Microsoft just announced HoloLens, which “brings high-definition holograms to life in your world.” A little while ago, Google invested heavily in Magic Leap, who, in their own words, “bring magic back into the world.” A bit longer ago, CastAR promised “a magical experience of a 3D, holographic world.” Earlier than that, zSpace started selling displays they used to call “virtual holographic 3D.” Then there is the current trailblazer in mainstream virtual reality, the Oculus Rift, and other, older, VR systems such as CAVEs.
While these things are quite different from a technical point of view, from a user’s point of view, they have a large number of things in common. Wouldn’t it be nice to have a short, handy term that covers them all, has a well-matching connotation in the minds of the “person on the street,” and distinguishes these things from other things that might be similar technically, but have a very different user experience?
How about the term “holographic?”
First off, the words “holography,” “hologram,” and “holographic image” have very precisely defined meanings. According to the dictionary (or Wikipedia or the Center for the Holographic Arts), none of the above things are remotely holographic.
- Holography is a technique, based on coherent (laser) light and interference, to record and view images, that, when presented properly, precisely recreate the three-dimensional visual appearance of recorded real objects that are no longer there.
- A hologram is the imprint on a recording medium (such as photographic film) that is created during holographic recording. The hologram itself is not an image (it doesn’t look anything like the recorded objects), and it is not three-dimensional, either.
- A holographic image is the three-dimensional image that is reconstructed by shining (coherent) light onto a hologram. Some sources, and pretty much everyone who is not a holography expert, refers to the holographic images as “holograms” as well, somewhat confusingly. Based on the strict definition, the hologram is not the floaty 3D thing, but the flat transparent plate behind it (or in front of it).
That’s all nice and precise, but when non-experts think about holograms, they don’t think about lasers and interference, i.e., about the technology that was used to record and view them, but about the experience, i.e., the fact that holograms, or, more precisely, holographic images, are apparently solid three-dimensional objects floating in thin air. In other words, the most remarkable thing about holograms is not how they’re made, but the illusion they create.
And how do holographic images create the illusion of solid three-dimensional objects? That has nothing to do with lasers and interference patterns, but with how the visual system in our brains sees the physical world. When viewing close-by objects, there are six major depth cues that help us perceive three dimensions:
- Perspective foreshortening: farther away objects appear smaller
- Occlusion: nearer objects hide farther objects
- Binocular parallax / stereopsis: left and right eyes see different views of the same objects
- Monocular (motion) parallax: objects shift depending on how far away they are when head is moved
- Convergence: eyes cross when focusing on close objects
- Accommodation: eyes’ lenses change focus depending on objects’ distances
As it turns out, holographic images recreate all six of these cues (yes, even accommodation), perfectly fooling our brains into seeing things that aren’t really there. Based on this and the duck test, wouldn’t it make sense to call display systems that are not based on lasers and interference, but create the same illusion, “holographic” as well, given that they quack like real holographic images?
Let me be bold and make two further allowances for practical reasons: let’s ignore depth cue 6 for the time being, and limit the illusion of solid 3D objects to at least one viewer. Then let me propose the following definition:
A holographic display is a system that creates the visual illusion of solid three-dimensional objects by recreating depth cues 1 through 5 for at least one viewer at a time.
I argue that this definition is useful in the sense outlined above: it differentiates a large class of specific devices that have very similar visual capabilities from other devices that may be based on very similar technologies but look and feel different, while aligning well with the general public’s notion of what a hologram is. Let’s apply the test to a list of existing or proposed devices:
- Reality: covers all possible depth cues for unlimited numbers of viewers at the same time. Clearly super-holographic.
- Real holographic viewing system (hologram plus proper illumination): covers all six depth cues for any number of viewers. Holographic+.
- Volumetric displays: depth cues 1-6 for any number of viewers, but small display volume, and some have problems with cue 2 (occlusion). Still, holographic+.
- Project Vermeer: depth cues 1-6 for any number of viewers, but small display volume/viewing angle. Nonetheless, holographic+.
- CAVE: depth cues 1-5 for a single viewer. Requires eye wear, but the definition (intentionally) says nothing about eye wear. By the way, here’s a video demonstrating depth cues 1, 2, and 4 in a CAVE (cues 3 and 5 are lost in recording with a 2D video camera):
- Head-tracked 3D TV: same as CAVE, but smaller field of view (definition, again intentionally, doesn’t mention that).
