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Suyeon Choi

Publications and source records attributed to Suyeon Choi.

10 recordsLinked to original sources

HoloPathTracer: Fast and Accurate Wave Path Tracing for Holography

Holography offers unique advantages for delivering perceptual realism while preserving compact form factors in VR/AR. Its perceptual quality, however, hinges on encoding rich wavefronts of photorealistic scenes into interference patterns and then incoherently multiplexing the resulting wave fields for perception. Existing CGH paradigms decouple radiance estimation from wave propagation by pre-rendering radiance on discretized scene sectors. This separation between radiometric and wave-optical computation inherently limits the range of focus cues and visual effects that can be faithfully reproduced, including depth- and view-continuity, and physically based material behaviors such as glossy or mirror-like reflection and refraction. We present a physically accurate yet computationally efficient wave optics rendering framework leveraging path tracing to encode full 3D visual cues into phase holograms. Specifically, we employ a Monte Carlo method to solve both the rendering equation and the Rayleigh--Sommerfeld integral simultaneously. Our algorithm is fully compatible with modern graphics techniques and can generate multiple time-multiplexed random holograms with minimal additional time cost via Path Reuse. By employing a fast approximation with an ambient radiance cache, we realize an order of magnitude convergence speed improvement. The resulting coherent wave fields that inherently encode comprehensive visual effects are converted into phase-only holograms under complex-amplitude supervision. Through extensive simulations and experimental validations on a spatial light modulator-based display prototype, we demonstrate faithful holographic reconstructions of natural 3D cues and complex materials, including realistic defocus blur, view-dependent effects, as well as appearance highlights and reflections.

cs.GR

Dynamic Pricing of an Expiring Item under Strategic Buyers with Stochastic Arrival

We study the optimal dynamic pricing of an expiring ticket or voucher, sold by a time-sensitive seller to strategic buyers who arrive stochastically with private values. The expiring nature creates a conflict: the seller's urgency to sell before expiration drives price reductions, which in turn incentivize buyers to wait. We seek the seller's optimal pricing policy that resolves this tension. The main analytical challenge is that buyer type is two-dimensional (valuation and arrival time), which makes equilibrium intractable under general strategies. To address this, we introduce the Value-Based Threshold (VBT) strategy, a tractable framework that decouples these two dimensions. Using this framework, we prove equilibrium existence via an ordinary differential equation and provide a constructive procedure for its characterization. We then derive near-optimal pricing policies for two stylized regimes: a constant price in thin markets and a linear discount in thick markets. Numerical frontier analysis confirms these benchmarks and shows how optimal policy adapts as the seller's time sensitivity changes. Our findings clarify the conflict between quick sales and strategic waiting. Sellers facing thick markets or high time sensitivity benefit from linear discounts, while in thin markets a constant price neutralizes buyers' incentive to wait. We also show this simple policy remains robust across broad conditions. For patient sellers, a quasi-auction schedule that maintains a high price until a sharp final drop is most effective in aggregating demand.

cs.GT

Random-phase Wave Splatting of Translucent Primitives for Computer-generated Holography

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.

cs.GR

R-CAGE: A Structural Model for Emotion Output Design in Human-AI Interaction

This paper presents R-CAGE (Rhythmic Control Architecture for Guarding Ego), a theoretical framework for restructuring emotional output in long-term human-AI interaction. While prior affective computing approaches emphasized expressiveness, immersion, and responsiveness, they often neglected the cognitive and structural consequences of repeated emotional engagement. R-CAGE instead conceptualizes emotional output not as reactive expression but as ethical design structure requiring architectural intervention. The model is grounded in experiential observations of subtle affective symptoms such as localized head tension, interpretive fixation, and emotional lag arising from prolonged interaction with affective AI systems. These indicate a mismatch between system-driven emotion and user interpretation that cannot be fully explained by biometric data or observable behavior. R-CAGE adopts a user-centered stance prioritizing psychological recovery, interpretive autonomy, and identity continuity. The framework consists of four control blocks: (1) Control of Rhythmic Expression regulates output pacing to reduce fatigue; (2) Architecture of Sensory Structuring adjusts intensity and timing of affective stimuli; (3) Guarding of Cognitive Framing reduces semantic pressure to allow flexible interpretation; (4) Ego-Aligned Response Design supports self-reference recovery during interpretive lag. By structurally regulating emotional rhythm, sensory intensity, and interpretive affordances, R-CAGE frames emotion not as performative output but as sustainable design unit. The goal is to protect users from oversaturation and cognitive overload while sustaining long-term interpretive agency in AI-mediated environments.

