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From Technologies to Markets
Sample
July 2018
Photocredit:alphacoders
Displays & optical
vision systems for
VR,AR & MR
2| Sample | www.yole.fr | ©2018
OBJECTIVE OFTHE REPORT
Everything you need to know to get a grasp ofVR & AR
Deep
understanding
of the
technology,
current status
and prospects,
roadblocks and
key players.
Displays & optical vision systems for VR, AR & MR
• This report is a comprehensive survey of Virtual Reality and Augmented Reality as headsets, providing the reader
with a deep understanding of the displays and associated optical vision systems.
• Understand the current status ofVR andAR display and optical vision systems technologies:
• What are they? What are the key benefits? How do display considerations differ in this context? Why are optical vision
systems mixed in the equation?
• What are the roadblocks? How challenging are they?
• Detailed analysis of key technological nodes: field of view, pixel density, persistence, étendue, optical combiner
manufacturing,holographicand diffractiveelements,microdisplay sources
• This report also reviews the global VR and AR industries and provides insights into the possible evolution and the
necessary technological developments for consumer adoption. The technological roadmap provided herein will allow
the read to analyze those.
• For each application, market metrics are detailed for displays and optical vision systems.
• Also, an Intellectual Property (IP) analysis is presented in order for the reader to better understand the patent
landscape related toVR and AR.
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TABLE OF CONTENTS
Part 1/4
 Executive Summary P3
 Introduction P7
 Virtual Reality – Introduction P26
 Virtual Reality – FOV P31
o Introduction P32
o Basic of lenses P34
o Regular lenses vs. Fresnel lenses P41
o Trade-off in lenses’ choice P42
o FOV in commercial VR HMDs P43
o The dilemma to simply increase FOV P44
o Alternatives to increase FOV P45
o The cost of increasing FOV P47
 Virtual Reality – Pixel Density P48
o Introduction P49
o Common metrics P50
o PPI and PPD in VR HMDs P52
o Consequences of low pixel density P54
o Mitigating aliasing and screen door effect P56
o Display technologies P61
o Manufacturing challenges for increasing pixel density P63
o OLED-on-Silicon and the display size limit P65
 Virtual Reality – Persistence P67
o Introduction P68
o Refresh rate P69
o Sample-and-hold structures introduction P70
o Sample-and-hold structures issues P71
o Low persistence, concept P74
o Low persistence, challenges P75
o Low persistence, implementation P77
o LCD versus OLED P79
 Virtual Reality – The display technology of choice P83
o LCD versus OLED P84
o MicroLEDs P86
 Virtual Reality – Sensorial challenges P97
 Virtual Reality – Trends for future development P112
o Overview P113
o Understanding eye physiology P114
o The 60PPD cost on hardware P115
o Foveated rendering P116
o Color rendering P125
o Different generations for different applications P127
 Virtual Reality – Display and optical vision system markets P128
Displays & optical vision systems for VR, AR & MR
4| Sample | www.yole.fr | ©2018
TABLE OF CONTENTS
Part 1/4
 Executive Summary P3
 Introduction P7
 Virtual Reality – Introduction P26
 Virtual Reality – FOV P31
o Introduction P32
o Basic of lenses P34
o Regular lenses vs. Fresnel lenses P41
o Trade-off in lenses’ choice P42
o FOV in commercial VR HMDs P43
o The dilemma to simply increase FOV P44
o Alternatives to increase FOV P45
o The cost of increasing FOV P47
 Virtual Reality – Pixel Density P48
o Introduction P49
o Common metrics P50
o PPI and PPD in VR HMDs P52
o Consequences of low pixel density P54
o Mitigating aliasing and screen door effect P56
o Display technologies P61
o Manufacturing challenges for increasing pixel density P63
o OLED-on-Silicon and the display size limit P65
 Virtual Reality – Persistence P67
o Introduction P68
o Refresh rate P69
o Sample-and-hold structures introduction P70
o Sample-and-hold structures issues P71
o Low persistence, concept P74
o Low persistence, challenges P75
o Low persistence, implementation P77
o LCD versus OLED P79
 Virtual Reality – The display technology of choice P83
o LCD versus OLED P84
o MicroLEDs P86
 Virtual Reality – Sensorial challenges P97
 Virtual Reality – Trends for future development P112
o Overview P113
o Understanding eye physiology P114
o The 60PPD cost on hardware P115
o Foveated rendering P116
o Color rendering P125
o Different generations for different applications P127
 Virtual Reality – Display and optical vision system markets P128
Displays & optical vision systems for VR, AR & MR
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TABLE OF CONTENTS
Part 2/4
 Augmented Reality – Performances, challenges and trends P135
o AR requirements P136
 Introduction to paradigms for display and optics in AR P137
o Immersion and superposition of virtual data on real world P138
o The projection paradigm P141
o The user’s needs P142
o Display and optics dependence P143
 Display engine technologies P145
o Overview P146
o LCOS technology P151
o Overview P152
o Applications P153
o Manufacturing and way of utilization P154
o Color management P155
o Comparison between LCOS and regular LCD P156
o The players at hand P157
o Mapping of players P158
o Market size for AR P159
o DLP technology P160
o Overview P161
o Applications P162
o Manufacturing and way of utilization P163
o Mapping of players P164
o The comparison between DLP and LCOS P165
o The market share between DLP and LCOS P166
o OLED-on-Silicon technology P167
o Overview P168
o Applications P169
o The differences with regular OLED technology P170
o Manufacturing and way of utilization P171
o Mapping of players P172
o OLED-on-Si standing versus LCOS and DLP P173
o The market share against the LCOS and DLP competitionP174
o MicroLED technology P175
o Overview P176
o The MicroLED concept P177
o The display assembly P178
o The MicroLED microdisplay P179
o Applications P180
o Application roadmap P181
o Mapping of players P182
o A credible alternative to LCOS, DLP and OLED-on-Si P183
o What is happening in the short term? P184
o Miscellaneous technologies P185
o Smartphone technology used in AR HMDs P186
o Fiber scanning display technology P187
o Light field technology P189
o A credible alternative to LCOS, DLP and OLED-on-Si P183
o What is happening in the short term? P184
o Display technologies conclusions and forecasts P181
Displays & optical vision systems for VR, AR & MR
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TABLE OF CONTENTS
Part 3/4
 Optical Vision Systems for AR P196
o Introduction to optics for AR P197
o The question of optics for AR P198
o The AR optical vision system P200
o Imaging optics P201
o Exit pupil expansion and eye physiology P202
o The étendue P203
o Coming up to optics P207
o Regular combiners P208
o Flat combiners P210
o Curved combiners P212
o Prism based combiners P216
o Overview P217
o Waveguide combiners P219
o Light transmission P221
o Cascaded mirror combiners P224
o Diffractive element combiners P230
o Surface Relief Gratings, principle P232
o Material requirements P235
o Origin and development of the technology P237
o Manufacturing P238
o Wafer requirements P240
o Mapping of players in the supply chain P244
o Tentative supply chain analysis P245
o Structure of lenses P246
o Performance issues P249
o Improving yield to reduce costs P250
o SWOT analysis P251
o Holographic element combiners P252
o The patenting activity for HOE P253
o Disruption to diffractive element combiners P257
o Princples P258
o Material requirements P260
o Transmission or reflection holograms P263
o Example of volume holographic material P264
o Alternative volume holographic material P265
o The stacking of waveguides P266
o Performance issues P268
o Work on manufacturability P269
o Battle between DOE & HOE P273
o Overview P274
o Volume forecasts P275
o Market forecasts P276
 Waveguides and displays intercompatibility P277
o Display requirements P278
o Consequences of using waveguide combiners P279
o OLED-on-Si, the push for improvement P281
o MicroLED, the best of both worlds P282
 Market of today and its evolutions P283
o AR headsets: markets and volumes forecasts P284
o Focus on some companies P290
 Technological developments for future of AR P297
Displays & optical vision systems for VR, AR & MR
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TABLE OF CONTENTS
Part 4/4
 Conclusion P302
 Annexes P304
o Introduction to display technologies P305
o High Dynamic Range P309
o Color gamut P314
o Color volumes P323
 About Yole Développement P327
Displays & optical vision systems for VR, AR & MR
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LIST OF COMPANIES MENTIONED IN THIS REPORT
AKONIA HOLOGRAPHICS,ALEDIA,APPLE,ATHEER,AUO,AVEGANT, BAYER, BOE, CANON, COLOUR
HOLOGRAPHIC, CORNING,DAQRI, DEE POON, DELL,DIGILENS, DISPELIX, EMAGIN, ETRI, EVG,
EYEFLUENCE, FACEBOOK, FINISAR, FOVE, FRAUNHOFER, GLO,GOOGLE, HAMAMATSU,HIMAX,
HOLOEYE, HP, HTC, IDEALENS, INTEL, ITRI, JDI, KONICA MINOLTA, KOPIN, LEAP MOTION, LENOVO,
LETINAR, LG,LIMBAK, LINQ, LITEON, LUMINIT,LUMIODE, LUMUS, MAGIC LEAP, META, MICROOLED,
MICROSOFT, MIRA, MOLECULAR IMPRINTS,NINTENDO,NVIDIA, OAKLEY, OCULUS, OHARA,
OLIGHTEK, OPTINVENT,OSTERHOUT DESIGN GROUP, PICO, PIMAX, PLAYNITRIDE, PUPIL LABS,
QUALCOMM, RAONTECH, RAZER, ROCKWELL COLLINS, SAMSUNG, SCHOTT,SEGA, SEIKO EPSON,
SENSIKS, SMI, SONY, STARBREEZE, SUMITA, SYNDIANT,TEXAS INSTRUMENTS,THEEYETRIBE,TOBII,
VALVE,VUZIX,WAVEOPTICS,YOUNG OPTICS (…)
Displays & optical vision systems for VR, AR & MR
9
Biography & contact detail
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ABOUTTHE AUTHOR OFTHIS REPORT
Dr. Zine Bouhamri
As a Technology & Market Analyst,Displays, Dr.Zine Bouhamri is a member of the Photonics,Sensing & Display division at Yole Développement (Yole).
Zine manages the day to day production of technology & market reports,as well as custom consulting projects.He is also deeply involved in the
business development of the Displays unit activities at Yole. Previously,Zine was in charge of numerous R&D programs at Aledia. During more than
three years,he developed strong technical expertise as well as a detailed understanding of the display industry.Zine is author and co-author of several
papers and patents. Dr.Bouhamri holds an Electronics Engineering Degree from the National Polytechnic Institute of Grenoble (France),one from the
Politecnico diTorino (Italy), and a Ph.D. in RF & Optoelectronics from Grenoble University (France).
Contact: bouhamri@yole.fr
Displays & optical vision systems for VR, AR & MR
Report sample
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THE DIFFERENT REALITIES DEFINITIONS
• In 1994, Milgram & Kishino defined a “mixed reality environment as [something] anywhere between the extrema of
the virtuality continuum.”
• This can be conceptualized around the concept of mediated reality which refers to the ability to add to, subtract
information from, or otherwise manipulate one's perception of reality through the use of a third-party device.
• Augmented and Mixed Realities (AR & MR) are actually quite similar in terms of displays and optical vision systems
and they will all be put together under the name “AR” in this report.
Augmented and
virtual reality
are both parts
of a virtuality
continuum that
starts with
reality.
Displays & optical vision systems for VR, AR & MR
Completely real
environment
Completely virtual
environment
virtuality continuum
Augmented
Reality
Augmented
Virtuality
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THE CONTINUUM SEGMENTATION
Displays & optical vision systems for VR, AR & MR
• A 100% artificial, computer-generated
simulation or display of a real life
environment that immerses the users by
making them feel like they are experiencing
the simulated reality firsthand.
• VR requires a fully enclosed head mounted
display (HMD) that visually isolates the user
from the outside world. For a realistic and
immersive experience, the system should
offer a field of view and resolution closely
matching that of the human eye capabilities.
• Overlays simple information and computer-
generated (CG) images onto the real
world.
• There is little to no interaction between
the CG content and the user’s
environment.
• The display must not obstruct the real
world. It has to compete with ambient light
to generate digital information with similar
brightness as those seen in the real world.
Resolution and field of view requirements
(FOV) vary with the application.
• Overlays complex, often 3D computer-
generated (CG) imagesonto the real world.
• The CG content can interact with the
environment (objects in the room, wall,
vehicle, etc.). The system uses multiple
sensors to create a real time 3D modeling
of the environment and the CG content
adapts in real time to any change.
• Display requirement is similar to AR. A
larger FOV is usually desirable.
[1] this report focuses on Head Mounted Devices (HMD) but and AR and MR can also be experienced on a hand held cell phone or tablet (e.g.:“Pokemon Go”)
Virtual Reality (VR)Mixed Reality (MR) [1]Augmented Reality (AR) [1]
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THE CONSEQUENCES OF ALTERING REALITY
At any time,
whatever the
topic, when the
ideas ofVR and
AR are
discussed,the
word
“immersion”
must be the
defining word.
Displays & optical vision systems for VR, AR & MR
• If we live our lives while believing we are living them, thus living reality, this is because all our senses make us believe
that we live our lives.This can be defined as the idea of immersion.We are immersed in the world we live in.
• If we come to alter reality, then us believing we live in a different life will only be possible if the sense of immersion
is believable. That is why immersion will be the common theme for this report. Without a proper sense of
immersion, there is no way we can believe we live in reality while it is altered,thus the concepts do not work.
LIFE
SENSES
IMMERSION
Reality
ALTERED
SENSES
IMMERSION
Altered
reality
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INTELLECTUAL PROPERTY ACTIVITY
Research in the
fields has been
going on for
decades and
patent activity
trends follow
the investment
activity trends.
Displays & optical vision systems for VR, AR & MR
• Even though investment deals have been publicly discussed for the past four years or so, the fields have been
intensively researched for several decades as illustrated by IP filings.This activity has been on the rise.
Note: The data corresponding to the
year 2018 is not complete since patent
search was done in March 2018.
Based on the current trend, we expect
more than XX patent families for 2018.
• The first patents relevantto the field ofAR/VR were filed at the end of the 1980’s.
• The level of activity took off from 2011 and accelerated strongly from 2014.
• Based on both technology trend and current patent filing dynamics, a slowdown in the
patenting activity in 2018 is expected while the patent extensionswill continue.
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INTELLECTUAL PROPERTY STATUS AND REPARTITION
Displays & optical vision systems for VR, AR & MR
• More than 50% of the patents are currently pending, and the enforceable
patents (granted) represent only less than one third of the corpus. This
reflects the youth of the technical solutions proposed for solving AR/VR
displays and optical vision systems related current technical issues, resulting
in recent acceleration of the IP activity in this field.
• Regarding the number of enforceable patents, XX is leading the IP landscape
with XX% of the enforceable patents, followed by XX (XX%) and XX
(XX%).
• In terms of patent filings, XX and XX are currently the most active patent
applicants with XX% and XX% of the patent applications currently pending
respectively.
Note: The data corresponding
to the year 2018 is not
complete since patent search
was done in March 2018.
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• As will come to be illustrated later,for immersion purposes:
• The lenses mainly drive the FOV but they actually make a whole with display (size,etc.)
• The display mainly drives pixel density but it actually makes a whole with the lenses (pixel density over retina,etc.) but also
with the driving electronics(low persistencefor lack of blur and retinal persistence,etc.)
• The driving electronics mainly drive the persistence level but they are intertwined with the display (pixel density, framerate,
etc.)
• We will come to see how all those form trade-offs that system integrators have to take into account. Some may
sacrifice on the FOV to increase their pixel density, over may sacrifice the persistence to increase their pixel density.
This pixel density parameter always appears as the most important one (“we want more pixels”) but things are
actually not that simple.
VIRTUAL REALITY
Introduction – Display and optical vision systems in theVR ecosystem
It is not
possible to
consider
displays
separately as is
not possible to
do so for optics.
Persistence is
also very
important.
Displays & optical vision systems for VR, AR & MR
Lenses Display Driving electronics
Field ofView Pixel Density Persistence
Hardware
elements
System
parameters
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VIRTUAL REALITY
Field ofView – Introduction
Human
physiology
drivesVR
requirements.
110-120° FOV
is considered
acceptable;160°
would be the
new target.
• In human vision, each eye typically has a horizontal Field of View of
160° (FOV) (and a 175° vertical FOV).
• But stereoscopic vision is only achieved over the angle where the
FOV of both eyes overlap, which represent about a 110-120° wide
(and 135° high binocular FOV).
