Wave Casting for Hybrid-Scene Interactive Holography

SIGGRAPH Asia 2026 Conference Papers
1UNC Chapel Hill
WaveCast teaser: a hybrid 3DGS and mesh scene traced into a hologram, with the reconstructed focal stack.

Given a hybrid scene composed of a real-world 3DGS reconstruction and inserted mesh-based virtual assets, WaveCast synthesizes holograms through a coupled ray–wave process. Scene-level ray traversal identifies path interactions with volumetric primitives and mesh surfaces and accumulates them as localized subhologram contributions on the SLM plane. The resulting reconstructions show refocusable mixed-reality content with scene-dependent occlusion, reflection, and refraction.

Abstract

Computer-generated holography (CGH) seeks to synthesize a complex wavefront on a spatial light modulator (SLM) whose free-space propagation reconstructs a target 3D scene. Existing CGH pipelines are tightly coupled to specific scene representations and provide limited support for geometry-aware light transport effects across complex 3D scenes. We introduce WaveCast, a unified ray–wave framework for hologram generation across heterogeneous volumetric and surface-based primitives, including 3D Gaussians and triangle meshes. At the core of WaveCast is wave casting, a ray-based process that traverses mixed geometry while accumulating transport-aware wave contributions associated with visibility, transmittance, reflection and refraction. These light–scene interactions are then converted into localized subhologram contributions that are coherently accumulated on the SLM. To enable scalable hologram synthesis, we develop a custom CUDA kernel for tiled gather-style subhologram accumulation, achieving interactive performance. Experiments on real and hybrid scenes demonstrate that, to the best of our knowledge, WaveCast is the first holographic rendering pipeline supporting hybrid real–virtual scenes and path-dependent optical effects. Our work establishes a foundation for scalable, geometry-aware holographic rendering where volumetric and surface-based scene representations can be jointly traversed and synthesized into coherent holograms.

Methodology

WaveCast first traces light transport through a hybrid scene, then turns every path interaction into a coherent wave contribution. This separation preserves visibility, reflection, refraction, and depth-dependent focus all the way to the final hologram.

Unified traversal

One path through heterogeneous geometry

Each ray alternates between bounded volumetric segments and mesh-surface events. Gaussian interactions are accumulated in depth order; diffuse surfaces terminate the path, while mirrors and refractive interfaces launch the next segment.

WaveCast pipeline: ray traversal over Gaussians and meshes, per-hit emitters, and subhologram accumulation on the SLM.

Experimentally captured focal stacks

Hybrid real–virtual scenes
Single-primitive 3DGS scenes
Live authoring

Edit the scene.
Update the hologram interactively.

With no per-scene optimization, WaveCast turns a reconstructed 3DGS scene into an immediately editable holographic canvas.

01

Compose hybrid scenesInsert mesh-based virtual objects into captured 3DGS scenes.

02

Edit object attributesAdjust object transforms and supported optical attributes at runtime.

03

Switch viewpointsExplore the scene interactively while updating the hologram and reconstruction preview.

≈10 fps1536×1024 color holograms · RTX 4090

Edit virtual objects, switch viewpoints, and change reconstruction depth while the hologram updates interactively.

Comparison with prior CGH pipelines

We compare against GWS (holograms from 2D Gaussian primitives), Mesh AWB (analytical wave-based synthesis on triangle meshes) and Mesh Silhouette (mesh synthesis with silhouette-based occlusion handling), under a matched per-scene primitive budget. For each example we show a focal reconstruction and zoom-in regions at a far and a near focus setting.

Simulated reconstruction — garden

GWS
Mesh AWB
Mesh Silhouette
Ours (Mode 1)
Ours (Mode 2)
Ours (Mode 3)
Far Focus
Simulated garden — GWS, Far Focus
Simulated garden — Mesh AWB, Far Focus
Simulated garden — Mesh Silhouette, Far Focus
Simulated garden — Ours (Mode 1), Far Focus
Simulated garden — Ours (Mode 2), Far Focus
Simulated garden — Ours (Mode 3), Far Focus
Far
Simulated garden — GWS, Far
Simulated garden — Mesh AWB, Far
Simulated garden — Mesh Silhouette, Far
Simulated garden — Ours (Mode 1), Far
Simulated garden — Ours (Mode 2), Far
Simulated garden — Ours (Mode 3), Far
Near
Simulated garden — GWS, Near
Simulated garden — Mesh AWB, Near
Simulated garden — Mesh Silhouette, Near
Simulated garden — Ours (Mode 1), Near
Simulated garden — Ours (Mode 2), Near
Simulated garden — Ours (Mode 3), Near

Both GWS and our method produce photorealistic reconstructions, benefiting from their Gaussian volumetric representations, while the mesh-based baselines lose texture fidelity and fine structure — visible here in the foliage detail and local edge structure.

Optically captured reconstruction — counter

GWS
Mesh AWB
Mesh Silhouette
Ours (Mode 1)
Ours (Mode 2)
Ours (Mode 3)
Far Focus
Captured counter — GWS, Far Focus
Captured counter — Mesh AWB, Far Focus
Captured counter — Mesh Silhouette, Far Focus
Captured counter — Ours (Mode 1), Far Focus
Captured counter — Ours (Mode 2), Far Focus
Captured counter — Ours (Mode 3), Far Focus
Far
Captured counter — GWS, Far
Captured counter — Mesh AWB, Far
Captured counter — Mesh Silhouette, Far
Captured counter — Ours (Mode 1), Far
Captured counter — Ours (Mode 2), Far
Captured counter — Ours (Mode 3), Far
Near
Captured counter — GWS, Near
Captured counter — Mesh AWB, Near
Captured counter — Mesh Silhouette, Near
Captured counter — Ours (Mode 1), Near
Captured counter — Ours (Mode 2), Near
Captured counter — Ours (Mode 3), Near

On the physical display, our method reproduces near/far focus transitions and high-frequency detail reliably, while the mesh-based baselines lose more structure.

Mode ablation and runtime scaling

The three execution modes preserve comparable reconstruction quality while progressively reducing hologram synthesis time.

Mode comparison

Quality–efficiency trade-off

7-scene average · runtime at 1536×1024
Reconstruction quality and runtime comparison of the three WaveCast modes.
AIF quality is evaluated at each scene’s training resolution; runtime is measured at 1536×1024 on an RTX 4090.
Scalability

Runtime across scene and display complexity

20K–1M primitives · 3–18 mm depth
Runtime scaling of the three modes against primitive count, resolution and depth volume.

BibTeX

@inproceedings{wang2026wavecast,
  author    = {Wang, Yujie and Peng, Xi and Chakravarthula, Praneeth},
  title     = {Wave Casting for Hybrid-Scene Interactive Holography},
  booktitle = {SIGGRAPH Asia 2026 Conference Papers (SA Conference Papers '26)},
  year      = {2026},
  location  = {Kuala Lumpur, Malaysia},
  publisher = {Association for Computing Machinery},
  doi       = {10.1145/3829340.3842287},
  isbn      = {979-8-4007-2842-6/2026/12}
}