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Author

Lukas Ahrenberg

Bio: Lukas Ahrenberg is an academic researcher from Max Planck Society. The author has contributed to research in topics: Rendering (computer graphics) & Software rendering. The author has an hindex of 6, co-authored 8 publications receiving 298 citations.

Papers
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Journal ArticleDOI
TL;DR: A method to analytically compute the light distribution of triangles directly in frequency space, which allows for fast evaluation, shading, and propagation of light from 3D mesh objects using angular spectrum methods.
Abstract: We present a method to analytically compute the light distribution of triangles directly in frequency space. This allows for fast evaluation, shading, and propagation of light from 3D mesh objects using angular spectrum methods. The algorithm complexity is only dependent on the hologram resolution and the polygon count of the 3D model. In contrast to other polygon based computer generated holography methods we do not need to perform a Fourier transform per surface. The theory behind the approach is derived, and a suitable algorithm to compute a digital hologram from a general triangle mesh is presented. We review some first results rendered on a spatial-light-modulator-based display by our proof-of-concept software.

127 citations

Journal ArticleDOI
TL;DR: A novel method for using programmable graphics hardware to generate fringe patterns for SLM-based holographic displays, designed to take the programming constraints imposed by the graphics hardware pipeline model into consideration, and scales linearly with the number of object points.
Abstract: This paper presents a novel method for using programmable graphics hardware to generate fringe patterns for SLM-based holographic displays. The algorithm is designed to take the programming constraints imposed by the graphics hardware pipeline model into consideration, and scales linearly with the number of object points. In contrast to previous methods we do not have to use the Fresnel approximation. The technique can also be used on several graphics processors in parallel for further optimization. We achieve real-time frame rates for objects consisting of a few hundred points at a resolution of 960 × 600 pixels and over 10 frames per second for 1000 points.

116 citations

Journal ArticleDOI
TL;DR: This paper demonstrates how light fields can be transformed into holograms, and vice versa, and proposes a novel framework to represent visual information that makes joint use of both light fields and holograms as complementary representations.
Abstract: In this paper, we propose a novel framework to represent visual information. Extending the notion of conventional image-based rendering, our framework makes joint use of both light fields and holograms as complementary representations. We demonstrate how light fields can be transformed into holograms, and vice versa. By exploiting the advantages of either representation, our proposed dual representation and processing pipeline is able to overcome the limitations inherent to light fields and holograms alone. We show various examples from synthetic and real light fields to digital holograms demonstrating advantages of either representation, such as speckle-free images, ghosting-free images, aliasing-free recording, natural light recording, aperture-dependent effects and real-time rendering which can all be achieved using the same framework. Capturing holograms under white light illumination is one promising application for future work.

37 citations

Proceedings ArticleDOI
20 Jun 2005
TL;DR: A wavelet-coding and rendering approach for these volumetric sequences that exploits spatial as well as temporal coherence in the data is presented in this article, where a space partitioning tree allows for efficient storage and real-time rendering of dynamic, voluetric data on common PC hardware.
Abstract: Lately, new methods for the acquisition of time-varying, volumetric data for photo-realistic rendering of semi-transparent, volumetric phenomena like fire and smoke have been developed. This paper presents a wavelet-coding and rendering approach for these volumetric sequences that exploits spatial as well as temporal coherence in the data. A space partitioning tree allows for efficient storage and real-time rendering of dynamic, volumetric data on common PC hardware.

9 citations


Cited by
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Journal ArticleDOI
21 Jul 2013
TL;DR: This paper proposes an algorithm that leverages coherence in massive light fields by breaking with a number of established practices in image-based reconstruction, and introduces a sparse representation and a propagation scheme for reliable depth estimates which make the algorithm particularly effective for 3D input.
Abstract: This paper describes a method for scene reconstruction of complex, detailed environments from 3D light fields. Densely sampled light fields in the order of 109 light rays allow us to capture the real world in unparalleled detail, but efficiently processing this amount of data to generate an equally detailed reconstruction represents a significant challenge to existing algorithms. We propose an algorithm that leverages coherence in massive light fields by breaking with a number of established practices in image-based reconstruction. Our algorithm first computes reliable depth estimates specifically around object boundaries instead of interior regions, by operating on individual light rays instead of image patches. More homogeneous interior regions are then processed in a fine-to-coarse procedure rather than the standard coarse-to-fine approaches. At no point in our method is any form of global optimization performed. This allows our algorithm to retain precise object contours while still ensuring smooth reconstructions in less detailed areas. While the core reconstruction method handles general unstructured input, we also introduce a sparse representation and a propagation scheme for reliable depth estimates which make our algorithm particularly effective for 3D input, enabling fast and memory efficient processing of "Gigaray light fields" on a standard GPU. We show dense 3D reconstructions of highly detailed scenes, enabling applications such as automatic segmentation and image-based rendering, and provide an extensive evaluation and comparison to existing image-based reconstruction techniques.

