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Grace Kuo

Publications and source records attributed to Grace Kuo.

13 recordsLinked to original sources

Fast Wave-optics Rendering of Multiplane Images for 3D Holographic Displays

Recent advances in neural rendering have unlocked unprecedented capabilities in 3D reconstruction and novel view synthesis, giving rise to applications such as virtual fly-throughs of a 3D scene reconstructed from a set of sparse, casually captured images. However, these renderings are viewed on a computer screen or conventional VR headsets as 2D images, greatly limiting the perceptual realism and immersiveness of such experiences. The rapid development in novel 3D scene representations calls for dedicated rendering algorithms that convert these readily-available 3D contents into formats that are compatible with emerging 3D display technologies, such as holographic displays. In this paper, we propose a wave-optics rendering pipeline that works with multiplane images (MPIs) for efficient and high-quality hologram synthesis. Our MPI-based computer-generated holography algorithm greatly outperforms state-of-the-art primitive-based CGH algorithms in terms of runtime, achieving speedups up to 250,000x while achieving comparable image quality, and significantly outperforms conventional layer-based CGH algorithms in terms of image quality. We validate our method extensively on a wide variety of 3D scene datasets both in simulation and through experimentally captured results, showing exceptional 3D focal stack and 4D light field reconstruction performance without sacrificing efficiency.

cs.GR

Imaging for All-Day Wearable Smart Glasses

In recent years smart glasses technology has rapidly advanced, opening up entirely new areas for mobile computing. We expect future smart glasses will need to be all-day wearable, adopting a small form factor to meet the requirements of volume, weight, fashionability and social acceptability, which puts significant constraints on the space of possible solutions. Additional challenges arise due to the fact that smart glasses are worn in arbitrary environments while their wearer moves and performs everyday activities. In this paper, we systematically analyze the space of imaging from smart glasses and derive several fundamental limits that govern this imaging domain. We discuss the impact of these limits on achievable image quality and camera module size -- comparing in particular to related devices such as mobile phones. We then propose a novel distributed imaging approach that allows to minimize the size of the individual camera modules when compared to a standard monolithic camera design. Finally, we demonstrate the properties of this novel approach in a series of experiments using synthetic data as well as images captured with two different prototype implementations.

cs.CV

HoloChrome: Polychromatic Illumination for Speckle Reduction in Holographic Near-Eye Displays

Holographic displays hold the promise of providing authentic depth cues, resulting in enhanced immersive visual experiences for near-eye applications. However, current holographic displays are hindered by speckle noise, which limits accurate reproduction of color and texture in displayed images. We present HoloChrome, a polychromatic holographic display framework designed to mitigate these limitations. HoloChrome utilizes an ultrafast, wavelength-adjustable laser and a dual-Spatial Light Modulator (SLM) architecture, enabling the multiplexing of a large set of discrete wavelengths across the visible spectrum. By leveraging spatial separation in our dual-SLM setup, we independently manipulate speckle patterns across multiple wavelengths. This novel approach effectively reduces speckle noise through incoherent averaging achieved by wavelength multiplexing. Our method is complementary to existing speckle reduction techniques, offering a new pathway to address this challenge. Furthermore, the use of polychromatic illumination broadens the achievable color gamut compared to traditional three-color primary holographic displays. Our simulations and tabletop experiments validate that HoloChrome significantly reduces speckle noise and expands the color gamut. These advancements enhance the performance of holographic near-eye displays, moving us closer to practical, immersive next-generation visual experiences.

cs.GR

High contrast holography through dual modulation

Holographic displays are a promising technology for immersive visual experiences, and their potential for compact form factor makes them a strong candidate for head-mounted displays. However, at the short propagation distances needed for a compact, head-mounted architecture, image contrast is low when using a traditional phase-only spatial light modulator (SLM). Although a complex SLM could restore contrast, these modulators require bulky lenses to optically co-locate the amplitude and phase components, making them poorly suited for a compact head-mounted design. In this work, we introduce a novel architecture to improve contrast: by adding a low resolution amplitude SLM a short distance away from the phase modulator, we demonstrate peak signal-to-noise ratio improvement up to 31 dB in simulation and 6.5 dB experimentally compared to phase-only modulation, even when the amplitude modulator is 60$\times$ lower resolution than its phase counterpart. We analyze the relationship between diffraction angle and amplitude modulator pixel size, and validate the concept with a benchtop experimental prototype. By showing that low resolution modulation is sufficient to improve contrast, we open new design spaces for high-contrast holographic displays.