• In VR HMD, FOV is an extremely important parameter as it greatly
participates in the feeling of immersion.
• A wide FOV allows for not seeing the display edges.
• The shorter the focal length,the wider the FOV.
• However, the whole number of pixels of the display will be extended
over the FOV by magnifying the display. That way, pixels may become
too visible to the eye,with the risk of decreasing immersion.
• It is therefore very important to understand that there is a clear
relation between FOV and pixel density parameters.
• This will be discussed more in details in the next chapter.
Displays & optical vision systems for VR, AR & MR
Monocular and binocular (stereo) field of view:
The exact field of view depends on each individual.The
horizontal monocular FOV is between 170°-175° and consists
of the angle from the pupil towards the nose,the nasal FOV
which is usually 60°-65° and is smaller for people with bigger
noses, and the view from the pupil toward the side of the
head,the temporal FOV,which is wider, usually 100°-110°.
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• Several parameters are in play, causing strobing and smearing and deteriorating the feeling of presence. It is easier to
tweak display parameters rather than physiological parameters.
• Trade-offs will need to be accepted anyway, either on the driving electronics (tethering, power consumption,etc.) or
on the display performance (lower overall brightness,et.).
VIRTUAL REALITY
Persistence – Issue with sample-and-hold structures inVR HMDs (3)
It is possible to
mitigate the
issues met in VR
context by
going either at
higher
framerate or at
lower
persistence.
Displays & optical vision systems for VR, AR & MR
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• The other reported solution when going the zero-persistence route
would be to increase the framerate (i.e. the refresh rate).
• By increasing the framerate drastically, even on sample-and-hold full-
persistence displays, as long as the refresh rate is of the order of
magnitude of eye (and head) movement, then the human’s visual system
would be closely matched and it would look like a real-life situation.
• However, with such solution, our estimates of refresh rates would be
around 1,000 to 2,000 frames-per-second, which would require an
enormous amount of computing power, with a very-high complexity level
for driving electronics.
• One needs to trade-off on all this.
• A last possibility not linked to low persistence, if the implementation gets
too complicated, is to simply increase resolution, increasing PPD to
match the real world. But again, requirements on electronics would be
stringent.
VIRTUAL REALITY
Persistence – Challenge of low persistence (2)
Alternative
would be to
increase the
framerate but
challenge would
be on driving
electronics.
A trade-off is
then required.
Displays & optical vision systems for VR, AR & MR
x
time
Here, the space-time diagram represents an object moving
at a constant speed and showed on a very high framerate
display, with the eye tracking the moving object.
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VIRTUAL REALITY
The display technology of choice – OLED-on-Si –The form factor disruption
OLED has
dominated the
VR field for a
long time.
Progress made
on LCD should
help increase
untethered
consumer
adoption.
Displays & optical vision systems for VR, AR & MR
• VR is an activity that is done in-house so the importance of being “good-
looking” or at least having a headset with a good form factor does not
strike as one of the most important parameters that consumers are
looking for (exception being, if the headset is too heavy on the nose
and/or on the head,comfort is lost and adoption is too).
• However, a smaller headset would still be much appreciated, and it would
help with the untethered solutions for which the ideal goal would be to
be able to take one’s headset anytime anywhere.
• In order to reduce the size of a headset, the idea is simple: reduce the
size of the screens and decrease focal length. This means have a thicker
lens and more complicated optics to be able to occupy a decent FOV.
And that also means a less manufactural path to mass production. And
that is without saying, as will be seen in the AR part of this report, that
OLED-on-Si displays, which are basically OLED microdisplays, cost about
ten times more than regular OLED displays.
• A European project, combining the efforts of MicroOLED (for the
display), Fraunhofer (for the driver) and Limbak (for the optics) led to a
prototype of a compact wearable headset called the LOMID. It is to be
seen how this will evolve towards a consumer-friendly product (form
factor,availability, price).
Illustration of the LOMID head-set compactness and
volume in comparison with conventional headset..
(Source:Wartenberg et al.)
Raytrace ofThineyes® optics
designed for LOMID project
(shown for one eye),which
consists of one freeform
multichannel lens and two
aspheric doublet lenses
performing seamless optical
tiling with two LOMID
microdisplay chips.(Source:
Wartenberg et al.)
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• The physiology behind VR sickness is currently not understood and is still being investigated. It seems to be linked to
all senses previously discussed with some being more involved than the others: sight which represents a huge
percentage of our sensorial feedback in the CNS loop, thermoception,nociception, proprioception,sense of balance.
• This is an active area of research that dates back in the 1950s, starting with the first simulator sickness symptoms
from military aircraft simulators. Indeed, VR sickness has similar symptoms to motion sickness from which simulator
sickness is a direct subset.
VIRTUAL REALITY
Sensorial challenges –VR sickness
Physiology
behindVR
sickness is not
fully understood
yet.But many
deleterious
symptoms
prevent user’s
immersion.
Displays & optical vision systems for VR, AR & MR
VR sickness
• Similar symptoms to
motion sickness
• + postural instability
• + retching
Motion sickness
• general discomfort
• headache
• stomach awareness
• nausea
• vomiting
• pallor
• sweating
• fatigue
• drowsiness
• disorientation
• apathy
Simulator sickness
• Subset of motion
sickness
• Typical from pilots in
training
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• The human brain processes different cues at the same
time to assess a situation. For comfortable 3D viewing, the
two main cues to stereoscopic rendering used by the
brain are vergence and accomodation and when in
mismatch, this causes eye fatigue.
• Vergence is the simultaneous movement of both eyes in
opposite directions to maintain binocular vision; by
changing their viewing angle they try and fit the depth of
objects,via retinal disparity.
• Accommodation is the motor response of eyes, according
to the distance from an object: this is similar to a camera
or a microscope for which one needs to adapt focus to
clearly see an object. For accommodation, basing on
blurring image feedback, muscles controlling the eye
contract and relax the lens according to distance to
accommodate properly with the distance of the object
(i.e. the angle at which rays enter the eyes).
• Both those cues actually feed off each other in a closed
feedback loop. If the loop is broken, this is called the
Vergence-Accomodation Conflict (VAC).
VIRTUAL REALITY
Sensorial challenges –TheVergence-accomodation conflict (VAC)
Eye physiology
uses different
cues for
stereoscopic
vision.They are
all in a feedback
loop and when
there is a
mismatch, it
causes fatigue.
Displays & optical vision systems for VR, AR & MR
The diagram indicates a left and right eye. Both eyes converge on a box but
due to retinal disparity,the angle of viewing is slightly different for each eye.
The brain combines the two images to create the perception of a 3D object.
(Source:NMU School of Art & Design)
Accommodation difference for a given eye depending on object distance.
(Source:Kramida et.Varshney)
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• Most high-end commercially availableVR HMDs only work at 90Hz refresh rate,with some pushing it to 120Hz.
• If we make a simple calculation regarding data transfers and processing requirements for several base hypotheses, it
appears that the ideal 60PPD case as previously discussed is far away from today’s technology, just in terms of data
management;other display aspects have not been taken into account.
• An interesting solution would be to take advantage of the eye physiology and to focus efforts on the fovea.
VIRTUAL REALITY
Future development trends – The 60PPD cost on hardware
Hardware
requirements
for 60PPD are
too stringent
(driving,
transfering,etc.)
so an
alternative
solution is
required.
Displays & optical vision systems for VR, AR & MR
Required raw data rate for several existing HMDs, compared to most recent
HDMI 2.1 cable maximum theoretical data rate.
(* assumption; ** assuming no need to reach 1000Hz if 60PPD is reached)
Pixel density
(PPI)
Number of
screens
Number of sub-
pixels per pixel
Refresh rate
(Hz)
Raw data rate
(Gbps)
HTCVive XX 2 2 90 XX
HTCVive Pro XX 2 2 90 XX
PlaystationVR XX 1 3 120 XX
Google/LG 2018 XX 1 2* 120 XX
Ideal case XX 1 3 120** XX
HDMI 2.1 limit XX N/A N/A N/A XX
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• On March 2018 at the Game Developers Conference, Oculus presented a new rendering technique for their Oculus
Go, a standalone headset with limited computational power, going a bit further than the previously discussed blurry
edges.
• This Fixed Foveated Rendering (FFR) features hard-coded zones in which the rendered fidelity will only be a fraction
of the highest achievable fidelity which is focused on the center of each screen. Eye-tracking is not implemented yet
for this solution but when eye-tracking solutions make themselves readily available for consumer-centered headsets,
FFR can evolve into something associated with it to further enhance immersion.
VIRTUAL REALITY
Future development trends – Implementing foveated rendering (1)
Facebook
pushes a lot on
foveated
rendering.With
their new
standalone
untethered
headset they
implement it by
software.
Displays & optical vision systems for VR, AR & MR
Oculus’ FFR technology
(source: tomshardware.com)
Full resolution
1/2 resolution
1/4 resolution
1/8 resolution
1/16 resolution
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MARKET SHARE FORECASTS OF DISPLAYS FORVR
MicroLED is
longer term
than anticipated.
OLED-on-Si
may take a small
part in the
game if they can
work on their
cost for the
consumer.
Displays & optical vision systems for VR, AR & MR
• VR headsets are considered to almost all have two displays per headset (with a few exceptions, like today’s Sony
Playstation VR). We expect OLED’s dominance to end by 2020 when untethered stand-alone headsets, driven by
price, will
• As is the case with TV or smartphone markets, OLED competes with price when LCD competes with performance.
As illustrated thus far, lots of efforts are made to push for the use of LCD panels in VR headsets and the ultimate
price point will be of utmost improtance for mass market adoption.
26| Sample | www.yole.fr | ©2018
AR REQUIREMENTS
AR requirements:many of them to get accepted by the consumer
Many elements
are required to
an acceptable
consumer
headset and the
room for trade-
offs is all
depending on
applications.
Displays & optical vision systems for VR, AR & MR
Parameter Meaning Trade-off Consumer’s acceptance
Form factor Glasses-like designer look Bulky Unacceptable
XX XX XX Unacceptable
XX XX XX
Acceptable
Not “real AR” though
XX XX XX
Mildly acceptable
Poor man’s solution
XX XX XX Acceptable, depending on application
XX XX XX
Unacceptable
Lose half of the population
XX XX XX Unacceptable
XX XX XX Acceptable, depending on application
XX XX XX Acceptable, depending on application
Color RGB and HDR for realism Monochromatic and SDR Unacceptable
XX XX XX Acceptable, depending on application
XX XX XX Acceptable, depending on application
XX XX XX
Mildly acceptable
Poor man’s solution
27| Sample | www.yole.fr | ©2018
MICROLED TECHNOLOGY
What is happening in the short term?
There is still a
risk that the
remaining
challenges
prove
unsurmountable
for most
applications.
Displays & optical vision systems for VR, AR & MR
Finalize technology
development
Set up supply chain.
Manufacturing of
dedicated equipment
Test and
ramp up
First high volume
consumer
products
2018 2019 2020 2021
More high
volume
consumer
products
2022
Niche product only (where MicroLED
performances are highly differentiating)
MicroLEDsremain too expensive& difficult to
manufacturefor high volume consumer applications,
and/or today’s technologies keep improving too fast.
Remaining technical and manufacturing
challenges prove too difficult to overcome.
Crash and burn: no MicroLEDs
28| Sample | www.yole.fr | ©2018
• Large screen AR headsets should disappear on the long run because their form factor just will not be acceptable
anymore when all the potential waveguide based products will be on the market.
• As for XX, it will lose shares due to technical limitations after a few years.
• This is all without taking into account possible technologies that could have a breakthrough (fiber scanning, laser
retinal projection,light field displays, etc.)
MICRODISPLAY TECHNOLOGY DISTRIBUTION FOR AR MARKET
XX domination with a possibility for MicroLED in the future
XX dominates
the microdisplay
market for AR
applications due
to its brightness
and low cost.
MicroLEDs
could eventually
change this.
Displays & optical vision systems for VR, AR & MR
29| Sample | www.yole.fr | ©2018
• Considering a X:X contrast to outside light is acceptable for proper visibility of the
augmented, we can plot an abacus showing how stringent requirements are on display
luminance for use with curved combiners, assuming XX/XX combiners used.
• As can be seen, if no shading of the outside world is done, there is no way a proper
augmented vision can be done with certain displays.
CURVED COMBINERS
Curved combiners need to block visible light
The curved
combiners need
to block some
of the visible
light to be able
to work with a
most light
sources,in
regular AR
environments.
Displays & optical vision systems for VR, AR & MR
Display
luminance
(nits)
Outside
luminance
(nits)
XX
XX
XX
XX XX XX
XX
XX
XX
30| Sample | www.yole.fr | ©2018
DIFFRACTIVE ELEMENT COMBINERS
SRGs – the physics behind (2)
If gratings
become slanted,
then first order
diffraction
operates in one
direction only.
Dimensions will
impact the
diffracted
wavelength.
Displays & optical vision systems for VR, AR & MR
The asymmetric in-coupling grating has twice the grating area without back-
diffraction than the symmetric one.
(source: Novel Diffractive Optical Components for Near to Eye Displays, Levola, 2006)
Different dimensions to wavelength-tune slanted SRGs.
(source: Patent application, Microsoft, US20160231568)
• It has been shown that not to lose half of the light, it was required to
slant the gratings to force diffraction in one direction only. This has
been one of the fundamental works developed within Nokia.
• It is possible to play on the grating structure and several parameters
enter into play:
• Period:it will have an effect on the diffraction angle
• Spacing:it will have an effect on the spectral range covered
• Shaping:it will have an effect on diffracted wavelengthand efficiency
• There are many other elements that have to be taken into account to
well understand the physics of SRGs: orders of diffraction, spectral
efficiency, spectral selectivity, polarization selectivity (TE vs. TM),
materials,etc.
31| Sample | www.yole.fr | ©2018
DIFFRACTIVE ELEMENT COMBINERS
SRGs – manufacturing process challenges
NIL processing
is complex,
notably in terms
of etching,
development,
but also in
terms of
required
equipment.
Displays & optical vision systems for VR, AR & MR
Cost
• NIL automated
equipment XX€
• NIL 8” master XX€
XX
• XX
• XX
• XX
XX
• XX
• XX
• Many challenges rise from SRG manufacturing,be it cost requirements,XX or XX.
High capex
requirements
XX
XX
32| Sample | www.yole.fr | ©2018
HOLOGRAPHIC ELEMENT COMBINERS
HOE – the physics behind
Holographic
optical elements
are obtained by
coherent light
beams
interferences on
photosensitive
materials.
Displays & optical vision systems for VR, AR & MR
Principle of Holographic Optical Element. (a) recording (b) reconstruction
(source: Holographic Optical Elements and Application, Kim et al., 2017)
Find an optical
element to replicate
Get a laser beam
through the optical
element and get
resulting waves onto
holographic material
Get at the same
time a reference
laser beam onto
holographic material
The interference
fringes“written” in
the holographic
material copy the
optical element
The material now
became an exact
replication of the
original optical
element
• At its core, the idea is to record the light field of an object by shining some light on it: the resulting reflected and
scattered light will be interfering with a reference light (using coherent sources), and this light interaction will create
intereference fringes that will be written on the holographic material.
• By shining a reference light on the holographic material, its interaction with the interference fringes will create a
diffracted light that will be the same as the one that would have appeared if the initial object had been lit up.
33| Sample | www.yole.fr | ©2018
HOLOGRAPHIC ELEMENT COMBINERS
HOE – alternative volume holographic material (Digilens example)
An example of a
commonly used
photopolymer
for diffraction in
AR applications
is the
Bayfol®HX for
its desirable
properties.
Displays & optical vision systems for VR, AR & MR
• Digilens has been working for several years trying to develop a material with more desirable properties.
• The material is called a Reactive Monomer Liquid Crystal Mix (RMLCM) and is the combination of liquid crystals
(somehow similar to those used in the traditional LCD panel industry) and monomers. During laser holographic
writing, liquid crystals and monomer arrange themselves so that gratings are formed with intertwined layers of each.
• Three properties can rise from that:
• Better efficiency:compared to a standard photopolymer,the refractivemodulationindex can be XX times more efficient;
• Thinner layer: it has been said previously that thick gratings were required for proper angular and wavelength selectivity; the
material allows to go with thinner layers,typically XX times thinner;
• Electrically active: depending on the application, it is possible, similarly to an LCD panel, to apply a voltage on the HOE so
that liquid crystals are displaced; this allows for a modulation of the efficiency properties and can be of interest in
automotiveHUD applications.
