%0 Journal Article %T Digital Holographic Capture and Optoelectronic Reconstruction for 3D Displays %A Damien P. Kelly %A David S. Monaghan %A Nitesh Pandey %A Tomasz Kozacki %A Aneta Micha£¿kiewicz %A Grzegorz Finke %A Bryan M. Hennelly %A Malgorzata Kujawinska %J International Journal of Digital Multimedia Broadcasting %D 2010 %I Hindawi Publishing Corporation %R 10.1155/2010/759323 %X The application of digital holography as a viable solution to 3D capture and display technology is examined. A review of the current state of the field is presented in which some of the major challenges involved in a digital holographic solution are highlighted. These challenges include (i) the removal of the DC and conjugate image terms, which are features of the holographic recording process, (ii) the reduction of speckle noise, a characteristic of a coherent imaging process, (iii) increasing the angular range of perspective of digital holograms (iv) and replaying captured and/or processed digital holograms using spatial light modulators. Each of these challenges are examined theoretically and several solutions are put forward. Experimental results are presented that demonstrate the validity of the theoretical solutions. 1. Introduction 3D display systems generate a great deal of public interest. The idea that any event, ranging from the trivial to the momentous, could somehow be fully recorded and the 3D scene replayed at a later time for an audience in another location is highly desirable. However, current technologies are far from this futuristic conception of 3D technology. Nevertheless recent improvements in 3D display and capture technologies have led the way for plausible pseudo-3D scenes to be recorded allowing the user to avail of a realistic 3D experience. Consider for example the development of cinema, film, TV and computer gaming over the past 30 years. Entertainment industries are constantly pushing for better 3D experiences. Whether new technologies or approaches provide a suitably realistic 3D experiences, one must consider the human perception dimension to the problem, for a more complete account we refer the reader to Chapter 17 of [1]. The consistent and continuous improvement in the quality of the sound and special effects in films is noticeably apparent. Perhaps this is even more dramatically underlined in computer gaming when one compares the improvement in graphics over the past three decades. Future improvements in 3D technology are being prepared by major players in the industry; Both Dreamworks Animation and Pixar have stated their intention to release all future films in 3D; there is an increase in the number of 3D cinemas being constructed; public screenings of 3D football matches, and so forth, are being shown in an attempt to increase public awareness of 3D technology [2]. So the question arises, how will 3D cinema translate to 3D TV? It is a problem of content, in part, however as more people experience 3D cinema the %U http://www.hindawi.com/journals/ijdmb/2010/759323/