# Complex-Valued 2D Gaussian Representation for Computer-Generated Holography

arXiv: https://arxiv.org/abs/2511.15022 · HTML: https://mlsanity.com/paper/2511.15022/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 38 of its 75 references that are in the map.
- First posted on arXiv 19 Nov 2025.

## Builds on (most cited first, 30 of 38)

- [PyTorch: An Imperative Style, High-Performance Deep Learning Library](https://mlsanity.com/paper/1912.01703/) (2019)
- [U-Net: Convolutional Networks for Biomedical Image Segmentation](https://mlsanity.com/paper/1505.04597/) (2015)
- [The Unreasonable Effectiveness of Deep Features as a Perceptual Metric](https://mlsanity.com/paper/1801.03924/) (2018)
- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [SGDR: Stochastic Gradient Descent with Warm Restarts](https://mlsanity.com/paper/1608.03983/) (2016)
- [Implicit Neural Representations with Periodic Activation Functions](https://mlsanity.com/paper/2006.09661/) (2020)
- [Consistency Models](https://mlsanity.com/paper/2303.01469/) (2023)
- [Towards Robust Monocular Depth Estimation: Mixing Datasets for Zero-shot Cross-dataset Transfer](https://mlsanity.com/paper/1907.01341/) (2019)
- [Depth Anything V2](https://mlsanity.com/paper/2406.09414/) (2024)
- [4D Gaussian Splatting for Real-Time Dynamic Scene Rendering](https://mlsanity.com/paper/2310.08528/) (2023)
- [2D Gaussian Splatting for Geometrically Accurate Radiance Fields](https://mlsanity.com/paper/2403.17888/) (2024)
- [Diffusion Autoencoders: Toward a Meaningful and Decodable Representation](https://mlsanity.com/paper/2111.15640/) (2021)
- [gsplat: An Open-Source Library for Gaussian Splatting](https://mlsanity.com/paper/2409.06765/) (2024)
- [SinSR: Diffusion-Based Image Super-Resolution in a Single Step](https://mlsanity.com/paper/2311.14760/) (2023)
- [WIRE: Wavelet Implicit Neural Representations](https://mlsanity.com/paper/2301.05187/) (2023)
- [Taming 3DGS: High-Quality Radiance Fields with Limited Resources](https://mlsanity.com/paper/2406.15643/) (2024)
- [Adan: Adaptive Nesterov Momentum Algorithm for Faster Optimizing Deep Models](https://mlsanity.com/paper/2208.06677/) (2022)
- [BACON: Band-limited Coordinate Networks for Multiscale Scene Representation](https://mlsanity.com/paper/2112.04645/) (2021)
- [GaussianImage: 1000 FPS Image Representation and Compression by 2D Gaussian Splatting](https://mlsanity.com/paper/2403.08551/) (2024)
- [Image-GS: Content-Adaptive Image Representation via 2D Gaussians](https://mlsanity.com/paper/2407.01866/) (2024)
- [Mani-GS: Gaussian Splatting Manipulation with Triangular Mesh](https://mlsanity.com/paper/2405.17811/) (2024)
- [Instant GaussianImage: A Generalizable and Self-Adaptive Image Representation via 2D Gaussian Splatting](https://mlsanity.com/paper/2506.23479/) (2025)
- [Time-multiplexed Neural Holography: A flexible framework for holographic near-eye displays with fast heavily-quantized spatial light modulators](https://mlsanity.com/paper/2205.02367/) (2022)
- [Multi-color Holograms Improve Brightness in Holographic Displays](https://mlsanity.com/paper/2301.09950/) (2023)
- [Holographic Parallax Improves 3D Perceptual Realism](https://mlsanity.com/paper/2404.11810/) (2024)
- [Pupil-aware Holography](https://mlsanity.com/paper/2203.14939/) (2022)
- [Multisource Holography](https://mlsanity.com/paper/2309.10816/) (2023)
- [Depolarized Holography with Polarization-multiplexing Metasurface](https://mlsanity.com/paper/2309.14668/) (2023)
- [Realistic Defocus Blur for Multiplane Computer-Generated Holography](https://mlsanity.com/paper/2205.07030/) (2022)
- [HoloBeam: Paper-Thin Near-Eye Displays](https://mlsanity.com/paper/2212.05057/) (2022)

## Abstract (arXiv)

Complex-valued Gaussian primitives have recently been explored for representing holographic radiance fields in 3D novel view synthesis. In this work, we extend this line of research to the hologram optimization domain and propose a structured representation based on complex-valued 2D Gaussian primitives. Inspired by Gabor's theory, we show that our primitive attains the minimum space-frequency uncertainty and reduces the parameter search space by 5:1 compared to per-pixel parameterization. To enable end-to-end training, we develop a differentiable rasterizer for our representation, integrated with a GPU-optimized light propagation kernel in free space. Extensive experiments show that our method reduces VRAM usage by up to 30% and accelerates optimization by 50% over standard autodiff-based implementations, delivers up to 13 dB higher PSNR than prior Gaussian-based methods, and achieves up to 3200x faster rendering while maintaining reconstruction quality on par with existing CGH approaches. For evaluation, we introduce a conversion procedure that adapts our representation to practical hologram formats, including smooth and random phase-only holograms. By reducing the hologram parameter search space, our representation enables a more scalable hologram estimation in the next-generation computer-generated holography systems.
