Random-phase Wave Splatting of Translucent Primitives for Computer-generated Holography
Brian Chao, Jacqueline Yang, Suyeon Choi, Manu Gopakumar, Ryota Koiso, Gordon Wetzstein

TL;DR
The paper introduces Random-phase Wave Splatting (RPWS), a novel wave optics rendering framework for holography that enhances bandwidth utilization, view-dependent effects, and defocus blur in near-eye display applications.
Contribution
RPWS is a new unified wave optics method that converts 3D translucent primitives into high-quality holograms, improving upon previous methods like Gaussian Wave Splatting by supporting arbitrary random-phase primitives.
Findings
RPWS achieves state-of-the-art image quality in holography.
It effectively reconstructs accurate defocus blur and parallax.
RPWS improves SLM bandwidth utilization and eyebox size.
Abstract
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…
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