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Praneeth Chakravarthula

Publications and source records attributed to Praneeth Chakravarthula.

28 records · Page 2Linked to original sources

End-to-End Hybrid Refractive-Diffractive Lens Design with Differentiable Ray-Wave Model

Hybrid refractive-diffractive lenses combine the light efficiency of refractive lenses with the information encoding power of diffractive optical elements (DOE), showing great potential as the next generation of imaging systems. However, accurately simulating such hybrid designs is generally difficult, and in particular, there are no existing differentiable image formation models for hybrid lenses with sufficient accuracy. In this work, we propose a new hybrid ray-tracing and wave-propagation (ray-wave) model for accurate simulation of both optical aberrations and diffractive phase modulation, where the DOE is placed between the last refractive surface and the image sensor, i.e. away from the Fourier plane that is often used as a DOE position. The proposed ray-wave model is fully differentiable, enabling gradient back-propagation for end-to-end co-design of refractive-diffractive lens optimization and the image reconstruction network. We validate the accuracy of the proposed model by comparing the simulated point spread functions (PSFs) with theoretical results, as well as simulation experiments that show our model to be more accurate than solutions implemented in commercial software packages like Zemax. We demonstrate the effectiveness of the proposed model through real-world experiments and show significant improvements in both aberration correction and extended depth-of-field (EDoF) imaging. We believe the proposed model will motivate further investigation into a wide range of applications in computational imaging, computational photography, and advanced optical design. Code will be released upon publication.

cs.GR↗

Neural Étendue 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 étendue, which is the product of the display area and the maximum solid angle of diffracted light. The low étendue forces a sacrifice of either the field-of-view (FOV) or the display size. In this work, we lift this limitation by presenting neural étendue 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 étendue expanders, we experimentally achieve 64$\times$ étendue 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↗

Spatially Varying Nanophotonic Neural Networks

The explosive growth of computation and energy cost of artificial intelligence has spurred strong interests in new computing modalities as potential alternatives to conventional electronic processors. Photonic processors that execute operations using photons instead of electrons, have promised to enable optical neural networks with ultra-low latency and power consumption. However, existing optical neural networks, limited by the underlying network designs, have achieved image recognition accuracy far below that of state-of-the-art electronic neural networks. In this work, we close this gap by embedding massively parallelized optical computation into flat camera optics that perform neural network computation during the capture, before recording an image on the sensor. Specifically, we harness large kernels and propose a large-kernel spatially-varying convolutional neural network learned via low-dimensional reparameterization techniques. We experimentally instantiate the network with a flat meta-optical system that encompasses an array of nanophotonic structures designed to induce angle-dependent responses. Combined with an extremely lightweight electronic backend with approximately 2K parameters we demonstrate a reconfigurable nanophotonic neural network reaches 72.76\% blind test classification accuracy on CIFAR-10 dataset, and, as such, the first time, an optical neural network outperforms the first modern digital neural network -- AlexNet (72.64\%) with 57M parameters, bringing optical neural network into modern deep learning era.

cs.CV↗

Thin On-Sensor Nanophotonic Array Cameras

Today's commodity camera systems rely on compound optics to map light originating from the scene to positions on the sensor where it gets recorded as an image. To record images without optical aberrations, i.e., deviations from Gauss' linear model of optics, typical lens systems introduce increasingly complex stacks of optical elements which are responsible for the height of existing commodity cameras. In this work, we investigate flat nanophotonic computational cameras as an alternative that employs an array of skewed lenslets and a learned reconstruction approach. The optical array is embedded on a metasurface that, at 700~nm height, is flat and sits on the sensor cover glass at 2.5~mm focal distance from the sensor. To tackle the highly chromatic response of a metasurface and design the array over the entire sensor, we propose a differentiable optimization method that continuously samples over the visible spectrum and factorizes the optical modulation for different incident fields into individual lenses. We reconstruct a megapixel image from our flat imager with a learned probabilistic reconstruction method that employs a generative diffusion model to sample an implicit prior. To tackle scene-dependent aberrations in broadband, we propose a method for acquiring paired captured training data in varying illumination conditions. We assess the proposed flat camera design in simulation and with an experimental prototype, validating that the method is capable of recovering images from diverse scenes in broadband with a single nanophotonic layer.