- zSpace and HP’s Zr Virtual Reality Display (which appears functionally identical): same as head-tracked 3D TV, but smaller field of view. Still holographic.
- Head-tracked auto-stereoscopic display: covers depth cues 1-5 for a single viewer, does not require head gear. Holographic.
- Oculus Rift DK2: depth cues 1-5 for a single viewer. Obviously requires pretty involved head gear, but holographic.
- CastAR: depth cues 1-5 for a single viewer, and multiple viewers can potentially see the same virtual objects in the same place when wearing their own headsets. Holographic.
- Magic Leap and HoloLens: if these really work as implied by marketing, they will cover at least depth cues 1-5, maybe even 6. Either way, if true then holographic.
- Near-eye light field display: depth cues 1-3 and 5-6, and cue 4 if combined with some positional head tracking mechanism. In that case, holographic; otherwise, not.
- Holovision: covers depth cues 1-6(!) for any number of viewers, but the only virtual object it can show is a flat display screen plus whatever 2D image happens to be on that screen. Squeaks by on a technicality (a flat screen is a three-dimensional object).
- Multi-zone auto-stereoscopic display: provides only a crude approximation of depth cue 4, but can be viewed by more than one person at a time. It’s a borderline case, but I would argue it’s not holographic because severe parallax artifacts break the illusion of solid objects.
- Oculus Rift DK1: misses depth cue 4 due to lack of positional head tracking. Not a holographic display.
- GearVR: same as Oculus Rift DK1.
- 3D TV: no depth cue 4 either; not holographic.
- Desktop 3D monitor: same as 3D TV.
- Head-tracked desktop 2D monitor (TrackIR or similar): has depth cue 4, but misses 3 and 5. Not holographic.
- Two-zone auto-stereoscopic display: misses depth cue 4; not holographic.
- Tupac Shakur at Coachella: just 2D video back-projected onto a transparent screen. Misses depth cues 3, 4, and 5, looks completely flat from the side. Definitely not holographic.
- Will.I.Am on CNN: just green-screen compositing between synchronized cameras. Was completely invisible to Anderson Cooper on-stage, and missed depth cues 3, 4, and 5 when viewed via regular TV. Not even in the same ballpark.
After this list, let me reiterate my reasoning. I have shown many types of holographic displays to a lot of people, and there are two common reactions: “it’s like a hologram!,” or “it’s so much better than X,” where X is some non-holographic display system. The first reaction tells me that the term “holographic” is a good match, and the second tells me that the dividing line between holographic/non-holographic displays is a relevant one. That’s good enough for me.
That said, there are important differences between holographic displays and real holograms. Most currently-existing holographic displays don’t provide for proper accommodation, leading to accommodation/vergence conflict and decoupling, only work for a single viewer, and require some headgear (though, granted, for a large percentage of the population, even reality requires glasses to view).
But, in closing, there’s one difference that’s often brought up that’s actually not a difference: the misconception that holographic images are free-standing. A CAVE, for example, requires several large display screens to prop up the illusion of virtual objects, and I often hear “well, once we have holograms figured out, you won’t need those screens anymore” — but that’s wrong. Even real holographic images need something behind them, namely holograms (in the sense of hologram plates). In a CAVE or head-tracked 3D TV, virtual objects are cut off the moment they leave the pyramid-shaped volume between the viewer’s eyes and the screen(s), and the exact same thing is true for real holograms. If you want a life-size holographic image, you need an at least life-size hologram plate. Holographic projectors, like those familiar from science fiction (“Help me, Obi-Wan Kenobi”), are just that — science fiction. As long as we get that into everyone’s heads, we’ll be fine.

Personally, I find it hard to swallow calling anything that doesn’t (re)create a significant portion of the lightfield “holographic”.
Stereo displays and dynamically rendered views (the headtracked stuff) are nice and all, but I don’t think they deserve to be called “holographic”, not even when both aspects are combined; it’s not the same thing.
Enforcing the differentiation between true holographic and holographic-ish doesn’t seem very promising when it comes to dealing the general public and PR departments though…
dealing with*
I agree completely with your first sentence. But what is a “significant portion of the lightfield?” As far as any single viewer is concerned, the only part of the light field that matters is the (tiny) part that happens to enter her pupils at any given time. To me, a display that recreates that part, dynamically in response to user motion, is close enough. This is entirely arguable, though. I believe that reapplying the term holographic this way is a practical net benefit to talking about all those varied display systems I list.
