. While NeRF can significantly benefit rendering for VR applications, it faces unique challenges posed by high field-of-view, high resolution, and stereoscopic/egocentric viewing, typically causing low quality and high latency of the rendered images. In VR, this not only harms the interaction experience but may also cause sickness. To tackle these problems toward six-degrees-of-freedom, egocentric, and stereo NeRF in VR, we present the first gaze-contingent 3D neural representation and view synthesis method. We incorporate the human psychophysics of visual- and stereo-acuity into an egocentric neural representation of 3D scenery. We then jointly optimize the latency/performance and visual quality while mutually bridging human perception and neural scene synthesis to achieve perceptually high-quality immersive interaction. We conducted both objective analysis and subjective studies to evaluate the effectiveness of our approach. We find that our method significantly reduces latency (up to 99% time reduction compared with NeRF) without loss of high-fidelity rendering (perceptually identical to full-resolution ground truth). The presented approach may serve as the first step toward future VR/AR systems that capture, teleport, and visualize remote environments in real-time.
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Shi L, Li B, Matusik W. End-to-end learning of 3D phase-only holograms for holographic display. LIGHT, SCIENCE & APPLICATIONS 2022; 11:247. [PMID: 35922407 PMCID: PMC9349218 DOI: 10.1038/s41377-022-00894-6] [Citation(s) in RCA: 23] [Impact Index Per Article: 11.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Received: 02/28/2022] [Revised: 06/06/2022] [Accepted: 06/14/2022] [Indexed: 05/17/2023]
Abstract
Computer-generated holography (CGH) provides volumetric control of coherent wavefront and is fundamental to applications such as volumetric 3D displays, lithography, neural photostimulation, and optical/acoustic trapping. Recently, deep learning-based methods emerged as promising computational paradigms for CGH synthesis that overcome the quality-runtime tradeoff in conventional simulation/optimization-based methods. Yet, the quality of the predicted hologram is intrinsically bounded by the dataset's quality. Here we introduce a new hologram dataset, MIT-CGH-4K-V2, that uses a layered depth image as a data-efficient volumetric 3D input and a two-stage supervised+unsupervised training protocol for direct synthesis of high-quality 3D phase-only holograms. The proposed system also corrects vision aberration, allowing customization for end-users. We experimentally show photorealistic 3D holographic projections and discuss relevant spatial light modulator calibration procedures. Our method runs in real-time on a consumer GPU and 5 FPS on an iPhone 13 Pro, promising drastically enhanced performance for the applications above.
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Affiliation(s)
- Liang Shi
- Computer Science and Artificial Intelligence Laboratory, Massachusetts Institute of Technology, 32 Vassar St, Cambridge, MA, 02139, USA.
| | - Beichen Li
- Computer Science and Artificial Intelligence Laboratory, Massachusetts Institute of Technology, 32 Vassar St, Cambridge, MA, 02139, USA
| | - Wojciech Matusik
- Computer Science and Artificial Intelligence Laboratory, Massachusetts Institute of Technology, 32 Vassar St, Cambridge, MA, 02139, USA.
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Yang F, Kadis A, Mouthaan R, Wetherfield B, Kaczorowski A, Wilkinson TD. Perceptually motivated loss functions for computer generated holographic displays. Sci Rep 2022; 12:7709. [PMID: 35546601 PMCID: PMC9095705 DOI: 10.1038/s41598-022-11373-8] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/27/2022] [Accepted: 04/14/2022] [Indexed: 11/09/2022] Open
Abstract
Understanding and improving the perceived quality of reconstructed images is key to developing computer-generated holography algorithms for high-fidelity holographic displays. However, current algorithms are typically optimized using mean squared error, which is widely criticized for its poor correlation with perceptual quality. In our work, we present a comprehensive analysis of employing contemporary image quality metrics (IQM) as loss functions in the hologram optimization process. Extensive objective and subjective assessment of experimentally reconstructed images reveal the relative performance of IQM losses for hologram optimization. Our results reveal that the perceived image quality improves considerably when the appropriate IQM loss function is used, highlighting the value of developing perceptually-motivated loss functions for hologram optimization.
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Affiliation(s)
- Fan Yang
- Centre of Molecular Materials, Photonics and Electronics, University of Cambridge, Cambridge, UK.,Research Division, VividQ Ltd., Cambridge, UK
| | - Andrew Kadis
- Centre of Molecular Materials, Photonics and Electronics, University of Cambridge, Cambridge, UK
| | - Ralf Mouthaan
- Centre of Molecular Materials, Photonics and Electronics, University of Cambridge, Cambridge, UK
| | - Benjamin Wetherfield
- Centre of Molecular Materials, Photonics and Electronics, University of Cambridge, Cambridge, UK
| | | | - Timothy D Wilkinson
- Centre of Molecular Materials, Photonics and Electronics, University of Cambridge, Cambridge, UK.
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