cs.HC

Gaussian Wave Splatting for Computer-Generated Holography

State-of-the-art neural rendering methods optimize Gaussian scene representations from a few photographs for novel-view synthesis. Building on these representations, we develop an efficient algorithm, dubbed Gaussian Wave Splatting, to turn these Gaussians into holograms. Unlike existing computer-generated holography (CGH) algorithms, Gaussian Wave Splatting supports accurate occlusions and view-dependent effects for photorealistic scenes by leveraging recent advances in neural rendering. Specifically, we derive a closed-form solution for a 2D Gaussian-to-hologram transform that supports occlusions and alpha blending. Inspired by classic computer graphics techniques, we also derive an efficient approximation of the aforementioned process in the Fourier domain that is easily parallelizable and implement it using custom CUDA kernels. By integrating emerging neural rendering pipelines with holographic display technology, our Gaussian-based CGH framework paves the way for next-generation holographic displays.

cs.GR

Roadmap on Neuromorphic Photonics

This roadmap consolidates recent advances while exploring emerging applications, reflecting the remarkable diversity of hardware platforms, neuromorphic concepts, and implementation philosophies reported in the field. It emphasizes the critical role of cross-disciplinary collaboration in this rapidly evolving field.

cs.ET

Large \'Etendue 3D Holographic Display with Content-adaptive Dynamic Fourier Modulation

Emerging holographic display technology offers unique capabilities for next-generation virtual reality systems. Current holographic near-eye displays, however, only support a small \'etendue, which results in a direct tradeoff between achievable field of view and eyebox size. \'Etendue expansion has recently been explored, but existing approaches are either fundamentally limited in the image quality that can be achieved or they require extremely high-speed spatial light modulators. We describe a new \'etendue expansion approach that combines multiple coherent sources with content-adaptive amplitude modulation of the hologram spectrum in the Fourier plane. To generate time-multiplexed phase and amplitude patterns for our spatial light modulators, we devise a pupil-aware gradient-descent-based computer-generated holography algorithm that is supervised by a large-baseline target light field. Compared with relevant baseline approaches, our method demonstrates significant improvements in image quality and \'etendue in simulation and with an experimental holographic display prototype.

cs.GR

Holographic Parallax Improves 3D Perceptual Realism

Holographic near-eye displays are a promising technology to solve long-standing challenges in virtual and augmented reality display systems. Over the last few years, many different computer-generated holography (CGH) algorithms have been proposed that are supervised by different types of target content, such as 2.5D RGB-depth maps, 3D focal stacks, and 4D light fields. It is unclear, however, what the perceptual implications are of the choice of algorithm and target content type. In this work, we build a perceptual testbed of a full-color, high-quality holographic near-eye display. Under natural viewing conditions, we examine the effects of various CGH supervision formats and conduct user studies to assess their perceptual impacts on 3D realism. Our results indicate that CGH algorithms designed for specific viewpoints exhibit noticeable deficiencies in achieving 3D realism. In contrast, holograms incorporating parallax cues consistently outperform other formats across different viewing conditions, including the center of the eyebox. This finding is particularly interesting and suggests that the inclusion of parallax cues in CGH rendering plays a crucial role in enhancing the overall quality of the holographic experience. This work represents an initial stride towards delivering a perceptually realistic 3D experience with holographic near-eye displays.

cs.GR

Time-multiplexed Neural Holography: A flexible framework for holographic near-eye displays with fast heavily-quantized spatial light modulators

Holographic near-eye displays offer unprecedented capabilities for virtual and augmented reality systems, including perceptually important focus cues. Although artificial intelligence--driven algorithms for computer-generated holography (CGH) have recently made much progress in improving the image quality and synthesis efficiency of holograms, these algorithms are not directly applicable to emerging phase-only spatial light modulators (SLM) that are extremely fast but offer phase control with very limited precision. The speed of these SLMs offers time multiplexing capabilities, essentially enabling partially-coherent holographic display modes. Here we report advances in camera-calibrated wave propagation models for these types of holographic near-eye displays and we develop a CGH framework that robustly optimizes the heavily quantized phase patterns of fast SLMs. Our framework is flexible in supporting runtime supervision with different types of content, including 2D and 2.5D RGBD images, 3D focal stacks, and 4D light fields. Using our framework, we demonstrate state-of-the-art results for all of these scenarios in simulation and experiment.

cs.GR

Michelson Holography: Dual-SLM Holography with Camera-in-the-loop Optimization

We introduce Michelson Holography (MH), a holographic display technology that optimizes image quality for emerging holographic near-eye displays. Using two spatial light modulators, MH is capable of leveraging destructive interference to optically cancel out undiffracted light corrupting the observed image. We calibrate this system using emerging camera-in-the-loop holography techniques and demonstrate state-of-the-art holographic 2D image quality.

eess.IV