Bayfol®HX Digilens RMLCM
Refractive modulation index 0.03 XX
Required material thickness 16µm typical XXµm typical
Dynamic grating modification No Yes
Switchable Bragg Gratings technology principle. Applying a voltage changes the
orientation of the LC molecules, modulating the refractive modulation index.
(source: Digilens)
34| Sample | www.yole.fr | ©2018
• Pixel density today is somehow close to Full HD LCOS/DLP panels for AR
applications; but since those projection based technologies use an external
color illumination, for virtually the same pixel size, the three colors can be
displayed whereas on OLED-on-Si, one pixel can only do one color. One
path of improvement would be to increase pixel density, which can be
helped while working on the next points.
• The other path of improvement would be to change the OLED structure,
going from WOLED + CFs to directly patterned RGB. This can help in
increasing pixel density and luminance. By going in this direction, it is then
possible to improve the main factors to waveguide adoption:
• Improvecolor purity (no color spreading effect with waveguides;
• Improveluminance(no filtering to waste light).
WAVEGUIDES AND DISPLAYS INTERCOMPATIBILITY
OLED on Si – the push for improvement to reach waveguide compatibility
OLED-on-Si is
self emitting and
uses less power
so interest is
here,pending
technology
enhancements
technology.
Price could
remain an issue.
Displays & optical vision systems for VR, AR & MR
Direct patterned RGB versus WOLED+CF
OLED-on-Si microdisplays, luminance versus
voltage and current density comparisons.
(source: eMagin)
35| Sample | www.yole.fr | ©2018
• MicroLED is at an advanced R&D stage but no product exists as of yet. MicroLED displays combine the self-emissive
advantages of OLED-on-Si while reaching very high luminance which is the point that makes DLP/LCOS used today
with waveguides.By progressing and reaching a product phase,MicroLEDs could disrupt the field for AR applications.
COMBINERS AND DISPLAYS INTERCOMPATIBILITY
MicroLED – the best of both worlds
MicroLED could
really disrupt
the field as it
would be
compatible with
any combiner
without having
the defects of
other display
sources.
Displays & optical vision systems for VR, AR & MR
36
RELATED REPORTS
Displays & optical vision systems for VR, AR & MR | Sample | www.yole.fr | ©2018
Virtual Reality (VR) and Augmented Reality
(AR) have been hot topics for decades. As
these concepts aim at changing our reality, it
is extremely important to have systems that
are properly designed to trick our brain and
produce a feeling of immersion. But as the brain
is a complex piece of machinery, VR and AR
systems require advanced technologies that are
not quite ready yet. The key is to understand
what must be developed in terms of displays
and optics for these headset markets to thrive.
VR has been developed with off-the-shelf
components, mainly smartphone-sized displays
and magnifying lenses. However, the field of
view in today’s headsets is small and restricts
the user’s immersion in the image. Improving it
by working on the optics may seem trivial but it
implies headset ergonomics and manufacturing
challenges regarding size, weight, scalability.
And then comes visual fidelity, as improving
the field of view without improving the pixel
density reduces the number of pixels over
each degree of visual acuity, which restricts
immersion again. So displays need to improve
pixel density, amongst other parameters, in
parallel to optics improvement. But associated
technical and manufacturing challenges are
difficult to attain. Alternative developments are
ongoing and should pave the way towards an
ideal VR headset: the proper number of pixels
per degree on a wide field of view at a very fast
framerate, with perfect color reproduction
and in a compact form factor.
AR presents a very different visual paradigm
compared to VR, as the user needs to clearly
see the world through superimposed virtual
images. Having a screen in front of the eye is
impossible, so the image must be brought to
the eye in an efficient and undistorted manner.
AR is already big in the military, a field in
which there are few restrictions in terms of
size, volume and design. But the consumer
wants nothing but a sleek headset that must
not be cumbersome, and be perfectly see-
through. The road to miniaturization and
cost reduction from existing technology
is extremely complex. Physics cannot be
violated, and étendue management, efficient
DISPLAYS & OPTICAL VISION SYSTEMS FOR VR, AR & MR
Market & Technology report - June 2018
TODAY’S TECHNOLOGY ISVERY COMPLEX AND BARELY ENOUGH FOR
IMMERSIVE REALITIES
Technological reality is piercing the hype for virtual and augmented realities, reminding
everyone about all the challenges that are yet to be overcome.
Roadmap* for VR & AR headsets improvements, with technological choices
KEY FEATURES OF THE REPORT
• Analysis of key challenges related to
VR/AR/MR systems
• Technical analysis of Displays and
Optical Vision Systems for VR/AR/
MR, and associated roadmap
• Analysis of related industrial and
technological ecosystems
• Market analysis/forecast for
Displays and Optical Vision Systems
• Analysis of future trends and
evolution of VR/AR/MR landscape
OBJECTIVES OF THE REPORT
Get the sample of the report
on www.i-Micronews.com
•	Understand the current status
of VR/AR/MR systems including
performance and technical choices
•	Review main challenges related to
VR/AR/MR systems including field
of view (FOV), pixel density and
foveated rendering
•	Analyze display and optical vision
system technologies, and relation
with other sub-systems and
functions within the VR/AR/MR
system, alongside some associated
manufacturing challenges
•	Analyze display and optical vision
system markets
•	Analyze future trends and
evolution and their impact on the
VR/AR/MR ecosystemsegment
•	Major global actors
•	Technology trends
•	Main technical challenges
(Yole Développement, June 2018)
*A complete roadmap is available in the report
Key parameters
Time
2018 2019 2020 2021 …2017
Optics design
Display technology
Multi focal planes
High-end technology catch-up/adoption
Both forVR  AR
DOE process
DOE materials
HOE process
HOE materials
Multi focal planes
OLED-on-Si
MicroLED
Manufacturing yield
Material efforts
Stronger focusContinuous work
Field of view
Visual fidelity
Untethered
Misc.
Efficiency  FOV
Display luminance
Costs
VR AR
Mostly display
related
Mostly optics
related
Mobile waveguiding technology volumes for AR headsets
Diffractive vs. holographic optical elements
Display volumes for AR headsets – Toward MicroLED adoption
(Yole Développement, June 2018)
DISPLAYS  OPTICAL VISION SYSTEMS FOR VR,AR  MR
REAL AR HEADSETS WITH SLEEK DESIGN MAY BE WITHIN OUR GRASP
MICROLEDS COULD DISRUPT THESE REALITIES AND BE AN ENABLER
Current optical waveguiding combiners may be
poorlyefficient,buttheyaretheonlytechnological
approach able to couple an image in and out and
transmit it close to the eye without having to
put bulky optical parts in the headsets. Initiated
by Nokia, Microsoft and Vuzix have all followed
this path. Diffractive optical elements exhibit
performance limitations linked to the underlying
physics that also imply complex manufacturing
challenges. Some players with holographic
optical elements are trying to circumvent these
performance and manufacturing issues by going
on a different route, such as Digilens.
This directly impacts the cost and explains why AR
headsets are not the “smartphone killer” that had
been advertised yet. The first real sleek products
with more acceptable prices are being released
in a few months and should spur AR adoption.
By working on improving the technology and the
manufacturing of those combiners, and taking
into account the ramp up time, the AR market
will eventually take off, first in business, followed
by consumer adoption.
The report presents a detailed analysis of optical
vision systems for VR and AR, the trends and
roadmap for the future. This report is also a
comprehensive overview of optical structures,
current challenges and key research directions.
VR uses smartphone-like displays and the
technology that initially dominated was organic
light emitting diodes (OLEDs), despite their
price premium, because of their superiority in
terms of VR-related specifications such as pixel
refresh rate, true black, and form factor. There
is however a push for liquid crystal displays
(LCDs) that are found in today’s lower-end
headsets, pending progress on their bottlenecks
in achieving required refresh rates, and perfect
dimming. There is potential for OLED-on-silicon
microdisplays but optics and price challenges
are slowing the technology. The time it takes to
mature could be the time required for MicroLEDs
to become predominant.
MicroLED technology is far from being mature,
but has made advancements in monolithically-
assembled microdisplays. If the technological
roadblocks associated with MicroLEDs are
overcome, this display technology would be an
enabler for AR headsets. Today, AR headsets
run with either OLED-on-silicon microdisplays
or projection display technologies, which are
not compact enough, or do not provide enough
luminance to the eye. MicroLEDs can link the best
of both worlds and provide enough luminance
to overcome the poor efficiency of optical
waveguiding combiners in a small form factor.
The report presents a detailed analysis of display
requirements for VR and AR, the trends and
roadmap for the future. This report is also a
comprehensive overview of display structures,
current challenges and key research directions.
diffraction, transparency, field of view, and many
other parameters have to be handled. Similarly
to VR, developments are ongoing and will define
the roadmap for upcoming AR headsets. However
due to manufacturing challenges, adoption will
start slowly before markets soar.
The report presents a comprehensive
technological review of the working principles of
VR headsets and AR headsets, with a deep dive
into the key elements of displays and associated
optics, the main players involved, the potential
impacts on manufacturing challenges, and more.
0
20
40
60
80
100
120
140
160
InMunits
2018 2019 2020 2021 2022 2023 2024 2025 2026 2027
DOE HOE Others
0
10
20
30
40
50
InMunits
2018 2019 2020 2021 2022 2023 2024 2025 2026 2027
LCOS OLED on Si DLP MicroLED Large screen (LCD/OLED)
(Yole Développement, June 2018)
MARKET  TECHNOLOGY REPORT
Find more
details about
this report here:
COMPANIES CITED IN THE REPORT (non exhaustive list)
Akonia Holographics, Aledia, Apple, Atheer, Auo, Avegant, Bayer, Boe, Canon, Colour Holographic,
Corning, Daqri, Dee Poon, Dell, Digilens, Dispelix, Emagin, Etri, Evg, Eyefluence, Facebook, Finisar,
Fove, Fraunhofer, Glo, Google, Hamamatsu, Himax, Holoeye, Hp, Htc, Idealens, Intel, Itri, Jdi, Konica
Minolta, Kopin, Leap Motion, Lenovo, Letinar, Lg, Limbak, Linq, Liteon, Luminit, Lumiode, Lumus,
Magic Leap, Meta, Microoled, Microsoft, Mira, Molecular Imprints, Nintendo, Nvidia, Oakley, Oculus,
Ohara, Olightek, Optinvent, Osterhout Design Group, Pico, Pimax, Playnitride, Pupil Labs, Qualcomm,
Raontech, Razer, Rockwell Collins, Samsung, Schott, Sega, Seiko Epson, Sensiks, Smi, Sony, Starbreeze,
Sumita, Syndiant, Texas Instruments, Theeyetribe, Tobii, Valve, Vuzix, Waveoptics, Young Optics,
and more...

Virtual Reality – introduction 26
Virtual Reality – FOV 31
Virtual Reality – pixel density 48
Virtual Reality – persistence 67
Virtual Reality – the display technology of
choice83
Virtual Reality – sensorial challenges 97
Virtual Reality – trends for future
development112
Virtual Reality – display and optical vision
system markets 128
Augmented Reality – performances,
challenges and trends 135
Introduction to paradigms for display and
optics in AR 137
Display engine technologies 145
 Overview		
 LCOS technology		
 DLP technology		
 OLED-on-Silicon technology		
 MicroLED technology		
	 Miscellaneous technologies		
 Display technologies conclusions and
forecasts
Optical vision systems for AR 196
 Introduction to optics for AR		
		 - The question of optics for AR		
		 - The AR optical vision system		
		 - Coming up to optics		
 Regular combiners		
 Waveguide combiners		
		 - Light transmission		
		 - Cascaded mirror combiners		
		 - Diffractive element combiners	
			 • Surface relief gratings, principle
			 • Material requirements
			 • Origin and development of the
technology
			 • Manufacturing
			 • Wafer requirements
			 • Mapping of players in the supply chain
			 • Tentative supply chain analysis
			 • Structure of lenses
			 • Performance issues
			 • Improving yield to reduce costs
			 • SWOT analysis	
		 - Holographic element combiners
			 • The patenting activity for HOE
			 • Disruption to diffractive element
combiners
			 • Principles
			 • Material requirements
			 • Transmission or reflection holograms
			 • Example of volume holographic
material
			 • Alternative volume holographic
material
			 • The stacking of waveguides
			 • Performance issues
			 • Work on manufacturability	
		 - Battle between DOE  HOE
			 • Overview
			 • Volume forecasts
			 • Market forecasts	
Waveguides and displays
intercompatibility277
Market of today and its evolutions 283
Technological developments for future of
AR297
Conclusion302
Annexes304
Introduction to display technology 305
TABLE OF CONTENTS (complete content on i-Micronews.com)
• MicroLED Display 2017
• QD and WCG Display Technologies 2017
• Oculus Rift Virtual Reality Head-Mounted
Display
• HTC Vive Virtual Reality Head-Mounted
Display
RELATED REPORTS
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AUTHOR
Zine Bouhamri as a Technology
 Market Analyst, Displays, Dr. Zine
Bouhamri is a member of the Photonics,
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Zine manages the day to day production
of technology  market reports, as
well as custom consulting projects. He
is also deeply involved in the business
development of the Displays unit
activities at Yole.
Previously, Zine was in charge of
numerous RD programs at Aledia.
During more than three years, he
developed strong technical expertise as
well as a detailed understanding of the
display industry.
Zine is author and co-author of several
papers and patents.
Dr. Bouhamri holds an Electronics
Engineering Degree from the National
Polytechnic Institute of Grenoble
(France), one from the Politecnico
di Torino (Italy), and a Ph.D. in RF
 Optoelectronics from Grenoble
University (France).
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Innovation and business maker
www.bmorpho.com
Design and characterization of
innovative optical systems
www.piseo.fr
Yole Group of Companies
5©2018 | www.yole.fr | About Yole Développement
OUR GLOBAL ACTIVITY
30%of our business
40%of our business
30%of our business
Greater
China office
Yole Japan
HQ in Lyon
Nantes
Paris
Nice
Vénissieux
Europe office
Frankfurt
Hsinchu
Tokyo
Yole Inc.
Phoenix
Yole Korea
Seoul
Palo Alto
6©2018 | www.yole.fr | About Yole Développement
ANALYSIS SERVICES - CONTENT COMPARISON
Technology
and Market
Report
Leadership
Meeting
QA
Service
Depth of the analysis
Breadthoftheanalysis
Meet the
Analyst
Custom
Analysis
High
High
Low
7©2018 | www.yole.fr | About Yole Développement
SERVINGTHE ENTIRE SUPPLY CHAIN
Our analysts
provide
market
analysis,
technology
evaluation,
and business
plans along
the entire
supply chain
Integrators,end-
users and software
developpers
Device manufacturers
Suppliers:material,equipment,
OSAT,foundries…
Financial investors,RD centers
8©2018 | www.yole.fr | About Yole Développement
SERVING MULTIPLE INDUSTRIAL FIELDS
We work
across
multiples
industries to
understand
the impact of
More-than-
Moore
technologies
from device
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FromA to Z…
Transportation
makers
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and
consumer
electronics
Automotive
Medical
systems
Industrial
and defense
Energy
management
9©2018 | www.yole.fr | About Yole Développement
o Yole Développement, System Plus Consulting, KnowMade and PISEO, all part of Yole Group of Companies, keep on increasing their collaboration to offer, in 2018, a
collection of 150+ reports. Combining respective expertise and methodologies from the 4 companies, the reports aim to provide market  technology analysis, patent
investigation and patent infringement risk analysis, teardowns  reverse costing analysis.They cover:
o You are looking for:
• An analysis of your product market
• A review of your competitors evolution
• An understanding of your manufacturing and production costs
• An understanding of your industry technology roadmap and related IPs
• A clear view on the evolution of the supply chain…
Our reports are for you!
The combined team of 60+ experts (PhDs, MBAs, industry veterans…) from Yole Développement, System Plus Consulting, KnowMade and PISEO, collect information,
identify the trends, the challenges, the emerging markets, the competitive environments and turn it into results to give you a complete picture of your industry
landscape.
In the past 20 years, we worked on more than 1 700 projects, interacting with technology professionals and high level opinion makers from the main players of the
industry.
o In 2018, Yole Group of Companies plan to publish +150 reports.Gain full benefit from our Bundled Offer and receive at least a 36% discount.
