为什么全息3D光场显示器是不可能的,以及如何建造一个

Q3 Engineering SMPTE Motion Imaging Journal Pub Date : 2023-11-16 DOI:10.5594/JMI.2023.3278792
Tim Borer
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引用次数: 0

摘要

近年来,我们看到了视频质量的巨大进步,最终达到了今天的超高清,具有高动态范围和宽色域。观看者不能再从平面2D图像分辨率的提高中获益;他们只是看不到更多的细节。然而,消费者和制造商都在寻求改进的显示器,包括3D显示器。几十年来,人们一直在尝试引入立体3D技术。这些措施要么完全失败,要么没有取得显著的成功。然而,人们似乎仍然对真正的3D显示着迷,比如激光生成的全息图。如果高质量的真正3D显示器在物理上和商业上可行,它将是一项革命性的技术,将取代目前使用的数十亿个2D显示器。这对整个行业的影响,无论是硬件还是内容制作,都将是巨大的。本文旨在解决光场显示成为下一个和最终显示技术的潜力。在此过程中,讨论了光场显示的基本原理,并将其与具有许多局限性的立体3D进行了对比。生产高质量的光场显示器是一个非常重大的挑战。必须向观众传达大量的信息,使他们能够从不同的深度和不同的角度看到高分辨率的图像。光场显示是基于底层的2D显示。最主要的技术挑战是所需的大量像素。虽然早期的商业光场显示器已经可用,但它们的空间分辨率有限,景深也非常有限。观看的体验就像观看木偶剧一样。不幸的是,他们传统的、有一个世纪历史的方法不能扩展到大的景深。本文描述了光场显示器的景深如何取决于显示器的特性。基于传统的二维采样理论,它给出了显示器的绝对分辨率(即可以分辨的最小对象,例如mm)。但观众实际上感知的是角度分辨率,因此分析会相应地进行调整。分析揭示了大景深所需的大量像素,因此,为什么现有的方法是站不住脚的。通过从观看者的角度分析图像的形成过程,文章表明,实现大景深所需的像素要少得多。即便如此,还需要更多的决心。它展示了如何通过在多个帧上渲染图像来提供这一点,这得益于现在可用的更高帧率。通过一个基于7年前的显示器分辨率的示例来补充分析,以证明该方法的可行性。考虑到目前的商用显示器和不久的将来,该方法可以扩展到更大、更高分辨率的显示器。光场显示在几年前是不可行的。然而,显示技术的进步和对适当图像渲染的更好理解意味着它们已经变得实用,并且在未来会变得更加实用。
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Why Holographic 3D Light Field Displays are Impossible, and How to Build One Anyway
In recent years, we have seen immense improvement in video quality culminating in today’s ultrahigh-definition with high dynamic range and wide color gamut. Viewers can no longer benefit from increases in resolution in flat, 2D images; they simply cannot see any more detail. Yet, both consumers and producers are looking for improved displays, including 3D displays. There have been repeated attempts to introduce stereoscopic 3D over many decades. These have either failed completely or lacked conspicuous success. Yet, people still seem fascinated by true 3D displays, such as laser-generated holograms. If high-quality true 3D displays were physically and commercially viable, it would be a transformative technology set to replace the billions of 2D displays currently in use. The consequences for the industry, both hardware and content production, would be enormous. This article seeks to address the potential for light field displays to become the next, and ultimate, display technology. In so doing, it discusses the underlying principles of light field displays and contrasts them to stereoscopic 3D with its many limitations. Producing high-quality light field displays is a very significant challenge. A huge amount of information must be conveyed to viewers so that they can see high-resolution images at different depths and from different perspectives. Light field displays are based on underlying 2D displays. Foremost among the technical challenges is the huge number of pixels required. While early commercial light field displays are already available, i they have limited spatial resolution and a very limited depth of field. The experience of viewing is something like viewing a puppet theater. Unfortunately, their conventional, century-old approach does not scale to large depths of field. This article describes how a light field display’s depth of field depends on the characteristics of the display. Based on conventional 2D sampling theory, it gives the absolute resolution of the display (that is the smallest object, say mm, that can be resolved). But viewers actually perceive angular resolution, so the analysis is adjusted accordingly. The analysis reveals the enormous number of pixels required for a large depth of field and, consequently, why existing approaches are untenable. By analyzing the image formation process from the viewer’s perspective, the article shows that many fewer pixels are required to achieve a large depth of field. Even so, more resolution is required. It is shown how this can be provided by rendering images over multiple frames, benefiting from the higher frame rates now becoming available. The analyses are complemented by an example, based on a seven-year-old display resolution, to demonstrate the viability of this approach. Considering current commercial, and near future, displays, the approach scales to larger, higher-resolution displays. Light field displays were not viable a few years ago. However, advancements in display technology and a better understanding of appropriate image rendering, presented here, imply that they have become practical and will become more so in the future.
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来源期刊
SMPTE Motion Imaging Journal
SMPTE Motion Imaging Journal 工程技术-成像科学与照相技术
CiteScore
0.60
自引率
0.00%
发文量
0
审稿时长
>12 weeks
期刊介绍: The SMPTE Motion Imaging Journal is the key publication of the Society, consistently ranked by our members as the most valuable benefit of their SMPTE membership. Each issue of the Journal explores a theme in great depth, with peer-reviewed technical articles from leading academics, researchers and engineers working at the top companies worldwide. You''ll expand your knowledge on topics like image processing, display technologies, audio, compression, standards, digital cinema, distribution and machine learning and much more. For additional coverage of each month''s topic, the Journal features more exclusive articles online.
期刊最新文献
MEMORIAM: Fred Pfost: The Birth of the VTR and Its Ampex Inventors Advanced Volumetric Video Format for Enhancing Photo-Realistic Lighting Reproduction Introduction to Immersive and Volumetric Media Using Metahumans in Large-Scale Sports Production AI Assistants in Media Production and Management: A Survey of Workflow Optimizations for Enhancing Creativity
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