I’d agree. I spent quite a bit of time trying to determine if Microsoft’s new HoloLens and Magic Leap provided accommodation. (I believe Magic Leap is Yes, and no idea on HoloLens).
Calling every auto stereoscopic display, like the Oculus VR holographic just muddies the waters in my opinion.
Perhaps you should label it, ‘pseudo-holographic’ ?
Otherwise, excited to see this article.
Cheers
Glad you brought up auto-stereoscopic displays, because I forgot to mention them. I’ll edit that; but the gist is that most auto-stereo displays would not be holographic according to the proposed definition for lack of motion parallax.
I used to use “pseudo-holographic,” but a while ago decided to drop the “pseudo-” for conciseness. If there were real (laser-based) holographic displays available in the wild, then doing so would indeed muddy the waters, but for right now, pseudo-holographic is all there is. My rationale is that it has practical benefits to apply the modifier “real” to the one thing that won’t be available anytime soon (holograms do exist of course, but they’re not used as computer displays), instead of applying the “pseudo-” modifier to dozens or hundreds of things that do exist.
Once real holographic computer displays become usable, this will become a problem and I will change my tune.
The reason I’m a stickler for accommodation is that it had always been a goal of mine to build a volumetric display that displayed all the depth cues (minus occlusion).
You can see my rinky dink efforts here:
https://www.youtube.com/watch?v=WbBUz21BZq4
I feel accommodation has very practical benefits to defining ‘real’ as well, so lumping 60′s era head-tracked stereoscopic displays with Leap Magic’s light field under the banner ‘holographic’ seems dissatisfying.
Cheers.
Fair enough. I only allow non-accommodation because otherwise there would basically be no elements in the set “holographic displays” as of now, and that wouldn’t help for discussion purposes. For the time being, saying (about Magic Leap) that it’s a holographic display that also provides accommodation is tolerable in my book. This is bound to change.
What are your best guesses on accommodation and hololens? I have not seen any technical writeups (hypothesized or otherwise) indicating how it creates the image yet. Dying to know more.
There is only some extremely layman-ized description in the wired article about ‘bouncing photons’.
My guess is as good as anyone’s, but I’ll say no accommodation, at least not in the current prototype, and I don’t expect they’re planning for it in the near future. I think the talk about bouncing photons relates to how the light is projected from the image source onto the transparent glasses to achieve a smaller form factor.
Magic Leap mocked Oculus on twitter for not having accommodation, so they seem to be ready to brag about it (even if it’s limited to a few depth layers), i.e. they probably already have it working and consider it to be an important part of their tech.
Great job Rob! It sort of works like a Zoetrope, to my eye.
Thanks! ‘build volumetric display’ is something I can now cross off my bucket list.
But by then, everyone will be calling non-holographic things “holographic” and it will be harder to use being truly holographic as a selling point; making it more difficult for companies to profit from R&D in the area of truly holographic displays.
Excellent write-up! I am really glad you brought up that last point about holographic images needing something “behind them” to exist. Now you’ve got me thinking about a pocket size holographic display that smokes or steams a backdrop and has projectors that cast upon it….
There are a few commercially available 2D mist projectors, but presenting different views to each eye would be very challenging I’d think.
It could be done using time-multiplexed (aka “active”) stereo just like on a regular screen, and once you add head tracking, you would get a holographic display according to the proposed definition. But that would still only be for a single viewer, and functionally equivalent to existing solid-screen displays. The ability to reach through the screen is not that great a feature, once you think about it.
Right, but I was assuming the original poster implied some aspect of the fog’s physical depth/volume in its solution.
Yeah, let’s have the fog/mist always parallel to the plane of the eyeballs!
If multiple laser-projectors were used (two sets of RGB per user), Dolby3D-like layered not-filter eyewear could be used to provide independent views to each user (and each user’s eye). Expensive and hardware-limited though.
*notCH-filter
This was an interesting article, thanks.
There is an element of 3 that is quite hard for several of these displays?
That is many of them are “holographic” if you hold your head level, in the exact right spot and the source content has a conveniently similar IPD.
Do head tracked 3d tvs work through this problem?
The dk2 does 3d quite well with live generated 3d content but pretty poorly with video sources or prerendered content even.