REPORTS COLLECTION
www.i-Micronews.com
• MEMS  Sensors
• RF devices  technologies
• Imaging
• Medical technologies (MedTech)
• Photonics
• Advanced packaging
• Manufacturing
• Advanced substrates
• Power electronics
• Batteries and energy management
• Compound semiconductors
• Solid state lighting
• Displays
• Software
• Memory
10©2018 | www.yole.fr | About Yole Développement
OUR 2018 REPORTS COLLECTION (1/4)
MEMS  SENSORS
o MARKET AND TECHNOLOGY REPORT – by Yole Développement
− Status of the MEMS Industry 2018 – Update
− Silicon Photonics 2018 – Update
− Consumer Biometrics: Hardware  Software 2018 – Update
− Inkjet Functional and Additive Manufacturing for Electronics 2018
− Fingerprint Sensor Applications and Technologies – Consumer Market Focus 2017
− Sensors and Sensing Modules for Smart Homes and Buildings 2017
− Acoustic MEMS and Audio Solutions 2017
− MEMS  Sensors for Automotive Market  Technology Trends 2017
− High End Inertial Sensors 2017
− Magnetic Sensor 2017
o REVERSE COSTING® – STRUCTURE, PROCESS  COST REPORT
– by System Plus Consulting
− Piezo MEMS 2018 *
o PATENT ANALYSES – by KnowMade
− MEMS Microphone – Patent Landscape Analysis
− Knowles MEMS Microphones in Apple iPhone 7 Plus – Patent-to-Product
Mapping 2017
o LINKED REPORTS – by Yole Développement, System Plus Consulting and KnowMade
− MEMS Pressure Sensor 2018 – Market  Technology Report
− MEMS Pressure Sensor Comparison 2018 – Structure, Process  Cost Report
− Gas  Particles 2018 – Market  Technology Report
− Gas  Particles Comparison 2018 – Structure, Process  Cost Report
− LiDARs for Automotive and Industrial Applications 2018 – Market 
Technology Report
− LiDAR for Automotive 2018 – Patent Landscape Analysis
− MEMS Packaging 2017 – Market  Technology Report
− MEMS Packaging Comparison 2017 – Structure, Process  Cost Report
RF DEVICES ANDTECHNOLOGIES
o MARKET AND TECHNOLOGY REPORT – by Yole Développement
− Wireless technologies (Radar, V2X) for Automotive 2018
− RF Standards and Technologies for Connected Objects 2018
− RF  Photonic Components  Technologies for 5G Infrastructure2018
o REVERSE COSTING® – STRUCTURE, PROCESS  COST REPORT– by System
Plus Consulting
− Automotive Radar Comparison 2018
o PATENT ANALYSES – by KnowMade
− RF Acoustic Wave Filters 2017 – Patent Landscape Analysis
o LINKED REPORTS – by Yole Développement, System Plus Consulting andKnowMade
− 5G impact on RF Front End Modules and Connectivity for Cellphones 2018 – Market
 Technology Report – Update
− RF Front-End Module Comparison 2018 – Structure, Process  Cost Report
− RF Front End Modules for Cellphones 2018 – Patent Landscape Analysis
− Advanced RF System-in-Package for Cellphones 2018 – Market  Technology
Report – Update*
− Advanced RF SiPs for Cell Phones Comparison 2017 – Structure, Process
 Cost Report
− RF GaN Market: Applications, Players, Technology, and Substrates 2018-2023
Market  Technology Report – Update
− RF GaN Comparison 2018* – Structure, Process  Cost Report
− RF GaN 2018 – Patent Landscape Analysis
SOFTWARE
o MARKET AND TECHNOLOGY REPORT – by Yole Développement
− Consumer Biometrics: Sensors  Software 2018 – Update
− Processing Hardware and Software for AI 2018 - Vol. 1  2
− From Image Processing to Deep Learning, Introduction to Hardware and Software
Update : 2017 version still available / *To be confirmed
11©2018 | www.yole.fr | About Yole Développement
OUR 2018 REPORTS COLLECTION (2/4)
IMAGING  OPTOELECTRONICS
o MARKET AND TECHNOLOGY REPORT – by Yole Développement
− Status of the Compact Camera Module and Wafer Level Optics
− Industry 2018 – Update
− 3D Imaging and Sensing 2018 – Update
− Sensors for Robotic Vehicles 2018
− Machine Vision for Industry and Automation 2018
− Imagers and Detectors for Security and Smart Buildings 2018
− Uncooled Infrared Imagers 2017
o PATENT ANALYSES – by KnowMade
− iPhone X Dot Projector – Patent-to-Product Mapping
o LINKED REPORTS – by Yole Développement, System Plus Consulting and KnowMade
− Status of the CMOS Image Sensor Industry 2018 – Market  Technology Report -
Update
− CMOS Image Sensor Comparison 2018 – Structure, Process  Cost Report
− CMOS Image Sensors Monitor 2018* – Quaterly Update**
− Camera Module 2017 – Market  Technology Report
− Compact Camera Module Comparison 2018 – Structure, Process  Cost Report
− LiDARs for Automotive and Industrial Applications 2018 – Market  Technology
Report
− LiDAR for Automotive 2018 – Patent Landscape Analysis
ADVANCED PACKAGING
o MARKET AND TECHNOLOGY REPORT – by Yole Développement
− Status of Advanced Packaging Industry 2018 – Update
− Status of Advanced Substrates 2018: Embedded Die andInterconnects,
Substrate Like PCB Trends
− 3D TSV and Monolithic Business Update 2018 – Update
− Power Modules Packaging 2018 – Update
− Discrete Power Packaging 2018 – Update*
− Status of Panel Level Packaging 2018
− Trends in Automotive Packaging 2018
− Hardware and Software for AI 2018 - Vol. 1  2
− Integrated Passive Devices (IPD) 2018
− Thin-Film Integrated Passive Devices 2018
− Memory Packaging Market and Technology Report 2018 – Update*
o PATENT ANALYSES – by KnowMade
− Hybrid Bonding for 3D Stack – Patent Landscape Analysis
o LINKED REPORTS– by Yole Développement and System Plus Consulting
− Advanced RF System-in-Package for Cellphones 2018 – Market  Technology Report -
Update*
− Advanced RF SiPs for Cell Phones Comparison 2017 – Structure, Process
 Cost Report
− Fan-Out Packaging 2018 – Market  Technology Report – Update*
− Fan-Out Packaging Comparison 2018* – Structure, Process  Cost Report
MANUFACTURING
o MARKET AND TECHNOLOGY REPORT – by Yole Développement
− Wafer Starts for More Than Moore Applications 2018
− Equipment for More than Moore: Technology  Market Trends
for Lithography  Bonding/Debonding 2018
− Polymeric Materials for wafer-level Advanced Packaging 2018
− Laser Technologies for Semiconductor Manufacturing 2017
− Glass Substrate Manufacturing in the Semiconductor Field 2017
− Equipment and Materials for Fan-Out Packaging 2017
− Equipment and Materials for 3D TSV Applications 2017
o LINKED REPORTS – by Yole Développement and System Plus Consulting
− Equipment for More than Moore: Technology  Market Trends for
Lithography  Bonding/Debonding 2018 – Market  Technology Report
− Wafer Bonding Comparison2018 – Structure, Process  Cost Report
Update : 2017 version still available / *To be confirmed
12©2018 | www.yole.fr | About Yole Développement
OUR 2018 REPORTS COLLECTION (3/4)
MEMORY
o MARKET AND TECHNOLOGY REPORT – by Yole Développement
− Emerging Non Volatile Memory 2018 – Update
− Memory Packaging Market and Technology Report 2018 – Update*
o QUARTERLY UPDATE – by Yole Développement**
− Memory Market Monitor 2018 (NAND  DRAM)
o MONTHLY UPDATE – by Yole Développement**
− Memory Pricing Monitor 2018 (NAND  DRAM)
o REVERSE ENGINEERING  COSTING REVIEW – by System Plus Consulting
− DRAM Technology  Cost Review 2018
− NAND Memory Technology  Cost Review 2018
o PATENT ANALYSES – by KnowMade
− 3D Non-Volatile Memories – Patent Landscape
COMPOUND SEMICONDUCTORS
o MARKET AND TECHNOLOGY REPORT – by Yole Développement
− Status of Compound Semiconductor Industry 2018*
− GaAs Materials, Devices and Applications 2018
− InP Materials, Devices and Applications 2018
− Bulk GaN Substrate Market 2017
o LINKED REPORTS – by Yole Développement, System Plus Consulting and KnowMade
− Power SiC 2018: Materials, Devices, and Applications – Market  Technology
Report – Update
− SiC Transistor Comparison 2018 – Structure, Process  Cost Report
− Power SiC 2018 – Patent Landscape Analysis
− Power GaN 2018: Materials, Devices, and Applications – Market  Technology Report
– Update
− GaN-on-Silicon Transistor Comparison 2018 – Structure, Process  Cost Report
− Status of the GaN IP – Patent Watch 2018  Patent Activity 2017
− RF GaN Market: Applications, Players, Technology, and Substrates 2018-2023
– Market  Technology Report – Update
− RF GaN – Patent Landscape Analysis
POWER ELECTRONICS
o MARKET AND TECHNOLOGY REPORT – by Yole Développement
− Status of Power Electronics Industry 2018 – Update
− Discrete Power Packaging 2018 – Update*
− Power Electronics for Electric Vehicles 2018 – Update
− Integrated Passive Devices (IPD) 2018
− Wireless Charging Market Expectations and Technology Trends 2018
− Thermal Management Technology and Market Perspectives in Power
− Electronics and LEDs 2017
− Gate Driver 2017
− Power MOSFET 2017
− IGBT 2017
− Market Opportunities for Thermal Management Components in
Smartphones 2017
o LINKED REPORTS – by Yole Développement, System Plus Consulting
and KnowMade
− Power Modules Packaging 2018 – Market  Technology Report – Update
− Automotive Power Module Packaging Comparison2018 – Structure,
Process  Cost Report
− Power ICs Market Monitor 2018 – Quaterly Update**
− Power ICs Market Comparison 2018* – Structure, Process  Cost Report
BATTERY AND ENERGY MANAGEMENT
o MARKET AND TECHNOLOGY REPORT – by Yole Développement
− Li-ion Battery Packs for Automotive and Stationary Storage Applications 2018 –
Update
o PATENT ANALYSES – by KnowMade
− Status of the Battery Patents – Patent Watch 2018  Patent Activity 2017
o LINKED REPORTS – by Yole Développement and KnowMade
− Solid State Electrolyte Battery 2018 – Market  Technology Report
− Solid-State Batteries 2018 – Patent Landscape Analysis
Update : 2017 version still available / *To be confirmed / ** Can not be selected within an Annual Subscription offer
13©2018 | www.yole.fr | About Yole Développement
OUR 2018 REPORTS COLLECTION (4/4)
SOLID STATE LIGHTING
o MARKET AND TECHNOLOGY REPORT – by Yole Développement
− IR LEDs and Lasers 2018: Technology, Industry and Market Trends – Update
− Automotive Lighting 2018: Technology, Industry and Market Trends – Update
− UV LEDs 2018: Technology, Industry and Market Trends – Update
− LiFi: Technology, Industry and Market Trends
− LED Lighting Module Technology, Industry and Market Trends 2017
− CSP LED Lighting Modules
− Phosphors  Quantum Dots 2017 - LED Downconverters for Lighting  Displays
− Horticultural Lighting 2017
o LINKED REPORTS – by Yole Développement and System Plus Consulting
− VCSELs 2018: Technology, Industry and Market Trends – Market  Technology
Report
− VCSELs Comparison 2018 – Structure, Process  Cost Report
DISPLAYS
o MARKET AND TECHNOLOGY REPORT – by Yole Développement
− Quantum Dots and Wide Color Gamut Display Technologies 2018 – Update
− Displays and Optical Vision Systems for VR/AR/MR 2018
− MicroLED Displays 2018 – Market  Technology Report – Update
o PATENT ANALYSES – by KnowMade
− MicroLED Display – Patent Landscape Analysis
MEDTECH
o MARKET AND TECHNOLOGY REPORT – by Yole Développement
− BioMEMS  Non Invasive Emerging Biosensors: Microsystems for Medical
− Applications 2018 – Update
− Point-of-Need Testing Application of Microfluidic Technologies 2018 – Update
− Neurotechnologies and Brain Computer Interface 2018
− CRISPR-Cas9 Technology: From Lab to Industries 2018
− Ultrasound technologies for Medical, Industrial and Consumer 2018
− Inkjet Functional and Additive Manufacturing for Electronics 2018
− Liquid Biopsy: from Isolation to Downstream Applications 2018
− Chinese Microfluidics Industry 2018
− Scientific Cameras for the Life Sciences  Analytical Instrumentation
Laboratory Markets 2018*
− Artificial Organ Technology and Market 2017
− Connected Medical Devices Market and Business Models 2017
− Status of the Microfluidics Industry 2017
− Organs-On-Chips 2017
− Solid-State Medical Imaging 2017
− Medical Robotics Market  Technology Analysis 2017
o PATENT ANALYSES – by KnowMade
− Microfluidic IC Cooling – Patent Landscape
− Circulating Tumor Cell Isolation – Patent Landscape
− OCT Medical Imaging – Patent Landscape
− Pumps for Microfluidic Devices – Patent Landscape 2017
− Microfluidic Technologies for Diagnostic Applications– Patent Landscape 2017
− FLUIDIGM – Patent Portfolio Analysis 2017
− Consumer Physics SCiO Molecular Sensor – Patent-to-Product Mapping 2017
o LINKED REPORTS – by Yole Développement, System Plus Consulting and KnowMade
− Organs-On-Chips 2017 – Market  Technology Report
− Organ-on-a-Chip– Patent Landscape Analysis
Update : 2017 version still available / *To be confirmed
14©2018 | www.yole.fr | About Yole Développement
OUR 2017 PUBLISHED REPORTS LIST (3/3)
OUR PARTNERS’ REPORTS
PATENT ANALYSES – by KnowMade
− Wireless Charging Patent LandscapeAnalysis
− RF Acoustic Wave Filters Patent LandscapeAnalysis
− NMC Lithium-Ion Batteries Patent LandscapeAnalysis
− Pumps for Microfluidic Devices Patent Landscape
− III-N PatentWatch
− FLUIDIGM Patent Portfolio Analysis
− Knowles MEMS Microphones in Apple iPhone 7 Plus Patent-to-Product Mapping 2017
− Consumer Physics SCiO Molecular Sensor Patent-to-Product Mapping
− Patent Licensing Companies in the Semiconductor Market - Patent Litigation Risk and Potential Targets
− Microfluidic Technologies for Diagnostic Applications Patent Landscape
TEARDOWN  REVERSE COSTING – by System Plus Consulting
More than 60 teardowns and reverse costing analysis and cost simulation tools published in 2017
MORE INFORMATION
o All the published reports from theYole Group of Companies are available on our website www.i-Micronews.com.
o Ask for our Bundle Subscription offers: With our bundle offer, you choose the number of reports you are interested in and select the related offer. You then haveup
to 12 months to select the required reports from the Yole Développement, System Plus Consulting and KnowMade offering. Pay once and receive the reports
automatically (multi-user format). Contact your sales team according to your location (see the last slide).
15©2018 | www.yole.fr | About Yole Développement
MICRONEWS MEDIA
o About Micronews Media
To meet the growing demand for market,
technological and business information,
Micronews Media integrates several tools able
to reach each individual contact within its
network.We will ensure you benefit from this.
ON L IN E ON SITE IN PERSON
@Micronews e-newsletter
i-Micronews.com
i-Micronewsjp.com
FreeFullPDF.com
Events Webcasts
Unique, cost-effective ways
to reach global audiences.
Online display advertising
campaigns are great strategies
for improving your
product/brand visibility.They
are also an efficient way to
adapt with the demands of the
times and to evolve an effective
marketing plan and strategy.
Brand visibility,networking
opportunities
Today's technology makes it
easy for us to communicate
regularly, quickly,and
inexpensively – but when
understanding each other is
critical, there is no substitute
for meeting in-person.Events
are the best way to exchange
ideas with your customers,
partners, prospects while
increasing your brand/product
visibility.
Targeted audience
involvement equals clear,
concise perception of your
company’s message.
Webcasts are a smart,
innovative way of
communicating to a wider
targeted audience.Webcasts
create very useful,dynamic
reference material for
attendees and also for
absentees, thanks to the
recording technology.
