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Holographic display

From VR & AR Wiki

A holographic display is a display that reconstructs the light wavefront of a scene through diffraction, producing a three-dimensional image with continuous depth that a viewer can focus their eyes on as they would on a real object.[1] Unlike a stereoscopic display, which shows each eye a flat image to create the illusion of depth, a true holographic display recreates the physical wavefront itself, so the image carries correct per-pixel focus cues.[1][2]

The term is used loosely in marketing. Several products sold as "holographic" are not holographic displays in the optical sense: they are autostereoscopic or multiscopic displays that present a set of flat two-dimensional views, or augmented reality headsets whose optics contain holographic components but whose imagery is ordinary head-tracked stereoscopic rendering.[3][4] Genuine holographic image formation is an active research topic in virtual reality (VR) and AR optics, where it is studied as a way to build thin near-eye displays that resolve the vergence-accommodation conflict.[1][5]

How it works

A holographic display works by controlling the phase, and sometimes the amplitude, of light across a surface so that the diffracted light forms the same wavefront a real object would emit.[1] In an optical hologram this pattern is fixed in a recorded medium; in a holographic display the pattern is dynamic and is produced by a spatial light modulator (SLM), a pixelated device that imposes a programmable phase shift on coherent light from a laser.[1][5] The pattern itself is a computer-generated hologram (CGH), calculated for each frame from a 3D scene.[1]

Because the display reconstructs a wavefront rather than a fixed image at a fixed plane, different parts of the picture can be placed at different optical distances. The eye accommodates (changes focus) to bring a given depth into sharpness, exactly as with a physical scene.[1][2] This per-pixel focal control is the property that distinguishes a holographic display from a conventional VR or AR display, where all content sits on a single virtual image plane regardless of its simulated depth.[5]

Holographic systems are often described by the kind of parallax they reproduce. A full-parallax hologram delivers correct views as the eye moves both horizontally and vertically, which is the most demanding to compute. Horizontal-parallax-only systems drop vertical parallax to cut the computational load, which suits the side-by-side arrangement of human eyes.[3]

Distinction from stereoscopic and light-field displays

A stereoscopic display, the basis of nearly all consumer VR headsets, sends a separate flat image to each eye. The brain fuses the pair into a sense of depth, but every pixel is physically at the focal distance of the screen or its eyepiece optics. When the eyes converge on a near virtual object while still focusing at the fixed screen distance, the mismatch produces the vergence-accommodation conflict, a documented cause of eye strain and discomfort.[1] A true holographic display avoids this conflict because the reconstructed wavefront carries the real focus information.[1][5]

Light-field displays occupy a middle position. A light-field (or integral) display reproduces many discrete rays in different directions, approximating the focus cues of a scene without diffraction. Desktop products from Looking Glass Factory are super-stereoscopic lenticular light-field displays that show dozens of horizontal views and are marketed as "holographic," but they form images by directing rays through a lens array rather than by wavefront reconstruction.[6][3] By contrast, a holographic display recreates the wavefront directly, which in principle yields continuous rather than quantized depth.[1]

"Holographic" branding in AR headsets

Augmented reality headsets are frequently called holographic even though the three-dimensional objects they show are head-tracked stereoscopic images, the same approach used by VR headsets. The word "holographic" in these products usually refers to the optics, not the picture. Diffractive waveguide combiners route light from a microdisplay to the eye using diffraction gratings, and some are made as holographic optical elements (HOEs), thin recorded holograms that behave like mirrors or lenses.[4][7]

Microsoft branded its mixed reality platform Windows Holographic and called the imagery shown by the HoloLens "holograms," but the HoloLens used diffractive waveguide combiners and stereoscopic rendering rather than wavefront-reconstruction holography.[4][7] Microsoft ended production of the HoloLens 2 in October 2024 and confirmed in February 2025 that it had exited HoloLens hardware development, with no consumer successor planned; the device is to receive critical security updates until the end of 2027, and the related military IVAS program moved to Anduril Industries.[8][9] Other waveguide HMDs, including Magic Leap and devices from DigiLens, use the same family of diffractive or holographic combiner optics with stereoscopic content.[7]

Holographic near-eye displays for VR and AR

The aim of using genuine holography in a headset is to combine a thin form factor with correct focus cues. In 2017, Andrew Maimone, Andreas Georgiou, and Joel S. Kollin of Microsoft Research presented "Holographic near-eye displays for virtual and augmented reality" at SIGGRAPH, demonstrating phase-only holographic projection with per-pixel focus control. Their benchtop AR prototype reached an 80-degree horizontal field of view in a thin form, and the method could correct a viewer's own optical aberrations, such as astigmatism, in software by pre-distorting the emitted wavefront.[5][2]