physics.optics

Multisource Holography

Holographic displays promise several benefits including high quality 3D imagery, accurate accommodation cues, and compact form-factors. However, holography relies on coherent illumination which can create undesirable speckle noise in the final image. Although smooth phase holograms can be speckle-free, their non-uniform eyebox makes them impractical, and speckle mitigation with partially coherent sources also reduces resolution. Averaging sequential frames for speckle reduction requires high speed modulators and consumes temporal bandwidth that may be needed elsewhere in the system. In this work, we propose multisource holography, a novel architecture that uses an array of sources to suppress speckle in a single frame without sacrificing resolution. By using two spatial light modulators, arranged sequentially, each source in the array can be controlled almost independently to create a version of the target content with different speckle. Speckle is then suppressed when the contributions from the multiple sources are averaged at the image plane. We introduce an algorithm to calculate multisource holograms, analyze the design space, and demonstrate up to a 10 dB increase in peak signal-to-noise ratio compared to an equivalent single source system. Finally, we validate the concept with a benchtop experimental prototype by producing both 2D images and focal stacks with natural defocus cues.

cs.GR

Stochastic Light Field Holography

The Visual Turing Test is the ultimate goal to evaluate the realism of holographic displays. Previous studies have focused on addressing challenges such as limited \'etendue and image quality over a large focal volume, but they have not investigated the effect of pupil sampling on the viewing experience in full 3D holograms. In this work, we tackle this problem with a novel hologram generation algorithm motivated by matching the projection operators of incoherent Light Field and coherent Wigner Function light transport. To this end, we supervise hologram computation using synthesized photographs, which are rendered on-the-fly using Light Field refocusing from stochastically sampled pupil states during optimization. The proposed method produces holograms with correct parallax and focus cues, which are important for passing the Visual Turing Test. We validate that our approach compares favorably to state-of-the-art CGH algorithms that use Light Field and Focal Stack supervision. Our experiments demonstrate that our algorithm significantly improves the realism of the viewing experience for a variety of different pupil states.

cs.CV

Simultaneous Color Computer Generated Holography

Computer generated holography has long been touted as the future of augmented and virtual reality (AR/VR) displays, but has yet to be realized in practice. Previous high-quality, color holographic displays have made either a 3$\times$ sacrifice on frame rate by using a sequential color illumination scheme or used more than one spatial light modulator (SLM) and/or bulky, complex optical setups. The reduced frame rate of sequential color introduces distracting judder and color fringing in the presence of head motion while the form factor of current simultaneous color systems is incompatible with a head-mounted display. In this work, we propose a framework for simultaneous color holography that allows the use of the full SLM frame rate while maintaining a compact and simple optical setup. Simultaneous color holograms are optimized through the use of a perceptual loss function, a physics-based neural network wavefront propagator, and a camera-calibrated forward model. We measurably improve hologram quality compared to other simultaneous color methods and move one step closer to the realization of color holographic displays for AR/VR.

physics.optics

Pupil-aware Holography

Holographic displays promise to deliver unprecedented display capabilities in augmented reality applications, featuring a wide field of view, wide color gamut, spatial resolution, and depth cues all in a compact form factor. While emerging holographic display approaches have been successful in achieving large etendue and high image quality as seen by a camera, the large etendue also reveals a problem that makes existing displays impractical: the sampling of the holographic field by the eye pupil. Existing methods have not investigated this issue due to the lack of displays with large enough etendue, and, as such, they suffer from severe artifacts with varying eye pupil size and location. We show that the holographic field as sampled by the eye pupil is highly varying for existing display setups, and we propose pupil-aware holography that maximizes the perceptual image quality irrespective of the size, location, and orientation of the eye pupil in a near-eye holographic display. We validate the proposed approach both in simulations and on a prototype holographic display and show that our method eliminates severe artifacts and significantly outperforms existing approaches.

cs.GR

Neural \'{E}tendue Expander for Ultra-Wide-Angle High-Fidelity Holographic Display

Holographic displays can generate light fields by dynamically modulating the wavefront of a coherent beam of light using a spatial light modulator, promising rich virtual and augmented reality applications. However, the limited spatial resolution of existing dynamic spatial light modulators imposes a tight bound on the diffraction angle. As a result, modern holographic displays possess low \'{e}tendue, which is the product of the display area and the maximum solid angle of diffracted light. The low \'{e}tendue forces a sacrifice of either the field-of-view (FOV) or the display size. In this work, we lift this limitation by presenting neural \'{e}tendue expanders. This new breed of optical elements, which is learned from a natural image dataset, enables higher diffraction angles for ultra-wide FOV while maintaining both a compact form factor and the fidelity of displayed contents to human viewers. With neural \'{e}tendue expanders, we experimentally achieve 64$\times$ \'{e}tendue expansion of natural images in full color, expanding the FOV by an order of magnitude horizontally and vertically, with high-fidelity reconstruction quality (measured in PSNR) over 29 dB on retinal-resolution images.