Benefit from the i-Micronews.com
traffic generated by the 11,200+
monthly unique visitors, the
10,500+ weekly readers of
@Micronew se-newsletter
Several key events planned for
2018 on different topics to
attract 120 attendees on average
Gain new leads for your business
from an average of 340
registrants per webcast
Contact: Camille Veyrier (veyrier@yole.fr),Marketing  Communication Project Manager
16©2018 | www.yole.fr | About Yole Développement
CONTACT INFORMATION
o CONSULTINGANDSPECIFICANALYSIS,REPORT
BUSINESS
• North America:
• Steve LaFerriere, Senior Sales Director for Western US 
Canada
Email: laferriere@yole.fr – + 1 310 600-8267
• Troy Blanchette, Senior Sales Director for Eastern US 
Canada
Email: troy.blanchette@yole.fr – +1 704 859-0453
• Japan  Rest ofAsia:
• Takashi Onozawa, General Manager,Asia Business
Development (Korea, Singapore, India  ROA)
Email: onozawa@yole.fr - +81 34405-9204
• Miho Othake, Account Manager (Japan)
Email: ohtake@yole.fr - +81 3 4405 9204
• Itsuyo Oshiba, Account Manager (Japan)
Email: oshiba@yole.fr - +81-80-3577-3042
• Greater China: MavisWang, Director of Greater China Business
Development
Email: wang@yole.fr - +886 979 336 809
• Europe: Lizzie Levenez,EMEA Business Development Manager
Email: levenez@yole.fr - +49 15 123 544 182
• RoW: Jean-Christophe Eloy,CEO  President,Yole Développement
Email eloy@yole.fr - +33 4 72 83 01 80
o FINANCIAL SERVICES (in partnershipwithWoodside
CapitalPartners)
• Jean-Christophe Eloy,CEO  President
Email: eloy@yole.fr - +33 4 72 83 01 80
• Ivan Donaldson,VP of Financial Market Development
Email: ivan.donaldson@yole.fr - +1 208 850 3914
o GENERAL
• Public Relations: leroy@yole.fr - +33 4 72 83 01 89
• Email: info@yole.fr - +33 4 72 83 01 80
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Displays Optical Vision Systems for VR, AR & MR

  • 1. © 2018 From Technologies to Markets Sample July 2018 Photocredit:alphacoders Displays & optical vision systems for VR,AR & MR
  • 2. 2| Sample | www.yole.fr | ©2018 OBJECTIVE OFTHE REPORT Everything you need to know to get a grasp ofVR & AR Deep understanding of the technology, current status and prospects, roadblocks and key players. Displays & optical vision systems for VR, AR & MR • This report is a comprehensive survey of Virtual Reality and Augmented Reality as headsets, providing the reader with a deep understanding of the displays and associated optical vision systems. • Understand the current status ofVR andAR display and optical vision systems technologies: • What are they? What are the key benefits? How do display considerations differ in this context? Why are optical vision systems mixed in the equation? • What are the roadblocks? How challenging are they? • Detailed analysis of key technological nodes: field of view, pixel density, persistence, étendue, optical combiner manufacturing,holographicand diffractiveelements,microdisplay sources • This report also reviews the global VR and AR industries and provides insights into the possible evolution and the necessary technological developments for consumer adoption. The technological roadmap provided herein will allow the read to analyze those. • For each application, market metrics are detailed for displays and optical vision systems. • Also, an Intellectual Property (IP) analysis is presented in order for the reader to better understand the patent landscape related toVR and AR.
  • 3. 3| Sample | www.yole.fr | ©2018 TABLE OF CONTENTS Part 1/4  Executive Summary P3  Introduction P7  Virtual Reality – Introduction P26  Virtual Reality – FOV P31 o Introduction P32 o Basic of lenses P34 o Regular lenses vs. Fresnel lenses P41 o Trade-off in lenses’ choice P42 o FOV in commercial VR HMDs P43 o The dilemma to simply increase FOV P44 o Alternatives to increase FOV P45 o The cost of increasing FOV P47  Virtual Reality – Pixel Density P48 o Introduction P49 o Common metrics P50 o PPI and PPD in VR HMDs P52 o Consequences of low pixel density P54 o Mitigating aliasing and screen door effect P56 o Display technologies P61 o Manufacturing challenges for increasing pixel density P63 o OLED-on-Silicon and the display size limit P65  Virtual Reality – Persistence P67 o Introduction P68 o Refresh rate P69 o Sample-and-hold structures introduction P70 o Sample-and-hold structures issues P71 o Low persistence, concept P74 o Low persistence, challenges P75 o Low persistence, implementation P77 o LCD versus OLED P79  Virtual Reality – The display technology of choice P83 o LCD versus OLED P84 o MicroLEDs P86  Virtual Reality – Sensorial challenges P97  Virtual Reality – Trends for future development P112 o Overview P113 o Understanding eye physiology P114 o The 60PPD cost on hardware P115 o Foveated rendering P116 o Color rendering P125 o Different generations for different applications P127  Virtual Reality – Display and optical vision system markets P128 Displays & optical vision systems for VR, AR & MR
  • 4. 4| Sample | www.yole.fr | ©2018 TABLE OF CONTENTS Part 1/4  Executive Summary P3  Introduction P7  Virtual Reality – Introduction P26  Virtual Reality – FOV P31 o Introduction P32 o Basic of lenses P34 o Regular lenses vs. Fresnel lenses P41 o Trade-off in lenses’ choice P42 o FOV in commercial VR HMDs P43 o The dilemma to simply increase FOV P44 o Alternatives to increase FOV P45 o The cost of increasing FOV P47  Virtual Reality – Pixel Density P48 o Introduction P49 o Common metrics P50 o PPI and PPD in VR HMDs P52 o Consequences of low pixel density P54 o Mitigating aliasing and screen door effect P56 o Display technologies P61 o Manufacturing challenges for increasing pixel density P63 o OLED-on-Silicon and the display size limit P65  Virtual Reality – Persistence P67 o Introduction P68 o Refresh rate P69 o Sample-and-hold structures introduction P70 o Sample-and-hold structures issues P71 o Low persistence, concept P74 o Low persistence, challenges P75 o Low persistence, implementation P77 o LCD versus OLED P79  Virtual Reality – The display technology of choice P83 o LCD versus OLED P84 o MicroLEDs P86  Virtual Reality – Sensorial challenges P97  Virtual Reality – Trends for future development P112 o Overview P113 o Understanding eye physiology P114 o The 60PPD cost on hardware P115 o Foveated rendering P116 o Color rendering P125 o Different generations for different applications P127  Virtual Reality – Display and optical vision system markets P128 Displays & optical vision systems for VR, AR & MR
  • 5. 5| Sample | www.yole.fr | ©2018 TABLE OF CONTENTS Part 2/4  Augmented Reality – Performances, challenges and trends P135 o AR requirements P136  Introduction to paradigms for display and optics in AR P137 o Immersion and superposition of virtual data on real world P138 o The projection paradigm P141 o The user’s needs P142 o Display and optics dependence P143  Display engine technologies P145 o Overview P146 o LCOS technology P151 o Overview P152 o Applications P153 o Manufacturing and way of utilization P154 o Color management P155 o Comparison between LCOS and regular LCD P156 o The players at hand P157 o Mapping of players P158 o Market size for AR P159 o DLP technology P160 o Overview P161 o Applications P162 o Manufacturing and way of utilization P163 o Mapping of players P164 o The comparison between DLP and LCOS P165 o The market share between DLP and LCOS P166 o OLED-on-Silicon technology P167 o Overview P168 o Applications P169 o The differences with regular OLED technology P170 o Manufacturing and way of utilization P171 o Mapping of players P172 o OLED-on-Si standing versus LCOS and DLP P173 o The market share against the LCOS and DLP competitionP174 o MicroLED technology P175 o Overview P176 o The MicroLED concept P177 o The display assembly P178 o The MicroLED microdisplay P179 o Applications P180 o Application roadmap P181 o Mapping of players P182 o A credible alternative to LCOS, DLP and OLED-on-Si P183 o What is happening in the short term? P184 o Miscellaneous technologies P185 o Smartphone technology used in AR HMDs P186 o Fiber scanning display technology P187 o Light field technology P189 o A credible alternative to LCOS, DLP and OLED-on-Si P183 o What is happening in the short term? P184 o Display technologies conclusions and forecasts P181 Displays & optical vision systems for VR, AR & MR
  • 6. 6| Sample | www.yole.fr | ©2018 TABLE OF CONTENTS Part 3/4  Optical Vision Systems for AR P196 o Introduction to optics for AR P197 o The question of optics for AR P198 o The AR optical vision system P200 o Imaging optics P201 o Exit pupil expansion and eye physiology P202 o The étendue P203 o Coming up to optics P207 o Regular combiners P208 o Flat combiners P210 o Curved combiners P212 o Prism based combiners P216 o Overview P217 o Waveguide combiners P219 o Light transmission P221 o Cascaded mirror combiners P224 o Diffractive element combiners P230 o Surface Relief Gratings, principle P232 o Material requirements P235 o Origin and development of the technology P237 o Manufacturing P238 o Wafer requirements P240 o Mapping of players in the supply chain P244 o Tentative supply chain analysis P245 o Structure of lenses P246 o Performance issues P249 o Improving yield to reduce costs P250 o SWOT analysis P251 o Holographic element combiners P252 o The patenting activity for HOE P253 o Disruption to diffractive element combiners P257 o Princples P258 o Material requirements P260 o Transmission or reflection holograms P263 o Example of volume holographic material P264 o Alternative volume holographic material P265 o The stacking of waveguides P266 o Performance issues P268 o Work on manufacturability P269 o Battle between DOE & HOE P273 o Overview P274 o Volume forecasts P275 o Market forecasts P276  Waveguides and displays intercompatibility P277 o Display requirements P278 o Consequences of using waveguide combiners P279 o OLED-on-Si, the push for improvement P281 o MicroLED, the best of both worlds P282  Market of today and its evolutions P283 o AR headsets: markets and volumes forecasts P284 o Focus on some companies P290  Technological developments for future of AR P297 Displays & optical vision systems for VR, AR & MR
  • 7. 7| Sample | www.yole.fr | ©2018 TABLE OF CONTENTS Part 4/4  Conclusion P302  Annexes P304 o Introduction to display technologies P305 o High Dynamic Range P309 o Color gamut P314 o Color volumes P323  About Yole Développement P327 Displays & optical vision systems for VR, AR & MR
  • 8. 8| Sample | www.yole.fr | ©2018 LIST OF COMPANIES MENTIONED IN THIS REPORT AKONIA HOLOGRAPHICS,ALEDIA,APPLE,ATHEER,AUO,AVEGANT, BAYER, BOE, CANON, COLOUR HOLOGRAPHIC, CORNING,DAQRI, DEE POON, DELL,DIGILENS, DISPELIX, EMAGIN, ETRI, EVG, EYEFLUENCE, FACEBOOK, FINISAR, FOVE, FRAUNHOFER, GLO,GOOGLE, HAMAMATSU,HIMAX, HOLOEYE, HP, HTC, IDEALENS, INTEL, ITRI, JDI, KONICA MINOLTA, KOPIN, LEAP MOTION, LENOVO, LETINAR, LG,LIMBAK, LINQ, LITEON, LUMINIT,LUMIODE, LUMUS, MAGIC LEAP, META, MICROOLED, MICROSOFT, MIRA, MOLECULAR IMPRINTS,NINTENDO,NVIDIA, OAKLEY, OCULUS, OHARA, OLIGHTEK, OPTINVENT,OSTERHOUT DESIGN GROUP, PICO, PIMAX, PLAYNITRIDE, PUPIL LABS, QUALCOMM, RAONTECH, RAZER, ROCKWELL COLLINS, SAMSUNG, SCHOTT,SEGA, SEIKO EPSON, SENSIKS, SMI, SONY, STARBREEZE, SUMITA, SYNDIANT,TEXAS INSTRUMENTS,THEEYETRIBE,TOBII, VALVE,VUZIX,WAVEOPTICS,YOUNG OPTICS (…) Displays & optical vision systems for VR, AR & MR
  • 9. 9 Biography & contact detail | Sample | www.yole.fr | ©2018 ABOUTTHE AUTHOR OFTHIS REPORT Dr. Zine Bouhamri As a Technology & Market Analyst,Displays, Dr.Zine Bouhamri is a member of the Photonics,Sensing & Display division at Yole Développement (Yole). Zine manages the day to day production of technology & market reports,as well as custom consulting projects.He is also deeply involved in the business development of the Displays unit activities at Yole. Previously,Zine was in charge of numerous R&D programs at Aledia. During more than three years,he developed strong technical expertise as well as a detailed understanding of the display industry.Zine is author and co-author of several papers and patents. Dr.Bouhamri holds an Electronics Engineering Degree from the National Polytechnic Institute of Grenoble (France),one from the Politecnico diTorino (Italy), and a Ph.D. in RF & Optoelectronics from Grenoble University (France). Contact: bouhamri@yole.fr Displays & optical vision systems for VR, AR & MR
  • 11. 11| Sample | www.yole.fr | ©2018 THE DIFFERENT REALITIES DEFINITIONS • In 1994, Milgram & Kishino defined a “mixed reality environment as [something] anywhere between the extrema of the virtuality continuum.” • This can be conceptualized around the concept of mediated reality which refers to the ability to add to, subtract information from, or otherwise manipulate one's perception of reality through the use of a third-party device. • Augmented and Mixed Realities (AR & MR) are actually quite similar in terms of displays and optical vision systems and they will all be put together under the name “AR” in this report. Augmented and virtual reality are both parts of a virtuality continuum that starts with reality. Displays & optical vision systems for VR, AR & MR Completely real environment Completely virtual environment virtuality continuum Augmented Reality Augmented Virtuality
  • 12. 12| Sample | www.yole.fr | ©2018 THE CONTINUUM SEGMENTATION Displays & optical vision systems for VR, AR & MR • A 100% artificial, computer-generated simulation or display of a real life environment that immerses the users by making them feel like they are experiencing the simulated reality firsthand. • VR requires a fully enclosed head mounted display (HMD) that visually isolates the user from the outside world. For a realistic and immersive experience, the system should offer a field of view and resolution closely matching that of the human eye capabilities. • Overlays simple information and computer- generated (CG) images onto the real world. • There is little to no interaction between the CG content and the user’s environment. • The display must not obstruct the real world. It has to compete with ambient light to generate digital information with similar brightness as those seen in the real world. Resolution and field of view requirements (FOV) vary with the application. • Overlays complex, often 3D computer- generated (CG) imagesonto the real world. • The CG content can interact with the environment (objects in the room, wall, vehicle, etc.). The system uses multiple sensors to create a real time 3D modeling of the environment and the CG content adapts in real time to any change. • Display requirement is similar to AR. A larger FOV is usually desirable. [1] this report focuses on Head Mounted Devices (HMD) but and AR and MR can also be experienced on a hand held cell phone or tablet (e.g.:“Pokemon Go”) Virtual Reality (VR)Mixed Reality (MR) [1]Augmented Reality (AR) [1]
  • 13. 13| Sample | www.yole.fr | ©2018 THE CONSEQUENCES OF ALTERING REALITY At any time, whatever the topic, when the ideas ofVR and AR are discussed,the word “immersion” must be the defining word. Displays & optical vision systems for VR, AR & MR • If we live our lives while believing we are living them, thus living reality, this is because all our senses make us believe that we live our lives.This can be defined as the idea of immersion.We are immersed in the world we live in. • If we come to alter reality, then us believing we live in a different life will only be possible if the sense of immersion is believable. That is why immersion will be the common theme for this report. Without a proper sense of immersion, there is no way we can believe we live in reality while it is altered,thus the concepts do not work. LIFE SENSES IMMERSION Reality ALTERED SENSES IMMERSION Altered reality
  • 14. 14| Sample | www.yole.fr | ©2018 INTELLECTUAL PROPERTY ACTIVITY Research in the fields has been going on for decades and patent activity trends follow the investment activity trends. Displays & optical vision systems for VR, AR & MR • Even though investment deals have been publicly discussed for the past four years or so, the fields have been intensively researched for several decades as illustrated by IP filings.This activity has been on the rise. Note: The data corresponding to the year 2018 is not complete since patent search was done in March 2018. Based on the current trend, we expect more than XX patent families for 2018. • The first patents relevantto the field ofAR/VR were filed at the end of the 1980’s. • The level of activity took off from 2011 and accelerated strongly from 2014. • Based on both technology trend and current patent filing dynamics, a slowdown in the patenting activity in 2018 is expected while the patent extensionswill continue.
