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Creators/Authors contains: "Chen, Kenneth"

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  1. Free, publicly-accessible full text available July 26, 2026
  2. Free, publicly-accessible full text available June 20, 2026
  3. Computer-generated holography (CGH) simulates the propagation and interference of complex light waves, allowing it to reconstruct realistic images captured from a specific viewpoint by solving the corresponding Maxwell equations. However, in applications such as virtual and augmented reality, viewers should freely observe holograms from arbitrary viewpoints, much as how we naturally see the physical world. In this work, we train a neural network to generate holograms at any view in a scene. Our result is the Neural Holographic Field: the first artificial-neural-network-based representation for light wave propagation in free space and transform sparse 2D photos into holograms that are not only 3D but also freely viewable from any perspective. We demonstrate by visualizing various smartphone-captured scenes from arbitrary six-degree-of-freedom viewpoints on a prototype holographic display. To this end, we encode the measured light intensity from photos into a neural network representation of underlying wavefields. Our method implicitly learns the amplitude and phase surrogates of the underlying incoherent light waves under coherent light display conditions. During playback, the learned model predicts the underlying continuous complex wavefront propagating to arbitrary views to generate holograms. 
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  4. Free, publicly-accessible full text available July 26, 2026
  5. Display power consumption is an emerging concern for untethered devices. This goes double for augmented and virtual extended reality (XR) displays, which target high refresh rates and high resolutions while conforming to an ergonomically light form factor. A number of image mapping techniques have been proposed to extend battery usage. However, there is currently no comprehensive quantitative understanding of how the power savings provided by these methods compare to their impact on visual quality. We set out to answer this question. To this end, we present a perceptual evaluation of algorithms (PEA) for power optimization in XR displays (PODs). Consolidating a portfolio of six power-saving display mapping approaches, we begin by performing a large-scale perceptual study to understand the impact of each method on perceived quality in the wild. This results in a unified quality score for each technique, scaled in just-objectionable-difference (JOD) units. In parallel, each technique is analyzed using hardware-accurate power models. The resulting JOD-to-Milliwatt transfer function provides a first-of-its-kind look into tradeoffs offered by display mapping techniques, and can be directly employed to make architectural decisions for power budgets on XR displays. Finally, we leverage our study data and power models to address important display power applications like the choice of display primary, power implications of eye tracking, and more1
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  6. Battery life is an increasingly urgent challenge for today's untethered VR and AR devices. However, the power efficiency of head-mounted displays is naturally at odds with growing computational requirements driven by better resolution, refresh rate, and dynamic ranges, all of which reduce the sustained usage time of untethered AR/VR devices. For instance, the Oculus Quest 2, under a fully-charged battery, can sustain only 2 to 3 hours of operation time. Prior display power reduction techniques mostly target smartphone displays. Directly applying smartphone display power reduction techniques, however, degrades the visual perception in AR/VR with noticeable artifacts. For instance, the "power-saving mode" on smartphones uniformly lowers the pixel luminance across the display and, as a result, presents an overall darkened visual perception to users if directly applied to VR content. Our key insight is that VR display power reduction must be cognizant of the gaze-contingent nature of high field-of-view VR displays. To that end, we present a gaze-contingent system that, without degrading luminance, minimizes the display power consumption while preserving high visual fidelity when users actively view immersive video sequences. This is enabled by constructing 1) a gaze-contingent color discrimination model through psychophysical studies, and 2) a display power model (with respect to pixel color) through real-device measurements. Critically, due to the careful design decisions made in constructing the two models, our algorithm is cast as a constrained optimization problem with a closed-form solution, which can be implemented as a real-time, image-space shader. We evaluate our system using a series of psychophysical studies and large-scale analyses on natural images. Experiment results show that our system reduces the display power by as much as 24% (14% on average) with little to no perceptual fidelity degradation. 
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