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Random-phase Gaussian Wave Splatting for Computer-generated Holography

Published 24 Aug 2025 in cs.GR, cs.AR, eess.IV, eess.SP, and physics.optics | (2508.17480v1)

Abstract: 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 (1) a fundamentally new wavefront compositing procedure and (2) an alpha-blending scheme specifically designed for random-phase Gaussian primitives, ensuring physically correct color reconstruction and robust occlusion handling. Additionally, we present the first formally derived algorithm for applying random phase to Gaussian primitives, grounded in rigorous statistical optics analysis and validated through practical near-eye display applications. Through extensive simulations and experimental validations, we demonstrate that these advancements, collectively with time-multiplexing, uniquely enables full-bandwith light field CGH that supports accurate accurate parallax and defocus, yielding state-of-the-art image quality and perceptually faithful 3D holograms for next-generation near-eye displays.

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