  • 15. 15| Sample | www.yole.fr | ©2018 INTELLECTUAL PROPERTY STATUS AND REPARTITION Displays & optical vision systems for VR, AR & MR • More than 50% of the patents are currently pending, and the enforceable patents (granted) represent only less than one third of the corpus. This reflects the youth of the technical solutions proposed for solving AR/VR displays and optical vision systems related current technical issues, resulting in recent acceleration of the IP activity in this field. • Regarding the number of enforceable patents, XX is leading the IP landscape with XX% of the enforceable patents, followed by XX (XX%) and XX (XX%). • In terms of patent filings, XX and XX are currently the most active patent applicants with XX% and XX% of the patent applications currently pending respectively. Note: The data corresponding to the year 2018 is not complete since patent search was done in March 2018.
  • 16. 16| Sample | www.yole.fr | ©2018 • As will come to be illustrated later,for immersion purposes: • The lenses mainly drive the FOV but they actually make a whole with display (size,etc.) • The display mainly drives pixel density but it actually makes a whole with the lenses (pixel density over retina,etc.) but also with the driving electronics(low persistencefor lack of blur and retinal persistence,etc.) • The driving electronics mainly drive the persistence level but they are intertwined with the display (pixel density, framerate, etc.) • We will come to see how all those form trade-offs that system integrators have to take into account. Some may sacrifice on the FOV to increase their pixel density, over may sacrifice the persistence to increase their pixel density. This pixel density parameter always appears as the most important one (“we want more pixels”) but things are actually not that simple. VIRTUAL REALITY Introduction – Display and optical vision systems in theVR ecosystem It is not possible to consider displays separately as is not possible to do so for optics. Persistence is also very important. Displays & optical vision systems for VR, AR & MR Lenses Display Driving electronics Field ofView Pixel Density Persistence Hardware elements System parameters
  • 17. 17| Sample | www.yole.fr | ©2018 VIRTUAL REALITY Field ofView – Introduction Human physiology drivesVR requirements. 110-120° FOV is considered acceptable;160° would be the new target. • In human vision, each eye typically has a horizontal Field of View of 160° (FOV) (and a 175° vertical FOV). • But stereoscopic vision is only achieved over the angle where the FOV of both eyes overlap, which represent about a 110-120° wide (and 135° high binocular FOV). • In VR HMD, FOV is an extremely important parameter as it greatly participates in the feeling of immersion. • A wide FOV allows for not seeing the display edges. • The shorter the focal length,the wider the FOV. • However, the whole number of pixels of the display will be extended over the FOV by magnifying the display. That way, pixels may become too visible to the eye,with the risk of decreasing immersion. • It is therefore very important to understand that there is a clear relation between FOV and pixel density parameters. • This will be discussed more in details in the next chapter. Displays & optical vision systems for VR, AR & MR Monocular and binocular (stereo) field of view: The exact field of view depends on each individual.The horizontal monocular FOV is between 170°-175° and consists of the angle from the pupil towards the nose,the nasal FOV which is usually 60°-65° and is smaller for people with bigger noses, and the view from the pupil toward the side of the head,the temporal FOV,which is wider, usually 100°-110°.
  • 18. 18| Sample | www.yole.fr | ©2018 • Several parameters are in play, causing strobing and smearing and deteriorating the feeling of presence. It is easier to tweak display parameters rather than physiological parameters. • Trade-offs will need to be accepted anyway, either on the driving electronics (tethering, power consumption,etc.) or on the display performance (lower overall brightness,et.). VIRTUAL REALITY Persistence – Issue with sample-and-hold structures inVR HMDs (3) It is possible to mitigate the issues met in VR context by going either at higher framerate or at lower persistence. Displays & optical vision systems for VR, AR & MR
  • 19. 19| Sample | www.yole.fr | ©2018 • The other reported solution when going the zero-persistence route would be to increase the framerate (i.e. the refresh rate). • By increasing the framerate drastically, even on sample-and-hold full- persistence displays, as long as the refresh rate is of the order of magnitude of eye (and head) movement, then the human’s visual system would be closely matched and it would look like a real-life situation. • However, with such solution, our estimates of refresh rates would be around 1,000 to 2,000 frames-per-second, which would require an enormous amount of computing power, with a very-high complexity level for driving electronics. • One needs to trade-off on all this. • A last possibility not linked to low persistence, if the implementation gets too complicated, is to simply increase resolution, increasing PPD to match the real world. But again, requirements on electronics would be stringent. VIRTUAL REALITY Persistence – Challenge of low persistence (2) Alternative would be to increase the framerate but challenge would be on driving electronics. A trade-off is then required. Displays & optical vision systems for VR, AR & MR x time Here, the space-time diagram represents an object moving at a constant speed and showed on a very high framerate display, with the eye tracking the moving object.
  • 20. 20| Sample | www.yole.fr | ©2018 VIRTUAL REALITY The display technology of choice – OLED-on-Si –The form factor disruption OLED has dominated the VR field for a long time. Progress made on LCD should help increase untethered consumer adoption. Displays & optical vision systems for VR, AR & MR • VR is an activity that is done in-house so the importance of being “good- looking” or at least having a headset with a good form factor does not strike as one of the most important parameters that consumers are looking for (exception being, if the headset is too heavy on the nose and/or on the head,comfort is lost and adoption is too). • However, a smaller headset would still be much appreciated, and it would help with the untethered solutions for which the ideal goal would be to be able to take one’s headset anytime anywhere. • In order to reduce the size of a headset, the idea is simple: reduce the size of the screens and decrease focal length. This means have a thicker lens and more complicated optics to be able to occupy a decent FOV. And that also means a less manufactural path to mass production. And that is without saying, as will be seen in the AR part of this report, that OLED-on-Si displays, which are basically OLED microdisplays, cost about ten times more than regular OLED displays. • A European project, combining the efforts of MicroOLED (for the display), Fraunhofer (for the driver) and Limbak (for the optics) led to a prototype of a compact wearable headset called the LOMID. It is to be seen how this will evolve towards a consumer-friendly product (form factor,availability, price). Illustration of the LOMID head-set compactness and volume in comparison with conventional headset.. (Source:Wartenberg et al.) Raytrace ofThineyes® optics designed for LOMID project (shown for one eye),which consists of one freeform multichannel lens and two aspheric doublet lenses performing seamless optical tiling with two LOMID microdisplay chips.(Source: Wartenberg et al.)
  • 21. 21| Sample | www.yole.fr | ©2018 • The physiology behind VR sickness is currently not understood and is still being investigated. It seems to be linked to all senses previously discussed with some being more involved than the others: sight which represents a huge percentage of our sensorial feedback in the CNS loop, thermoception,nociception, proprioception,sense of balance. • This is an active area of research that dates back in the 1950s, starting with the first simulator sickness symptoms from military aircraft simulators. Indeed, VR sickness has similar symptoms to motion sickness from which simulator sickness is a direct subset. VIRTUAL REALITY Sensorial challenges –VR sickness Physiology behindVR sickness is not fully understood yet.But many deleterious symptoms prevent user’s immersion. Displays & optical vision systems for VR, AR & MR VR sickness • Similar symptoms to motion sickness • + postural instability • + retching Motion sickness • general discomfort • headache • stomach awareness • nausea • vomiting • pallor • sweating • fatigue • drowsiness • disorientation • apathy Simulator sickness • Subset of motion sickness • Typical from pilots in training
  • 22. 22| Sample | www.yole.fr | ©2018 • The human brain processes different cues at the same time to assess a situation. For comfortable 3D viewing, the two main cues to stereoscopic rendering used by the brain are vergence and accomodation and when in mismatch, this causes eye fatigue. • Vergence is the simultaneous movement of both eyes in opposite directions to maintain binocular vision; by changing their viewing angle they try and fit the depth of objects,via retinal disparity. • Accommodation is the motor response of eyes, according to the distance from an object: this is similar to a camera or a microscope for which one needs to adapt focus to clearly see an object. For accommodation, basing on blurring image feedback, muscles controlling the eye contract and relax the lens according to distance to accommodate properly with the distance of the object (i.e. the angle at which rays enter the eyes). • Both those cues actually feed off each other in a closed feedback loop. If the loop is broken, this is called the Vergence-Accomodation Conflict (VAC). VIRTUAL REALITY Sensorial challenges –TheVergence-accomodation conflict (VAC) Eye physiology uses different cues for stereoscopic vision.They are all in a feedback loop and when there is a mismatch, it causes fatigue. Displays & optical vision systems for VR, AR & MR The diagram indicates a left and right eye. Both eyes converge on a box but due to retinal disparity,the angle of viewing is slightly different for each eye. The brain combines the two images to create the perception of a 3D object. (Source:NMU School of Art & Design) Accommodation difference for a given eye depending on object distance. (Source:Kramida et.Varshney)
  • 23. 23| Sample | www.yole.fr | ©2018 • Most high-end commercially availableVR HMDs only work at 90Hz refresh rate,with some pushing it to 120Hz. • If we make a simple calculation regarding data transfers and processing requirements for several base hypotheses, it appears that the ideal 60PPD case as previously discussed is far away from today’s technology, just in terms of data management;other display aspects have not been taken into account. • An interesting solution would be to take advantage of the eye physiology and to focus efforts on the fovea. VIRTUAL REALITY Future development trends – The 60PPD cost on hardware Hardware requirements for 60PPD are too stringent (driving, transfering,etc.) so an alternative solution is required. Displays & optical vision systems for VR, AR & MR Required raw data rate for several existing HMDs, compared to most recent HDMI 2.1 cable maximum theoretical data rate. (* assumption; ** assuming no need to reach 1000Hz if 60PPD is reached) Pixel density (PPI) Number of screens Number of sub- pixels per pixel Refresh rate (Hz) Raw data rate (Gbps) HTCVive XX 2 2 90 XX HTCVive Pro XX 2 2 90 XX PlaystationVR XX 1 3 120 XX Google/LG 2018 XX 1 2* 120 XX Ideal case XX 1 3 120** XX HDMI 2.1 limit XX N/A N/A N/A XX
  • 24. 24| Sample | www.yole.fr | ©2018 • On March 2018 at the Game Developers Conference, Oculus presented a new rendering technique for their Oculus Go, a standalone headset with limited computational power, going a bit further than the previously discussed blurry edges. • This Fixed Foveated Rendering (FFR) features hard-coded zones in which the rendered fidelity will only be a fraction of the highest achievable fidelity which is focused on the center of each screen. Eye-tracking is not implemented yet for this solution but when eye-tracking solutions make themselves readily available for consumer-centered headsets, FFR can evolve into something associated with it to further enhance immersion. VIRTUAL REALITY Future development trends – Implementing foveated rendering (1) Facebook pushes a lot on foveated rendering.With their new standalone untethered headset they implement it by software. Displays & optical vision systems for VR, AR & MR Oculus’ FFR technology (source: tomshardware.com) Full resolution 1/2 resolution 1/4 resolution 1/8 resolution 1/16 resolution
  • 25. 25| Sample | www.yole.fr | ©2018 MARKET SHARE FORECASTS OF DISPLAYS FORVR MicroLED is longer term than anticipated. OLED-on-Si may take a small part in the game if they can work on their cost for the consumer. Displays & optical vision systems for VR, AR & MR • VR headsets are considered to almost all have two displays per headset (with a few exceptions, like today’s Sony Playstation VR). We expect OLED’s dominance to end by 2020 when untethered stand-alone headsets, driven by price, will • As is the case with TV or smartphone markets, OLED competes with price when LCD competes with performance. As illustrated thus far, lots of efforts are made to push for the use of LCD panels in VR headsets and the ultimate price point will be of utmost improtance for mass market adoption.
  • 26. 26| Sample | www.yole.fr | ©2018 AR REQUIREMENTS AR requirements:many of them to get accepted by the consumer Many elements are required to an acceptable consumer headset and the room for trade- offs is all depending on applications. Displays & optical vision systems for VR, AR & MR Parameter Meaning Trade-off Consumer’s acceptance Form factor Glasses-like designer look Bulky Unacceptable XX XX XX Unacceptable XX XX XX Acceptable Not “real AR” though XX XX XX Mildly acceptable Poor man’s solution XX XX XX Acceptable, depending on application XX XX XX Unacceptable Lose half of the population XX XX XX Unacceptable XX XX XX Acceptable, depending on application XX XX XX Acceptable, depending on application Color RGB and HDR for realism Monochromatic and SDR Unacceptable XX XX XX Acceptable, depending on application XX XX XX Acceptable, depending on application XX XX XX Mildly acceptable Poor man’s solution
  • 27. 27| Sample | www.yole.fr | ©2018 MICROLED TECHNOLOGY What is happening in the short term? There is still a risk that the remaining challenges prove unsurmountable for most applications. Displays & optical vision systems for VR, AR & MR Finalize technology development Set up supply chain. Manufacturing of dedicated equipment Test and ramp up First high volume consumer products 2018 2019 2020 2021 More high volume consumer products 2022 Niche product only (where MicroLED performances are highly differentiating) MicroLEDsremain too expensive& difficult to manufacturefor high volume consumer applications, and/or today’s technologies keep improving too fast. Remaining technical and manufacturing challenges prove too difficult to overcome. Crash and burn: no MicroLEDs
  • 28. 28| Sample | www.yole.fr | ©2018 • Large screen AR headsets should disappear on the long run because their form factor just will not be acceptable anymore when all the potential waveguide based products will be on the market. • As for XX, it will lose shares due to technical limitations after a few years. • This is all without taking into account possible technologies that could have a breakthrough (fiber scanning, laser retinal projection,light field displays, etc.) MICRODISPLAY TECHNOLOGY DISTRIBUTION FOR AR MARKET XX domination with a possibility for MicroLED in the future XX dominates the microdisplay market for AR applications due to its brightness and low cost. MicroLEDs could eventually change this. Displays & optical vision systems for VR, AR & MR
  • 29. 29| Sample | www.yole.fr | ©2018 • Considering a X:X contrast to outside light is acceptable for proper visibility of the augmented, we can plot an abacus showing how stringent requirements are on display luminance for use with curved combiners, assuming XX/XX combiners used. • As can be seen, if no shading of the outside world is done, there is no way a proper augmented vision can be done with certain displays. CURVED COMBINERS Curved combiners need to block visible light The curved combiners need to block some of the visible light to be able to work with a most light sources,in regular AR environments. Displays & optical vision systems for VR, AR & MR Display luminance (nits) Outside luminance (nits) XX XX XX XX XX XX XX XX XX
  • 30. 30| Sample | www.yole.fr | ©2018 DIFFRACTIVE ELEMENT COMBINERS SRGs – the physics behind (2) If gratings become slanted, then first order diffraction operates in one direction only. Dimensions will impact the diffracted wavelength. Displays & optical vision systems for VR, AR & MR The asymmetric in-coupling grating has twice the grating area without back- diffraction than the symmetric one. (source: Novel Diffractive Optical Components for Near to Eye Displays, Levola, 2006) Different dimensions to wavelength-tune slanted SRGs. (source: Patent application, Microsoft, US20160231568) • It has been shown that not to lose half of the light, it was required to slant the gratings to force diffraction in one direction only. This has been one of the fundamental works developed within Nokia. • It is possible to play on the grating structure and several parameters enter into play: • Period:it will have an effect on the diffraction angle • Spacing:it will have an effect on the spectral range covered • Shaping:it will have an effect on diffracted wavelengthand efficiency • There are many other elements that have to be taken into account to well understand the physics of SRGs: orders of diffraction, spectral efficiency, spectral selectivity, polarization selectivity (TE vs. TM), materials,etc.
  • 31. 31| Sample | www.yole.fr | ©2018 DIFFRACTIVE ELEMENT COMBINERS SRGs – manufacturing process challenges NIL processing is complex, notably in terms of etching, development, but also in terms of required equipment. Displays & optical vision systems for VR, AR & MR Cost • NIL automated equipment XX€ • NIL 8” master XX€ XX • XX • XX • XX XX • XX • XX • Many challenges rise from SRG manufacturing,be it cost requirements,XX or XX. High capex requirements XX XX
  • 32. 32| Sample | www.yole.fr | ©2018 HOLOGRAPHIC ELEMENT COMBINERS HOE – the physics behind Holographic optical elements are obtained by coherent light beams interferences on photosensitive materials. Displays & optical vision systems for VR, AR & MR Principle of Holographic Optical Element. (a) recording (b) reconstruction (source: Holographic Optical Elements and Application, Kim et al., 2017) Find an optical element to replicate Get a laser beam through the optical element and get resulting waves onto holographic material Get at the same time a reference laser beam onto holographic material The interference fringes“written” in the holographic material copy the optical element The material now became an exact replication of the original optical element • At its core, the idea is to record the light field of an object by shining some light on it: the resulting reflected and scattered light will be interfering with a reference light (using coherent sources), and this light interaction will create intereference fringes that will be written on the holographic material. • By shining a reference light on the holographic material, its interaction with the interference fringes will create a diffracted light that will be the same as the one that would have appeared if the initial object had been lit up.