That’s correct; non-head tracked displays only show a correct view, including stereopsis, if the viewer’s eyes are precisely in the expected places (that includes correctly-configured IPD). But since viewers never hold their heads perfectly still, and the illusion breaks down with any movement, they don’t satisfy my proposed definition. It’s only a holographic display if it looks correct from a range of head positions and orientations.
And yes, head-tracked 3D TVs (or other head-tracked display systems) take care of that. They work no matter how you tilt your head, and from any point as long as the virtual objects remain inside the pyramids formed by the eyes and the screen borders. Same’s true for real holographic images.
That video sources and pre-rendered content don’t work is a problem with the content, not the display.
Yes, I regretted muddling my question with the content issue after I submitted
I’ve not seen you (or others) opine or hack much on lightfield cameras? Is this where video will have to go? Are the encoding tools ready for that?
I haven’t read this yet, but let me guess… only the CAVE stuff you mess with qualifies right?
… and this proves again that one should really read before commenting.
Aaaand this is where Doc-Ok reduces himself from highly educated man into a chump who compromises accuracy over sucking up to general public.
BOO!
Seriously, what the fuck?! Reality = hologram? VR = hologram? What happened to old Doc-Ok who would tell people they’re idiots for thinking idiotic things? Come the fuck on.
I proposed a definition of “holographic display” (not “hologram”), based on clearly-stated principles, and you disagree with it. That’s completely fine. No need to get your rage on.
Missed this the first time. No, reality is not a hologram. But it provides depth cues 1-6 for any number of viewers.
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Holographic projectors is now real thing, not science fiction anymore. Look at “Aerial Burton” japan display tech:
https://www.youtube.com/watch?v=GNoOiXkXmYQ
https://www.youtube.com/watch?v=KfVS-npfVuY
https://www.youtube.com/watch?v=5pAfP7Nx76s
I know that exists, but I need to do some more research before I opine whether it’s a practical display or not. It’s definitely and attention-catcher, I give you that.
Hm, if they manage to make the pulses faster, perhaps they might be able to modulate the rate to also create sound with it? (it would probably come accompanied by white noise; but I think you might still be able to recognize sounds)
So where would you place this laser plasma tech? It’s very similar to the science fiction we all know and love, but much much louder.. and also dangerous.
https://www.youtube.com/watch?v=KfVS-npfVuY
It doesn’t require a recording medium, so perhaps it’s not a Hologram at all?
I need to do more research on it. I’m not sure whether the technology can create a practical display, i.e., something that’s high-enough resolution and has a high-enough refresh rate. All the videos I’ve seen so far show it creating maybe a few hundred or thousand light spots, but for a 128x128x128 volumetric display, you’d need about 2 million spots at a high rate. I don’t know yet what kind of laser power would be required to turn 2 million tiny spheres of air into plasma in around 1/30s.
Hm, if they manage to make the pulses faster, perhaps they might be able to modulate the rate to also create sound with it? (it would probably come accompanied by white noise; but it I think you might still be able to recognize sounds)
Can you clarify why DK2 doesn’t have accommodation? When I am looking around in the virtual world, if I look at something “nearby”, my eyes move together (convergence) and it seems like there should be accommodation too. Similarly for “far” away objects.
In a CAVE, the image appears over physically separated regions, so when I look at portions of the image that are physically farther away from me, shouldn’t my lenses accommodate? Sorry for the naivete.
In the Rift Dk1, the screen is optically projected to be infinitely far away — all light rays coming out of the lenses towards the eye are parallel to each other (in the DK2, the screen is apparently projected to 1.3m away, but let’s ignore that for now). If you look at a far-away virtual object, your eyes turn parallel to each other (vergence), and your lenses relax for infinity focus (accommodation), and everything is fine.
But if you look at a close-by virtual object, say something at arm’s length away, your eyes cross inward to foveate on the object, and your lenses automatically re-focus to the distance at which the virtual object appears (accommodation-vergence coupling). But the light from the screens is still optically infinitely far away, which means your eyes are focused on the wrong distance, and the object will appear blurry. After a while, your eyes adjust and relax the automatic focus reflex (accommodation-vergence decoupling), and things will look better. But the mismatch between the vergence and accommodation cues is still a problem for depth perception. Apparently, it’s a very minor problem for many people, and a worse one for some.
