US 11,747,766 B2
System and method for near-eye light field rendering for wide field of view interactive three-dimensional computer graphics
Fu-Chung Huang, Cupertino, CA (US); Ward Lopes, Redwood City, CA (US); and Liang Shi, Cambridge, MA (US)
Assigned to NVIDIA Corporation, Santa Clara, CA (US)
Filed by NVIDIA Corporation, Santa Clara, CA (US)
Filed on Mar. 2, 2021, as Appl. No. 17/189,960.
Application 17/189,960 is a continuation of application No. 15/946,576, filed on Apr. 5, 2018, granted, now 10,969,740.
Claims priority of provisional application 62/525,644, filed on Jun. 27, 2017.
Prior Publication US 2021/0181674 A1, Jun. 17, 2021
Int. Cl. G03H 1/02 (2006.01); G03H 1/08 (2006.01); G03H 1/22 (2006.01); G02B 27/01 (2006.01)
CPC G03H 1/02 (2013.01) [G02B 27/0172 (2013.01); G03H 1/0808 (2013.01); G03H 1/2294 (2013.01); G02B 2027/0123 (2013.01); G02B 2027/0174 (2013.01); G03H 2001/0224 (2013.01); G03H 2210/36 (2013.01); G03H 2210/45 (2013.01)] 20 Claims
OG exemplary drawing
 
1. A method for rendering a light field that comprises a plurality of elemental images arranged in a grid, the method comprising:
generating, by a processor, for each elemental image of the plurality of elemental images, components of the light field corresponding to that elemental image by:
projecting rays from a viewpoint positioned at a lateral offset from a first side of a spatial light modulator (SLM) to form an elemental view frustum within a three-dimensional scene; and
rendering objects within the elemental view frustum to generate components of the elemental image,
wherein each elemental image of the plurality of elemental images corresponds to a holographic element (hogel) associated with one or more picture elements (pixels) of the SLM, and wherein the SLM is divided into a plurality of hogels having size wh and the lateral offset is calculated based on the size wh.