  • 33. 33| Sample | www.yole.fr | ©2018 HOLOGRAPHIC ELEMENT COMBINERS HOE – alternative volume holographic material (Digilens example) An example of a commonly used photopolymer for diffraction in AR applications is the Bayfol®HX for its desirable properties. Displays & optical vision systems for VR, AR & MR • Digilens has been working for several years trying to develop a material with more desirable properties. • The material is called a Reactive Monomer Liquid Crystal Mix (RMLCM) and is the combination of liquid crystals (somehow similar to those used in the traditional LCD panel industry) and monomers. During laser holographic writing, liquid crystals and monomer arrange themselves so that gratings are formed with intertwined layers of each. • Three properties can rise from that: • Better efficiency:compared to a standard photopolymer,the refractivemodulationindex can be XX times more efficient; • Thinner layer: it has been said previously that thick gratings were required for proper angular and wavelength selectivity; the material allows to go with thinner layers,typically XX times thinner; • Electrically active: depending on the application, it is possible, similarly to an LCD panel, to apply a voltage on the HOE so that liquid crystals are displaced; this allows for a modulation of the efficiency properties and can be of interest in automotiveHUD applications. Bayfol®HX Digilens RMLCM Refractive modulation index 0.03 XX Required material thickness 16µm typical XXµm typical Dynamic grating modification No Yes Switchable Bragg Gratings technology principle. Applying a voltage changes the orientation of the LC molecules, modulating the refractive modulation index. (source: Digilens)
  • 34. 34| Sample | www.yole.fr | ©2018 • Pixel density today is somehow close to Full HD LCOS/DLP panels for AR applications; but since those projection based technologies use an external color illumination, for virtually the same pixel size, the three colors can be displayed whereas on OLED-on-Si, one pixel can only do one color. One path of improvement would be to increase pixel density, which can be helped while working on the next points. • The other path of improvement would be to change the OLED structure, going from WOLED + CFs to directly patterned RGB. This can help in increasing pixel density and luminance. By going in this direction, it is then possible to improve the main factors to waveguide adoption: • Improvecolor purity (no color spreading effect with waveguides; • Improveluminance(no filtering to waste light). WAVEGUIDES AND DISPLAYS INTERCOMPATIBILITY OLED on Si – the push for improvement to reach waveguide compatibility OLED-on-Si is self emitting and uses less power so interest is here,pending technology enhancements technology. Price could remain an issue. Displays & optical vision systems for VR, AR & MR Direct patterned RGB versus WOLED+CF OLED-on-Si microdisplays, luminance versus voltage and current density comparisons. (source: eMagin)
  • 35. 35| Sample | www.yole.fr | ©2018 • MicroLED is at an advanced R&D stage but no product exists as of yet. MicroLED displays combine the self-emissive advantages of OLED-on-Si while reaching very high luminance which is the point that makes DLP/LCOS used today with waveguides.By progressing and reaching a product phase,MicroLEDs could disrupt the field for AR applications. COMBINERS AND DISPLAYS INTERCOMPATIBILITY MicroLED – the best of both worlds MicroLED could really disrupt the field as it would be compatible with any combiner without having the defects of other display sources. Displays & optical vision systems for VR, AR & MR
  • 36. 36 RELATED REPORTS Displays & optical vision systems for VR, AR & MR | Sample | www.yole.fr | ©2018
  • 37. Virtual Reality (VR) and Augmented Reality (AR) have been hot topics for decades. As these concepts aim at changing our reality, it is extremely important to have systems that are properly designed to trick our brain and produce a feeling of immersion. But as the brain is a complex piece of machinery, VR and AR systems require advanced technologies that are not quite ready yet. The key is to understand what must be developed in terms of displays and optics for these headset markets to thrive. VR has been developed with off-the-shelf components, mainly smartphone-sized displays and magnifying lenses. However, the field of view in today’s headsets is small and restricts the user’s immersion in the image. Improving it by working on the optics may seem trivial but it implies headset ergonomics and manufacturing challenges regarding size, weight, scalability. And then comes visual fidelity, as improving the field of view without improving the pixel density reduces the number of pixels over each degree of visual acuity, which restricts immersion again. So displays need to improve pixel density, amongst other parameters, in parallel to optics improvement. But associated technical and manufacturing challenges are difficult to attain. Alternative developments are ongoing and should pave the way towards an ideal VR headset: the proper number of pixels per degree on a wide field of view at a very fast framerate, with perfect color reproduction and in a compact form factor. AR presents a very different visual paradigm compared to VR, as the user needs to clearly see the world through superimposed virtual images. Having a screen in front of the eye is impossible, so the image must be brought to the eye in an efficient and undistorted manner. AR is already big in the military, a field in which there are few restrictions in terms of size, volume and design. But the consumer wants nothing but a sleek headset that must not be cumbersome, and be perfectly see- through. The road to miniaturization and cost reduction from existing technology is extremely complex. Physics cannot be violated, and étendue management, efficient DISPLAYS & OPTICAL VISION SYSTEMS FOR VR, AR & MR Market & Technology report - June 2018 TODAY’S TECHNOLOGY ISVERY COMPLEX AND BARELY ENOUGH FOR IMMERSIVE REALITIES Technological reality is piercing the hype for virtual and augmented realities, reminding everyone about all the challenges that are yet to be overcome. Roadmap* for VR & AR headsets improvements, with technological choices KEY FEATURES OF THE REPORT • Analysis of key challenges related to VR/AR/MR systems • Technical analysis of Displays and Optical Vision Systems for VR/AR/ MR, and associated roadmap • Analysis of related industrial and technological ecosystems • Market analysis/forecast for Displays and Optical Vision Systems • Analysis of future trends and evolution of VR/AR/MR landscape OBJECTIVES OF THE REPORT Get the sample of the report on www.i-Micronews.com • Understand the current status of VR/AR/MR systems including performance and technical choices • Review main challenges related to VR/AR/MR systems including field of view (FOV), pixel density and foveated rendering • Analyze display and optical vision system technologies, and relation with other sub-systems and functions within the VR/AR/MR system, alongside some associated manufacturing challenges • Analyze display and optical vision system markets • Analyze future trends and evolution and their impact on the VR/AR/MR ecosystemsegment • Major global actors • Technology trends • Main technical challenges (Yole Développement, June 2018) *A complete roadmap is available in the report Key parameters Time 2018 2019 2020 2021 …2017 Optics design Display technology Multi focal planes High-end technology catch-up/adoption Both forVR AR DOE process DOE materials HOE process HOE materials Multi focal planes OLED-on-Si MicroLED Manufacturing yield Material efforts Stronger focusContinuous work Field of view Visual fidelity Untethered Misc. Efficiency FOV Display luminance Costs VR AR Mostly display related Mostly optics related
  • 38. Mobile waveguiding technology volumes for AR headsets Diffractive vs. holographic optical elements Display volumes for AR headsets – Toward MicroLED adoption (Yole Développement, June 2018) DISPLAYS OPTICAL VISION SYSTEMS FOR VR,AR MR REAL AR HEADSETS WITH SLEEK DESIGN MAY BE WITHIN OUR GRASP MICROLEDS COULD DISRUPT THESE REALITIES AND BE AN ENABLER Current optical waveguiding combiners may be poorlyefficient,buttheyaretheonlytechnological approach able to couple an image in and out and transmit it close to the eye without having to put bulky optical parts in the headsets. Initiated by Nokia, Microsoft and Vuzix have all followed this path. Diffractive optical elements exhibit performance limitations linked to the underlying physics that also imply complex manufacturing challenges. Some players with holographic optical elements are trying to circumvent these performance and manufacturing issues by going on a different route, such as Digilens. This directly impacts the cost and explains why AR headsets are not the “smartphone killer” that had been advertised yet. The first real sleek products with more acceptable prices are being released in a few months and should spur AR adoption. By working on improving the technology and the manufacturing of those combiners, and taking into account the ramp up time, the AR market will eventually take off, first in business, followed by consumer adoption. The report presents a detailed analysis of optical vision systems for VR and AR, the trends and roadmap for the future. This report is also a comprehensive overview of optical structures, current challenges and key research directions. VR uses smartphone-like displays and the technology that initially dominated was organic light emitting diodes (OLEDs), despite their price premium, because of their superiority in terms of VR-related specifications such as pixel refresh rate, true black, and form factor. There is however a push for liquid crystal displays (LCDs) that are found in today’s lower-end headsets, pending progress on their bottlenecks in achieving required refresh rates, and perfect dimming. There is potential for OLED-on-silicon microdisplays but optics and price challenges are slowing the technology. The time it takes to mature could be the time required for MicroLEDs to become predominant. MicroLED technology is far from being mature, but has made advancements in monolithically- assembled microdisplays. If the technological roadblocks associated with MicroLEDs are overcome, this display technology would be an enabler for AR headsets. Today, AR headsets run with either OLED-on-silicon microdisplays or projection display technologies, which are not compact enough, or do not provide enough luminance to the eye. MicroLEDs can link the best of both worlds and provide enough luminance to overcome the poor efficiency of optical waveguiding combiners in a small form factor. The report presents a detailed analysis of display requirements for VR and AR, the trends and roadmap for the future. This report is also a comprehensive overview of display structures, current challenges and key research directions. diffraction, transparency, field of view, and many other parameters have to be handled. Similarly to VR, developments are ongoing and will define the roadmap for upcoming AR headsets. However due to manufacturing challenges, adoption will start slowly before markets soar. The report presents a comprehensive technological review of the working principles of VR headsets and AR headsets, with a deep dive into the key elements of displays and associated optics, the main players involved, the potential impacts on manufacturing challenges, and more. 0 20 40 60 80 100 120 140 160 InMunits 2018 2019 2020 2021 2022 2023 2024 2025 2026 2027 DOE HOE Others 0 10 20 30 40 50 InMunits 2018 2019 2020 2021 2022 2023 2024 2025 2026 2027 LCOS OLED on Si DLP MicroLED Large screen (LCD/OLED) (Yole Développement, June 2018)
  • 39. MARKET TECHNOLOGY REPORT Find more details about this report here: COMPANIES CITED IN THE REPORT (non exhaustive list) Akonia Holographics, Aledia, Apple, Atheer, Auo, Avegant, Bayer, Boe, Canon, Colour Holographic, Corning, Daqri, Dee Poon, Dell, Digilens, Dispelix, Emagin, Etri, Evg, Eyefluence, Facebook, Finisar, Fove, Fraunhofer, Glo, Google, Hamamatsu, Himax, Holoeye, Hp, Htc, Idealens, Intel, Itri, Jdi, Konica Minolta, Kopin, Leap Motion, Lenovo, Letinar, Lg, Limbak, Linq, Liteon, Luminit, Lumiode, Lumus, Magic Leap, Meta, Microoled, Microsoft, Mira, Molecular Imprints, Nintendo, Nvidia, Oakley, Oculus, Ohara, Olightek, Optinvent, Osterhout Design Group, Pico, Pimax, Playnitride, Pupil Labs, Qualcomm, Raontech, Razer, Rockwell Collins, Samsung, Schott, Sega, Seiko Epson, Sensiks, Smi, Sony, Starbreeze, Sumita, Syndiant, Texas Instruments, Theeyetribe, Tobii, Valve, Vuzix, Waveoptics, Young Optics, and more... Virtual Reality – introduction 26 Virtual Reality – FOV 31 Virtual Reality – pixel density 48 Virtual Reality – persistence 67 Virtual Reality – the display technology of choice83 Virtual Reality – sensorial challenges 97 Virtual Reality – trends for future development112 Virtual Reality – display and optical vision system markets 128 Augmented Reality – performances, challenges and trends 135 Introduction to paradigms for display and optics in AR 137 Display engine technologies 145 Overview LCOS technology DLP technology OLED-on-Silicon technology MicroLED technology Miscellaneous technologies Display technologies conclusions and forecasts Optical vision systems for AR 196 Introduction to optics for AR - The question of optics for AR - The AR optical vision system - Coming up to optics Regular combiners Waveguide combiners - Light transmission - Cascaded mirror combiners - Diffractive element combiners • Surface relief gratings, principle • Material requirements • Origin and development of the technology • Manufacturing • Wafer requirements • Mapping of players in the supply chain • Tentative supply chain analysis • Structure of lenses • Performance issues • Improving yield to reduce costs • SWOT analysis - Holographic element combiners • The patenting activity for HOE • Disruption to diffractive element combiners • Principles • Material requirements • Transmission or reflection holograms • Example of volume holographic material • Alternative volume holographic material • The stacking of waveguides • Performance issues • Work on manufacturability - Battle between DOE HOE • Overview • Volume forecasts • Market forecasts Waveguides and displays intercompatibility277 Market of today and its evolutions 283 Technological developments for future of AR297 Conclusion302 Annexes304 Introduction to display technology 305 TABLE OF CONTENTS (complete content on i-Micronews.com) • MicroLED Display 2017 • QD and WCG Display Technologies 2017 • Oculus Rift Virtual Reality Head-Mounted Display • HTC Vive Virtual Reality Head-Mounted Display RELATED REPORTS Benefit from our Bundle Annual Subscription offers and access our analyses at the best available price and with great advantages AUTHOR Zine Bouhamri as a Technology Market Analyst, Displays, Dr. Zine Bouhamri is a member of the Photonics, Sensing Display division at Yole Développement (Yole). Zine manages the day to day production of technology market reports, as well as custom consulting projects. He is also deeply involved in the business development of the Displays unit activities at Yole. Previously, Zine was in charge of numerous RD programs at Aledia. During more than three years, he developed strong technical expertise as well as a detailed understanding of the display industry. Zine is author and co-author of several papers and patents. Dr. Bouhamri holds an Electronics Engineering Degree from the National Polytechnic Institute of Grenoble (France), one from the Politecnico di Torino (Italy), and a Ph.D. in RF Optoelectronics from Grenoble University (France). Find all our reports on www.i-micronews.com
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  • 41. © 2018 Yole Développement From Technologies to Market Source: Wikimedia Commons
  • 42. 2©2018 | www.yole.fr | About Yole Développement YOLE DEVELOPPEMENT – 4 DIVISIONS Life Sciences Healthcare o Microfluidic o BioMEMS o Inkjet Printing o Solid-State Medical Imaging BioPhotonics o BioTechnologies Power Wireless o RF DevicesTechnology o Compound Semiconductors Emerging Materials o Power Electronics o Batteries Energy Management Semiconductor Software o Package Assembly Substrates o SemiconductorManufacturing o Memory o Software Computing Photonics, Sensing Display o Solid-State Lighting Display o MEMS,Sensors Actuators o Imaging o Photonics Optoelectronics Semiconductor Software Power Wireless Photonics, Sensing Display Life Sciences Healthcare