In a DK2, the same thing happens, but because the optical focus distance is smaller, it matches a larger number of virtual objects, and so the problem is reduced. In a CAVE, or any other screen-based display, the same thing holds: the light actually comes from the screens, but virtual objects appear closer (or farther).
In short, there is some form of accommodation in all displays, but in all but a very small number, it doesn’t match the other depth cues, and that’s not good.
Yes 128 * 128 * 128 = 2097152. But a binary display will never ever light up completely since a completely lit up display carries no information at all. This website when rendered on my 1920×1080 display has black pixels from text on white background covering 3% of the pixels or less. A 3D display of resolution AxAxA can’t have a lot more voxels lit up at once than a 2D display of resolution AxAx1 since we can only see 2D images with our eyes. A wireframe cube would use the same amount of lines in 3D as in a typical 3D to 2D rendi (unless the backside lines up perfectly with the front in the 2D case). So a 3D display might use something like ~16% more voxels than a a 2D display would use to render this https://upload.wikimedia.org/wikipedia/commons/thumb/e/e7/Necker_cube.svg/2000px-Necker_cube.svg.png since 4 of the edges would be twice as long.
1024 * 1024 * 1 * 3% * 116% = ~36500. A plasma voxel display of resolution 1024x1024x1024 is feasible in the very near future considering it can do “maybe a few hundred or thousand light spots” right now. It’s just an order of magnitude more which can maybe be done today with 10 of these displays.
This is not a 3D LCD where one diode is necessary or each voxel. It is A CRT with laser instead of 1 electron beam and air instead of a surface. It doesn’t really need more acitive voxels because it’s 3D.
3% active elements is for sparse text rendering. 20%-50% might be used for really dense text (unlikely use for this), 3D art that isn’t wireframe (you would only see the silouette clearly so unlikely to be used for public information) and floating 2D images with filled in areas. 20% for thicker text like this http://leddisplayboards.in/wp-content/uploads/2014/02/single-color-indoor-led-display.jpg and much more likely.
1024^3 resolution assumes that lasers can accurately and precisly be aimed at the correct location at high speeds (solved years or decades ago). Resolution is not a problem at all. Color, shades and making it safe, portable and affordable for regular consumers? That is the problem.
Do you have a link to a technical description of a mechanism that can do that? The mechanisms I’m familiar with, from LiDAR scanners or scanning laser microscopes, are based on oscillating or rotating mirrors, and while those can rapidly scan out regular rasters upwards of 1 megapixels per second, they can’t direct the laser to arbitrary locations at arbitrary times, as would be required to render only the lit-up voxels.
By the way, I took the kind of 3D model I would like to view with a volumetric display like this, and rasterized it to 1024^3 resolution. Using only surface voxels (not interior voxels), I still ended up with 6.7 million lit-up voxels.
You can get your hands on a “holographic+” grade display that doesn’t require glasses or goggles with the Voxiebox ( http://Voxiebox.com ) high resolution volumetric display – available today for rent, lease and sale!
Yes, I would agree, that voxie box fits the description of holographic better than some of the other auto-stereoscopic, head-mounted displays described in this article, since it provides eyeball accommodation.
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what about this stuff?
https://www.youtube.com/watch?v=Rqk1zPR0GK8
is that “holographic”? objects are based on that (kinda “analog” lightfield):
http://en.wikipedia.org/wiki/Gabriel_Lippmann#Integral_photography
Those appear to be lenticular light field displays, using photographs. As clear from the video, they provide perspective, occlusion, and motion parallax. We can infer that they also have binocular parallax and convergence, albeit possibly in a crude form (due to limited number of viewing zones). They might even have very crude accommodation, again limited by the (unknown) number of viewing zones.
That means they satisfy the requirements for my definition of “holographic display.”
thanks. but those arent photographs; I made them. even the optical layer. just wanted “officially” legitimate the term “holographic” by a pro for them ;D
viewing zone is ca 40-45 degree in every direction, whole thing comes maybe clearer in this example (macro from the surface):
https://www.youtube.com/watch?v=qmDPishgLxM
thanks again for your reply.
Cool. So it’s a display screen behind the lenticular array?
depends on what you call a screen; its a high-resolution ink-jet-print, glued with epoxy. when it comes to 16K-screens with ultra-fine-pixels, we will get volumetric “real” 3D-movies. I am pretty sure that stuff is already in the pipeline of the bigPlayers.
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