Grégory Hocquet

dblp:362/9527 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2023
0000-0001-8214-7978ORCID · reported

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Virtual and augmented reality · 67% Rendering · 33%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Embedded and real-time systems · 100%

Topics — the 3 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › near-eye display
holographic display
0.712023
Holographic Near-eye Display with Real-time Embedded Rendering · SIGGRAPH Asia 2023
Rendering › physically based rendering › wave optics rendering › computer-generated holography
holographic rendering
0.712023
Holographic Near-eye Display with Real-time Embedded Rendering · SIGGRAPH Asia 2023
Virtual and augmented reality
near-eye display
0.712023
Holographic Near-eye Display with Real-time Embedded Rendering · SIGGRAPH Asia 2023

Methods — techniques the papers use, named apart from their topics

speckle noise reduction · 1.3
YearPublicationVenuePosition
2023 Holographic Near-eye Display with Real-time Embedded Rendering
abstract
We present a wearable full-color holographic augmented reality headset with binocular vision support and real-time embedded hologram calculation. Contrarily to most previously proposed prototypes, our headset employs high-speed amplitude-only microdisplays and embeds a compact and lightweight electronic board to drive and synchronize the microdisplays and light source engines. In addition, to enable a standalone usage of the headset, we developed a real-time hologram rendering engine capable of computing full-color binocular holograms at over 35 frames per second on a NVIDIA Jetson AGX Orin embedded platform. Finally, we provide a comparison of the efficiency of laser diodes and superluminescent diodes for the reduction of speckle noise, which greatly affects the reconstructed image’s quality. Experimental results show that our prototype enables full-color holographic images to be reconstructed with accurate focus cues and reduced speckle noise in real-time.
Antonin Gilles, Pierre Le Gargasson, Grégory Hocquet, Patrick Gioia
SIGGRAPH Asia3