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It involves generating holographic interference patterns. A computer-generated hologram can be displayed on a dynamic holographic display, or it can be printed onto a mask or film using lithography. [1] When a hologram is printed onto a mask or film, it is then illuminated by a coherent light source to display the holographic images.
With holographic storage, however, a different 'page' of information is accessed. Holographic storage uses two laser beams, a reference and a data beam, to create an interference pattern at a medium where the two beams intersect. This intersection causes a stable physical or chemical change which is stored in the medium.
The Atari Cosmos was an unreleased product by Atari, Inc. for the handheld/tabletop electronic game system market that uses holography to improve the display. It is similar to other small electronic games of the era that used a simple LED-based display, but superimposes a two-layer holographic image over the LEDs for effect.
Digital holography is the acquisition and processing of holograms with a digital sensor array, [1] [2] typically a CCD camera or a similar device. Image rendering, or reconstruction of object data is performed numerically from digitized interferograms.
Deep Silver Volition, LLC (formerly Parallax Software Corporation and Volition, Inc.) was an American video game developer based in Champaign, Illinois.Mike Kulas and Matt Toschlog founded the company as Parallax Software in June 1993, developing Descent and Descent II.
Systems are being developed to use haptic interfaces for 3D modeling and design, including systems that allow holograms to be both seen and felt. [ 75 ] [ 76 ] [ 77 ] Several companies are making full-body or torso haptic vests or haptic suits for use in immersive virtual reality to allow users to feel explosions and bullet impacts.
When the hologram plate is illuminated by a laser beam identical to the reference beam which was used to record the hologram, an exact reconstruction of the original object wavefront is obtained. An imaging system (an eye or a camera) located in the reconstructed beam 'sees' exactly the same scene as it would have done when viewing the original.
The device was released in 1996, the same year as popular 3D games such as Descent II and Quake. It was originally called the Spaceball Avenger II, a sequel to SpaceTec's Spaceball Avenger. [2] [3] The SpaceOrb was especially suited for the gameplay of Descent because of the complete freedom-of-motion afforded by its rendering engine.