physics.optics↗

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 étendue 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↗

ChromaCorrect: Prescription Correction in Virtual Reality Headsets through Perceptual Guidance

A large portion of today's world population suffer from vision impairments and wear prescription eyeglasses. However, eyeglasses causes additional bulk and discomfort when used with augmented and virtual reality headsets, thereby negatively impacting the viewer's visual experience. In this work, we remedy the usage of prescription eyeglasses in Virtual Reality (VR) headsets by shifting the optical complexity completely into software and propose a prescription-aware rendering approach for providing sharper and immersive VR imagery. To this end, we develop a differentiable display and visual perception model encapsulating display-specific parameters, color and visual acuity of human visual system and the user-specific refractive errors. Using this differentiable visual perception model, we optimize the rendered imagery in the display using stochastic gradient-descent solvers. This way, we provide prescription glasses-free sharper images for a person with vision impairments. We evaluate our approach on various displays, including desktops and VR headsets, and show significant quality and contrast improvements for users with vision impairments.

cs.HC↗

FoV-NeRF: Foveated Neural Radiance Fields for Virtual Reality

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.

cs.GR↗

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↗

Image Features Influence Reaction Time: A Learned Probabilistic Perceptual Model for Saccade Latency

We aim to ask and answer an essential question "how quickly do we react after observing a displayed visual target?" To this end, we present psychophysical studies that characterize the remarkable disconnect between human saccadic behaviors and spatial visual acuity. Building on the results of our studies, we develop a perceptual model to predict temporal gaze behavior, particularly saccadic latency, as a function of the statistics of a displayed image. Specifically, we implement a neurologically-inspired probabilistic model that mimics the accumulation of confidence that leads to a perceptual decision. We validate our model with a series of objective measurements and user studies using an eye-tracked VR display. The results demonstrate that our model prediction is in statistical alignment with real-world human behavior. Further, we establish that many sub-threshold image modifications commonly introduced in graphics pipelines may significantly alter human reaction timing, even if the differences are visually undetectable. Finally, we show that our model can serve as a metric to predict and alter reaction latency of users in interactive computer graphics applications, thus may improve gaze-contingent rendering, design of virtual experiences, and player performance in e-sports. We illustrate this with two examples: estimating competition fairness in a video game with two different team colors, and tuning display viewing distance to minimize player reaction time.

cs.HC↗

Gaze-Contingent Retinal Speckle Suppression for Perceptually-Matched Foveated Holographic Displays

Computer-generated holographic (CGH) displays show great potential and are emerging as the next-generation displays for augmented and virtual reality, and automotive heads-up displays. One of the critical problems harming the wide adoption of such displays is the presence of speckle noise inherent to holography, that compromises its quality by introducing perceptible artifacts. Although speckle noise suppression has been an active research area, the previous works have not considered the perceptual characteristics of the Human Visual System (HVS), which receives the final displayed imagery. However, it is well studied that the sensitivity of the HVS is not uniform across the visual field, which has led to gaze-contingent rendering schemes for maximizing the perceptual quality in various computer-generated imagery. Inspired by this, we present the first method that reduces the "perceived speckle noise" by integrating foveal and peripheral vision characteristics of the HVS, along with the retinal point spread function, into the phase hologram computation. Specifically, we introduce the anatomical and statistical retinal receptor distribution into our computational hologram optimization, which places a higher priority on reducing the perceived foveal speckle noise while being adaptable to any individual's optical aberration on the retina. Our method demonstrates superior perceptual quality on our emulated holographic display. Our evaluations with objective measurements and subjective studies demonstrate a significant reduction of the human perceived noise.

cs.HC↗