Fresnel ping-pong algorithm for two-plane computer-generated hologram display.
Image formation of three-dimensional objects suffers from out-of-focus noise if the light is coherent. Nevertheless, it is possible to generate two noiseless image intensities (I(A)and I(B)) at two depth locations by means of a single computer hologram. The phases related to I(A) and I(B) provide design freedom. To accomplish this goal, we use a ping-pong algorithm that bounces back and fourth between the two planes. Our ping-pong algorithm is the fourth member of a family of algorithms. The first member is known as the Gerchberg-Saxton algorithm. Basic considerations and experimental results are presented. Details of the algorithm are explained in Appendix A.
Dorsch
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Lohmann
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Sinzinger
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