Related Work: Please visit our Gaussian Wave Splatting (GWS) project website to learn about our prior work on converting Gaussians to smooth-phase holograms.
We experimentally captured 3D focal stacks of generated holograms on a holographic display prototype.
Holographic near-eye displays offer ultra-compact form factors for virtual and augmented reality systems, but rely on advanced computer-generated holography (CGH) algorithms to convert 3D scenes into interference patterns that can be displayed on spatial light modulators (SLMs). Gaussian Wave Splatting (GWS) has recently emerged as a powerful CGH paradigm that allows for the conversion of Gaussians, a state-of-the-art neural 3D representation, into holograms. However, GWS assumes smooth-phase distributions over the Gaussian primitives, limiting their ability to model view-dependent effects and reconstruct accurate defocus blur, and severely under-utilizing the space--bandwidth product of the SLM.
In this work, we propose random-phase GWS (GWS-RP) to improve bandwidth utilization, which has the effect of increasing eyebox size, reconstructing accurate defocus blur and parallax, and supporting time-multiplexed rendering to suppress speckle artifacts. At the core of GWS-RP are
Random-phase Gaussian Wave Splatting (GWS-RP) takes a set of optimized 2D Gaussians as input and outputs a hologram that can be directly displayed on emerging holographic displays. Unlike Gaussian Wave Splatting (GWS), which assumes smooth-phase distributions over the Gaussian primitives, GWS-RP applies random phases to the Gaussians, which increases the eyebox size, reconstructs accurate defocus blur and parallax, and supports time-multiplexed rendering to suppress speckle artifacts. At the core of GWS-RP is
We propose a novel wavefront compositing scheme that performs back-to-front compositing of Gaussian primitives,
inspired by the silhouette method from prior polygon-based computer-generated holography (CGH) research. Furthermore,
we introduce a completely new alpha-blending formulation compatible with arbitrary random-phase primitives, based on the observation
that alpha blending of wavefronts is linear in the intensity domain for random-phase wavefronts, instead of
the amplitude domain for smooth-phase wavefronts.
Together, these two algorithmic advancements reproduce accurate color and reconstructs exact defocus blur and occlusion of random-phase
Gaussian wavefronts, while fully eliminating the dark halo artifacts commonly observed in previous alpha-blending approaches.
We discuss a principled way of applying random phases to Gaussian primitives, which allows for the correct modeling of any angular emission profile, or Fourier spectrum, of the Gaussian primitive while maintaining its amplitude distribution in the spatial domain. This is different from prior random-phase CGH methods where only fully diffuse surfaces can be reconstructed. This allows for the correct reconstruction of view-dependent effects such as specular colors using spherical harmonics, and introduces new capabilities for GWS-RP such as programmatical control of the depth of field of the hologram. For the first time, we provide rigorous and extensive proofs grounded in statistical optics that validate the mathematical correctness of the heuristic outlined in the GWS supplemental materials.
Select different scenes and GWS variants to compare the 3D focal stack reconstruction quality between smooth-phase and random-phase GWS approaches. Random-phase GWS shows improved bandwidth utilization and more accurate defocus blur while smooth-phase GWS exhibits unnatural defocus blur with ringing artifacts.
Select different scenes and GWS variants to compare the 4D light field horizontal parallax effects between smooth-phase and random-phase GWS approaches. Random-phase GWS demonstrates natural view-dependent effects and improved parallax, while smooth-phase GWS suffer from severe image quality degradation as the pupil moves away from the center of the eyebox.
Select different scenes to view extended 4D light field results with full 2D parallax using random phase GWS. These results demonstrate the full range of view-dependent effects and natural parallax across various scenes.
4D Light Field Parallax from Random Phase GWS