A 2020 review in Optica by Chenliang Chang, Kiseung Bang, Gordon Wetzstein, Byoungho Lee, and Liang Gao surveyed the field and set out the central obstacles: the limited space-bandwidth product of current SLMs, which bounds image resolution and the size of the viewing region (eyebox); the etendue trade-off between field of view and eyebox; speckle and image-quality limits; and the heavy computation needed to generate holograms in real time.[1]

More recent work targets eyeglass-scale hardware. In 2022, an NVIDIA and Stanford team published "Holographic Glasses for Virtual Reality" at SIGGRAPH, pairing a pupil-replicating waveguide, a geometric-phase lens, and a phase-only SLM in a display only a few millimeters thick.[10] In 2024, a Stanford group led by Gordon Wetzstein reported full-color 3D holographic AR in Nature, using an inverse-designed metasurface waveguide (grating period 384 nm, height 220 nm) about 3 mm thick together with a phase-only SLM and a learned image-formation model calibrated from camera feedback.[11][12]

As of 2026 these holographic near-eye displays remain laboratory prototypes; no shipping consumer VR or AR product uses wavefront-reconstruction holography for its image, and waveguide plus stereoscopic rendering is still the production approach.[1][7]

Other holographic display research

Holographic displays are also pursued outside head-mounted use, as glasses-free three-dimensional screens. The MIT Media Lab has worked on electroholography and dynamic holographic video since the late 1980s, including a system shown in 2013 that used a Kinect sensor for capture and laser diodes for output.[3] Such efforts face the same SLM resolution and computation limits as near-eye work, which is why large, real-time, full-parallax holographic displays are not yet common products.[1][3]

Companies

A few companies have worked on holographic optics relevant to AR. Akonia Holographics, a Colorado firm spun out of holographic-data-storage research, developed holographic waveguide optics for smart glasses[7] and was acquired by Apple in 2018.[13] DigiLens makes switchable holographic waveguides based on liquid-crystal materials.[7] These products use holographic optical elements as combiners and should not be confused with displays that reconstruct an image wavefront.[7]

References

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12
    Bang, Kiseung(2020). "Toward the next-generation VR/AR optics
    a review of holographic near-eye displays from a human-centric perspective".{Template:Journal. 7(11)
    1563-1578. doi:10.1364/OPTICA.406004. https://opg.optica.org/optica/abstract.cfm?uri=optica-7-11-1563. Retrieved 2026-06-15.
  2. 2.0 2.1 2.2 "Holograms: The future of near-eye display?". 2017. https://www.microsoft.com/en-us/research/blog/holograms-future-near-eye-display/.
  3. 3.0 3.1 3.2 3.3 3.4 "Holographic display". https://en.wikipedia.org/wiki/Holographic_display.
  4. 4.0 4.1 4.2 "HoloLens and Holograms". 2015. http://doc-ok.org/?p=1329.
  5. 5.0 5.1 5.2 5.3 5.4
    Georgiou, Andreas(2017). "Holographic near-eye displays for virtual and augmented reality".{Template:Journal. 36(4)
    1-16. doi:10.1145/3072959.3073624. https://dl.acm.org/doi/10.1145/3072959.3073624. Retrieved 2026-06-15.
  6. "Why Use Glass-Free 3D Displays?". https://www.azooptics.com/Article.aspx?ArticleID=2851.
  7. 7.0 7.1 7.2 7.3 7.4 7.5 7.6 "Holographic Waveguides: What You Need To Know To Understand The Smartglasses Market". https://www.uploadvr.com/waveguides-smartglasses/.
  8. Template:Cite news
  9. "Microsoft Confirms End of HoloLens Mixed Reality Hardware". 2025-02-14. https://rcpmag.com/articles/2025/02/14/microsoft-confirms-end-of-hololens-mixed-reality-hardware.aspx.
  10. Kim, Jonghyun; Gopakumar, Manu; Choi, Suyeon; Peng, Yifan; Lopes, Ward; Wetzstein, Gordon (2022). "Holographic Glasses for Virtual Reality". ACM SIGGRAPH 2022 Conference Proceedings. Template:Hide in printTemplate:Only in print. https://dl.acm.org/doi/10.1145/3528233.3530739.
  11. Lee, Gun-Yeal(2024). "Full-colour 3D holographic augmented-reality displays with metasurface waveguides".{Template:Journal. 629
    791-797. doi:10.1038/s41586-024-07386-0. https://www.nature.com/articles/s41586-024-07386-0. Retrieved 2026-06-15.
  12. "Augmented reality comes to regular glasses". 2024-05-08. https://news.stanford.edu/stories/2024/05/3d-augmented-reality-with-regular-glasses.
  13. Template:Cite news