eess.IV

Untrained networks for compressive lensless photography

Compressive lensless imagers enable novel applications in an extremely compact device, requiring only a phase or amplitude mask placed close to the sensor. They have been demonstrated for 2D and 3D microscopy, single-shot video, and single-shot hyperspectral imaging; in each of these cases, a compressive-sensing-based inverse problem is solved in order to recover a 3D data-cube from a 2D measurement. Typically, this is accomplished using convex optimization and hand-picked priors. Alternatively, deep learning-based reconstruction methods offer the promise of better priors, but require many thousands of ground truth training pairs, which can be difficult or impossible to acquire. In this work, we propose the use of untrained networks for compressive image recovery. Our approach does not require any labeled training data, but instead uses the measurement itself to update the network weights. We demonstrate our untrained approach on lensless compressive 2D imaging as well as single-shot high-speed video recovery using the camera's rolling shutter, and single-shot hyperspectral imaging. We provide simulation and experimental verification, showing that our method results in improved image quality over existing methods.

eess.IV

Fourier DiffuserScope: Single-shot 3D Fourier light field microscopy with a diffuser

Light field microscopy (LFM) uses a microlens array (MLA) near the sensor plane of a microscope to achieve single-shot 3D imaging of a sample without any moving parts. Unfortunately, the 3D capability of LFM comes with a significant loss of lateral resolution at the focal plane. Placing the MLA near the pupil plane of the microscope, instead of the image plane, can mitigate the artifacts and provide an efficient forward model, at the expense of field-of-view (FOV). Here, we demonstrate improved resolution across a large volume with Fourier DiffuserScope, which uses a diffuser in the pupil plane to encode 3D information, then computationally reconstructs the volume by solving a sparsity-constrained inverse problem. Our diffuser consists of randomly placed microlenses with varying focal lengths; the random positions provide a larger FOV compared to a conventional MLA, and the diverse focal lengths improve the axial depth range. To predict system performance based on diffuser parameters, we for the first time establish a theoretical framework and design guidelines, which are verified by numerical simulations, then build an experimental system that achieves $< 3$ um lateral and $4$ um axial resolution over a $1000 \times 1000 \times 280$ um$^3$ volume. Our diffuser design outperforms the MLA used in LFM, providing more uniform resolution over a larger volume, both laterally and axially.

eess.IV

Learned reconstructions for practical mask-based lensless imaging

Mask-based lensless imagers are smaller and lighter than traditional lensed cameras. In these imagers, the sensor does not directly record an image of the scene; rather, a computational algorithm reconstructs it. Typically, mask-based lensless imagers use a model-based reconstruction approach that suffers from long compute times and a heavy reliance on both system calibration and heuristically chosen denoisers. In this work, we address these limitations using a bounded-compute, trainable neural network to reconstruct the image. We leverage our knowledge of the physical system by unrolling a traditional model-based optimization algorithm, whose parameters we optimize using experimentally gathered ground-truth data. Optionally, images produced by the unrolled network are then fed into a jointly-trained denoiser. As compared to traditional methods, our architecture achieves better perceptual image quality and runs 20x faster, enabling interactive previewing of the scene. We explore a spectrum between model-based and deep learning methods, showing the benefits of using an intermediate approach. Finally, we test our network on images taken in the wild with a prototype mask-based camera, demonstrating that our network generalizes to natural images.

eess.IV

DiffuserCam: Lensless Single-exposure 3D Imaging

We demonstrate a compact and easy-to-build computational camera for single-shot 3D imaging. Our lensless system consists solely of a diffuser placed in front of a standard image sensor. Every point within the volumetric field-of-view projects a unique pseudorandom pattern of caustics on the sensor. By using a physical approximation and simple calibration scheme, we solve the large-scale inverse problem in a computationally efficient way. The caustic patterns enable compressed sensing, which exploits sparsity in the sample to solve for more 3D voxels than pixels on the 2D sensor. Our 3D voxel grid is chosen to match the experimentally measured two-point optical resolution across the field-of-view, resulting in 100 million voxels being reconstructed from a single 1.3 megapixel image. However, the effective resolution varies significantly with scene content. Because this effect is common to a wide range of computational cameras, we provide new theory for analyzing resolution in such systems.

cs.CV