449 citations

Journal ArticleDOI
TL;DR: A comprehensive overview and discussion of research in light field image processing, including basic light field representation and theory, acquisition, super-resolution, depth estimation, compression, editing, processing algorithms for light field display, and computer vision applications of light field data are presented.
Abstract: Light field imaging has emerged as a technology allowing to capture richer visual information from our world. As opposed to traditional photography, which captures a 2D projection of the light in the scene integrating the angular domain, light fields collect radiance from rays in all directions, demultiplexing the angular information lost in conventional photography. On the one hand, this higher dimensional representation of visual data offers powerful capabilities for scene understanding, and substantially improves the performance of traditional computer vision problems such as depth sensing, post-capture refocusing, segmentation, video stabilization, material classification, etc. On the other hand, the high-dimensionality of light fields also brings up new challenges in terms of data capture, data compression, content editing, and display. Taking these two elements together, research in light field image processing has become increasingly popular in the computer vision, computer graphics, and signal processing communities. In this paper, we present a comprehensive overview and discussion of research in this field over the past 20 years. We focus on all aspects of light field image processing, including basic light field representation and theory, acquisition, super-resolution, depth estimation, compression, editing, processing algorithms for light field display, and computer vision applications of light field data.

412 citations

Journal ArticleDOI
TL;DR: A novel method is proposed for simulating free-space propagation by limiting the bandwidth of the propagation field and also expands the region in which exact fields can be calculated by the AS.
Abstract: A novel method is proposed for simulating free-space propagation. This method is an improvement of the angular spectrum method (AS). The AS does not include any approximation of the propagation distance, because the formula thereof is derived directly from the Rayleigh-Sommerfeld equation. However, the AS is not an all-round method, because it produces severe numerical errors due to a sampling problem of the transfer function even in Fresnel regions. The proposed method resolves this problem by limiting the bandwidth of the propagation field and also expands the region in which exact fields can be calculated by the AS. A discussion on the validity of limiting the bandwidth is also presented.

365 citations

Journal ArticleDOI
TL;DR: It is demonstrated that the full-parallax CGH, calculated by the proposed method and fabricated by a laser lithography system, reconstructs a fine 3D image accompanied by a strong sensation of depth.
Abstract: A large-scale full-parallax computer-generated hologram (CGH) with four billion (2(16) x 2(16)) pixels is created to reconstruct a fine true 3D image of a scene, with occlusions. The polygon-based method numerically generates the object field of a surface object, whose shape is provided by a set of vertex data of polygonal facets, while the silhouette method makes it possible to reconstruct the occluded scene. A novel technique using the segmented frame buffer is presented for handling and propagating large wave fields even in the case where the whole wave field cannot be stored in memory. We demonstrate that the full-parallax CGH, calculated by the proposed method and fabricated by a laser lithography system, reconstructs a fine 3D image accompanied by a strong sensation of depth.

254 citations

Journal ArticleDOI
TL;DR: Holography enables 3-D scenes to be encoded into an interference pattern, however, this places constraints on the display resolution necessary to reconstruct a scene, and although holography may ultimately offer the solution for 3DTV, the problem of capturing naturally lit scenes will first have to be solved and holographY is unlikely to provide a short-term solution due to limitations in current enabling technologies.
Abstract: The display is the last component in a chain of activity from image acquisition, compression, coding transmission and reproduction of 3-D images through to the display itself. There are various schemes for 3-D display taxonomy; the basic categories adopted for this paper are: holography where the image is produced by wavefront reconstruction, volumetric where the image is produced within a volume of space and multiple image displays where two or more images are seen across the viewing field. In an ideal world a stereoscopic display would produce images in real time that exhibit all the characteristics of the original scene. This would require the wavefront to be reproduced accurately, but currently this can only be achieved using holographic techniques. Volumetric displays provide both vertical and horizontal parallax so that several viewers can see 3-D images that exhibit no accommodation/convergence rivalry. Multiple image displays fall within three fundamental types: holoform in which a large number of views give smooth motion parallax and hence a hologram-like appearance, multiview where a series of discrete views are presented across viewing field and binocular where only two views are presented in regions that may occupy fixed positions or follow viewers' eye positions by employing head tracking. Holography enables 3-D scenes to be encoded into an interference pattern, however, this places constraints on the display resolution necessary to reconstruct a scene. Although holography may ultimately offer the solution for 3DTV, the problem of capturing naturally lit scenes will first have to be solved and holography is unlikely to provide a short-term solution due to limitations in current enabling technologies. Liquid crystal, digital micromirror, optically addressed liquid crystal and acoustooptic spatial light modulators (SLMs) have been employed as suitable spatial light modulation devices in holography. Liquid crystal SLMs are generally favored owing to the commercial availability of high fill factor, high resolution addressable devices. Volumetric displays provide both vertical and horizontal parallax and several viewers are able to see a 3-D image that exhibits no accommodation/convergence rivalry. However, the principal disadvantages of these displays are: the images are generally transparent, the hardware tends to be complex and non-Lambertian intensity distribution cannot be displayed. Multiple image displays take many forms and it is likely that one or more of these will provide the solution(s) for the first generation of 3DTV displays.

228 citations