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  • 49. 9©2018 | www.yole.fr | About Yole Développement o Yole Développement, System Plus Consulting, KnowMade and PISEO, all part of Yole Group of Companies, keep on increasing their collaboration to offer, in 2018, a collection of 150+ reports. Combining respective expertise and methodologies from the 4 companies, the reports aim to provide market technology analysis, patent investigation and patent infringement risk analysis, teardowns reverse costing analysis.They cover: o You are looking for: • An analysis of your product market • A review of your competitors evolution • An understanding of your manufacturing and production costs • An understanding of your industry technology roadmap and related IPs • A clear view on the evolution of the supply chain… Our reports are for you! The combined team of 60+ experts (PhDs, MBAs, industry veterans…) from Yole Développement, System Plus Consulting, KnowMade and PISEO, collect information, identify the trends, the challenges, the emerging markets, the competitive environments and turn it into results to give you a complete picture of your industry landscape. In the past 20 years, we worked on more than 1 700 projects, interacting with technology professionals and high level opinion makers from the main players of the industry. o In 2018, Yole Group of Companies plan to publish +150 reports.Gain full benefit from our Bundled Offer and receive at least a 36% discount. REPORTS COLLECTION www.i-Micronews.com • MEMS Sensors • RF devices technologies • Imaging • Medical technologies (MedTech) • Photonics • Advanced packaging • Manufacturing • Advanced substrates • Power electronics • Batteries and energy management • Compound semiconductors • Solid state lighting • Displays • Software • Memory
  • 50. 10©2018 | www.yole.fr | About Yole Développement OUR 2018 REPORTS COLLECTION (1/4) MEMS SENSORS o MARKET AND TECHNOLOGY REPORT – by Yole Développement − Status of the MEMS Industry 2018 – Update − Silicon Photonics 2018 – Update − Consumer Biometrics: Hardware Software 2018 – Update − Inkjet Functional and Additive Manufacturing for Electronics 2018 − Fingerprint Sensor Applications and Technologies – Consumer Market Focus 2017 − Sensors and Sensing Modules for Smart Homes and Buildings 2017 − Acoustic MEMS and Audio Solutions 2017 − MEMS Sensors for Automotive Market Technology Trends 2017 − High End Inertial Sensors 2017 − Magnetic Sensor 2017 o REVERSE COSTING® – STRUCTURE, PROCESS COST REPORT – by System Plus Consulting − Piezo MEMS 2018 * o PATENT ANALYSES – by KnowMade − MEMS Microphone – Patent Landscape Analysis − Knowles MEMS Microphones in Apple iPhone 7 Plus – Patent-to-Product Mapping 2017 o LINKED REPORTS – by Yole Développement, System Plus Consulting and KnowMade − MEMS Pressure Sensor 2018 – Market Technology Report − MEMS Pressure Sensor Comparison 2018 – Structure, Process Cost Report − Gas Particles 2018 – Market Technology Report − Gas Particles Comparison 2018 – Structure, Process Cost Report − LiDARs for Automotive and Industrial Applications 2018 – Market Technology Report − LiDAR for Automotive 2018 – Patent Landscape Analysis − MEMS Packaging 2017 – Market Technology Report − MEMS Packaging Comparison 2017 – Structure, Process Cost Report RF DEVICES ANDTECHNOLOGIES o MARKET AND TECHNOLOGY REPORT – by Yole Développement − Wireless technologies (Radar, V2X) for Automotive 2018 − RF Standards and Technologies for Connected Objects 2018 − RF Photonic Components Technologies for 5G Infrastructure2018 o REVERSE COSTING® – STRUCTURE, PROCESS COST REPORT– by System Plus Consulting − Automotive Radar Comparison 2018 o PATENT ANALYSES – by KnowMade − RF Acoustic Wave Filters 2017 – Patent Landscape Analysis o LINKED REPORTS – by Yole Développement, System Plus Consulting andKnowMade − 5G impact on RF Front End Modules and Connectivity for Cellphones 2018 – Market Technology Report – Update − RF Front-End Module Comparison 2018 – Structure, Process Cost Report − RF Front End Modules for Cellphones 2018 – Patent Landscape Analysis − Advanced RF System-in-Package for Cellphones 2018 – Market Technology Report – Update* − Advanced RF SiPs for Cell Phones Comparison 2017 – Structure, Process Cost Report − RF GaN Market: Applications, Players, Technology, and Substrates 2018-2023 Market Technology Report – Update − RF GaN Comparison 2018* – Structure, Process Cost Report − RF GaN 2018 – Patent Landscape Analysis SOFTWARE o MARKET AND TECHNOLOGY REPORT – by Yole Développement − Consumer Biometrics: Sensors Software 2018 – Update − Processing Hardware and Software for AI 2018 - Vol. 1 2 − From Image Processing to Deep Learning, Introduction to Hardware and Software Update : 2017 version still available / *To be confirmed
  • 51. 11©2018 | www.yole.fr | About Yole Développement OUR 2018 REPORTS COLLECTION (2/4) IMAGING OPTOELECTRONICS o MARKET AND TECHNOLOGY REPORT – by Yole Développement − Status of the Compact Camera Module and Wafer Level Optics − Industry 2018 – Update − 3D Imaging and Sensing 2018 – Update − Sensors for Robotic Vehicles 2018 − Machine Vision for Industry and Automation 2018 − Imagers and Detectors for Security and Smart Buildings 2018 − Uncooled Infrared Imagers 2017 o PATENT ANALYSES – by KnowMade − iPhone X Dot Projector – Patent-to-Product Mapping o LINKED REPORTS – by Yole Développement, System Plus Consulting and KnowMade − Status of the CMOS Image Sensor Industry 2018 – Market Technology Report - Update − CMOS Image Sensor Comparison 2018 – Structure, Process Cost Report − CMOS Image Sensors Monitor 2018* – Quaterly Update** − Camera Module 2017 – Market Technology Report − Compact Camera Module Comparison 2018 – Structure, Process Cost Report − LiDARs for Automotive and Industrial Applications 2018 – Market Technology Report − LiDAR for Automotive 2018 – Patent Landscape Analysis ADVANCED PACKAGING o MARKET AND TECHNOLOGY REPORT – by Yole Développement − Status of Advanced Packaging Industry 2018 – Update − Status of Advanced Substrates 2018: Embedded Die andInterconnects, Substrate Like PCB Trends − 3D TSV and Monolithic Business Update 2018 – Update − Power Modules Packaging 2018 – Update − Discrete Power Packaging 2018 – Update* − Status of Panel Level Packaging 2018 − Trends in Automotive Packaging 2018 − Hardware and Software for AI 2018 - Vol. 1 2 − Integrated Passive Devices (IPD) 2018 − Thin-Film Integrated Passive Devices 2018 − Memory Packaging Market and Technology Report 2018 – Update* o PATENT ANALYSES – by KnowMade − Hybrid Bonding for 3D Stack – Patent Landscape Analysis o LINKED REPORTS– by Yole Développement and System Plus Consulting − Advanced RF System-in-Package for Cellphones 2018 – Market Technology Report - Update* − Advanced RF SiPs for Cell Phones Comparison 2017 – Structure, Process Cost Report − Fan-Out Packaging 2018 – Market Technology Report – Update* − Fan-Out Packaging Comparison 2018* – Structure, Process Cost Report MANUFACTURING o MARKET AND TECHNOLOGY REPORT – by Yole Développement − Wafer Starts for More Than Moore Applications 2018 − Equipment for More than Moore: Technology Market Trends for Lithography Bonding/Debonding 2018 − Polymeric Materials for wafer-level Advanced Packaging 2018 − Laser Technologies for Semiconductor Manufacturing 2017 − Glass Substrate Manufacturing in the Semiconductor Field 2017 − Equipment and Materials for Fan-Out Packaging 2017 − Equipment and Materials for 3D TSV Applications 2017 o LINKED REPORTS – by Yole Développement and System Plus Consulting − Equipment for More than Moore: Technology Market Trends for Lithography Bonding/Debonding 2018 – Market Technology Report − Wafer Bonding Comparison2018 – Structure, Process Cost Report Update : 2017 version still available / *To be confirmed
  • 52. 12©2018 | www.yole.fr | About Yole Développement OUR 2018 REPORTS COLLECTION (3/4) MEMORY o MARKET AND TECHNOLOGY REPORT – by Yole Développement − Emerging Non Volatile Memory 2018 – Update − Memory Packaging Market and Technology Report 2018 – Update* o QUARTERLY UPDATE – by Yole Développement** − Memory Market Monitor 2018 (NAND DRAM) o MONTHLY UPDATE – by Yole Développement** − Memory Pricing Monitor 2018 (NAND DRAM) o REVERSE ENGINEERING COSTING REVIEW – by System Plus Consulting − DRAM Technology Cost Review 2018 − NAND Memory Technology Cost Review 2018 o PATENT ANALYSES – by KnowMade − 3D Non-Volatile Memories – Patent Landscape COMPOUND SEMICONDUCTORS o MARKET AND TECHNOLOGY REPORT – by Yole Développement − Status of Compound Semiconductor Industry 2018* − GaAs Materials, Devices and Applications 2018 − InP Materials, Devices and Applications 2018 − Bulk GaN Substrate Market 2017 o LINKED REPORTS – by Yole Développement, System Plus Consulting and KnowMade − Power SiC 2018: Materials, Devices, and Applications – Market Technology Report – Update − SiC Transistor Comparison 2018 – Structure, Process Cost Report − Power SiC 2018 – Patent Landscape Analysis − Power GaN 2018: Materials, Devices, and Applications – Market Technology Report – Update − GaN-on-Silicon Transistor Comparison 2018 – Structure, Process Cost Report − Status of the GaN IP – Patent Watch 2018 Patent Activity 2017 − RF GaN Market: Applications, Players, Technology, and Substrates 2018-2023 – Market Technology Report – Update − RF GaN – Patent Landscape Analysis POWER ELECTRONICS o MARKET AND TECHNOLOGY REPORT – by Yole Développement − Status of Power Electronics Industry 2018 – Update − Discrete Power Packaging 2018 – Update* − Power Electronics for Electric Vehicles 2018 – Update − Integrated Passive Devices (IPD) 2018 − Wireless Charging Market Expectations and Technology Trends 2018 − Thermal Management Technology and Market Perspectives in Power − Electronics and LEDs 2017 − Gate Driver 2017 − Power MOSFET 2017 − IGBT 2017 − Market Opportunities for Thermal Management Components in Smartphones 2017 o LINKED REPORTS – by Yole Développement, System Plus Consulting and KnowMade − Power Modules Packaging 2018 – Market Technology Report – Update − Automotive Power Module Packaging Comparison2018 – Structure, Process Cost Report − Power ICs Market Monitor 2018 – Quaterly Update** − Power ICs Market Comparison 2018* – Structure, Process Cost Report BATTERY AND ENERGY MANAGEMENT o MARKET AND TECHNOLOGY REPORT – by Yole Développement − Li-ion Battery Packs for Automotive and Stationary Storage Applications 2018 – Update o PATENT ANALYSES – by KnowMade − Status of the Battery Patents – Patent Watch 2018 Patent Activity 2017 o LINKED REPORTS – by Yole Développement and KnowMade − Solid State Electrolyte Battery 2018 – Market Technology Report − Solid-State Batteries 2018 – Patent Landscape Analysis Update : 2017 version still available / *To be confirmed / ** Can not be selected within an Annual Subscription offer
  • 53. 13©2018 | www.yole.fr | About Yole Développement OUR 2018 REPORTS COLLECTION (4/4) SOLID STATE LIGHTING o MARKET AND TECHNOLOGY REPORT – by Yole Développement − IR LEDs and Lasers 2018: Technology, Industry and Market Trends – Update − Automotive Lighting 2018: Technology, Industry and Market Trends – Update − UV LEDs 2018: Technology, Industry and Market Trends – Update − LiFi: Technology, Industry and Market Trends − LED Lighting Module Technology, Industry and Market Trends 2017 − CSP LED Lighting Modules − Phosphors Quantum Dots 2017 - LED Downconverters for Lighting Displays − Horticultural Lighting 2017 o LINKED REPORTS – by Yole Développement and System Plus Consulting − VCSELs 2018: Technology, Industry and Market Trends – Market Technology Report − VCSELs Comparison 2018 – Structure, Process Cost Report DISPLAYS o MARKET AND TECHNOLOGY REPORT – by Yole Développement − Quantum Dots and Wide Color Gamut Display Technologies 2018 – Update − Displays and Optical Vision Systems for VR/AR/MR 2018 − MicroLED Displays 2018 – Market Technology Report – Update o PATENT ANALYSES – by KnowMade − MicroLED Display – Patent Landscape Analysis MEDTECH o MARKET AND TECHNOLOGY REPORT – by Yole Développement − BioMEMS Non Invasive Emerging Biosensors: Microsystems for Medical − Applications 2018 – Update − Point-of-Need Testing Application of Microfluidic Technologies 2018 – Update − Neurotechnologies and Brain Computer Interface 2018 − CRISPR-Cas9 Technology: From Lab to Industries 2018 − Ultrasound technologies for Medical, Industrial and Consumer 2018 − Inkjet Functional and Additive Manufacturing for Electronics 2018 − Liquid Biopsy: from Isolation to Downstream Applications 2018 − Chinese Microfluidics Industry 2018 − Scientific Cameras for the Life Sciences Analytical Instrumentation Laboratory Markets 2018* − Artificial Organ Technology and Market 2017 − Connected Medical Devices Market and Business Models 2017 − Status of the Microfluidics Industry 2017 − Organs-On-Chips 2017 − Solid-State Medical Imaging 2017 − Medical Robotics Market Technology Analysis 2017 o PATENT ANALYSES – by KnowMade − Microfluidic IC Cooling – Patent Landscape − Circulating Tumor Cell Isolation – Patent Landscape − OCT Medical Imaging – Patent Landscape − Pumps for Microfluidic Devices – Patent Landscape 2017 − Microfluidic Technologies for Diagnostic Applications– Patent Landscape 2017 − FLUIDIGM – Patent Portfolio Analysis 2017 − Consumer Physics SCiO Molecular Sensor – Patent-to-Product Mapping 2017 o LINKED REPORTS – by Yole Développement, System Plus Consulting and KnowMade − Organs-On-Chips 2017 – Market Technology Report − Organ-on-a-Chip– Patent Landscape Analysis Update : 2017 version still available / *To be confirmed
  • 54. 14©2018 | www.yole.fr | About Yole Développement OUR 2017 PUBLISHED REPORTS LIST (3/3) OUR PARTNERS’ REPORTS PATENT ANALYSES – by KnowMade − Wireless Charging Patent LandscapeAnalysis − RF Acoustic Wave Filters Patent LandscapeAnalysis − NMC Lithium-Ion Batteries Patent LandscapeAnalysis − Pumps for Microfluidic Devices Patent Landscape − III-N PatentWatch − FLUIDIGM Patent Portfolio Analysis − Knowles MEMS Microphones in Apple iPhone 7 Plus Patent-to-Product Mapping 2017 − Consumer Physics SCiO Molecular Sensor Patent-to-Product Mapping − Patent Licensing Companies in the Semiconductor Market - Patent Litigation Risk and Potential Targets − Microfluidic Technologies for Diagnostic Applications Patent Landscape TEARDOWN REVERSE COSTING – by System Plus Consulting More than 60 teardowns and reverse costing analysis and cost simulation tools published in 2017 MORE INFORMATION o All the published reports from theYole Group of Companies are available on our website www.i-Micronews.com. o Ask for our Bundle Subscription offers: With our bundle offer, you choose the number of reports you are interested in and select the related offer. You then haveup to 12 months to select the required reports from the Yole Développement, System Plus Consulting and KnowMade offering. Pay once and receive the reports automatically (multi-user format). Contact your sales team according to your location (see the last slide).
  • 55. 15©2018 | www.yole.fr | About Yole Développement MICRONEWS MEDIA o About Micronews Media To meet the growing demand for market, technological and business information, Micronews Media integrates several tools able to reach each individual contact within its network.We will ensure you benefit from this. ON L IN E ON SITE IN PERSON @Micronews e-newsletter i-Micronews.com i-Micronewsjp.com FreeFullPDF.com Events Webcasts Unique, cost-effective ways to reach global audiences. Online display advertising campaigns are great strategies for improving your product/brand visibility.They are also an efficient way to adapt with the demands of the times and to evolve an effective marketing plan and strategy. Brand visibility,networking opportunities Today's technology makes it easy for us to communicate regularly, quickly,and inexpensively – but when understanding each other is critical, there is no substitute for meeting in-person.Events are the best way to exchange ideas with your customers, partners, prospects while increasing your brand/product visibility. Targeted audience involvement equals clear, concise perception of your company’s message. Webcasts are a smart, innovative way of communicating to a wider targeted audience.Webcasts create very useful,dynamic reference material for attendees and also for absentees, thanks to the recording technology. Benefit from the i-Micronews.com traffic generated by the 11,200+ monthly unique visitors, the 10,500+ weekly readers of @Micronew se-newsletter Several key events planned for 2018 on different topics to attract 120 attendees on average Gain new leads for your business from an average of 340 registrants per webcast Contact: Camille Veyrier (veyrier@yole.fr),Marketing Communication Project Manager
  • 56. 16©2018 | www.yole.fr | About Yole Développement CONTACT INFORMATION o CONSULTINGANDSPECIFICANALYSIS,REPORT BUSINESS • North America: • Steve LaFerriere, Senior Sales Director for Western US Canada Email: laferriere@yole.fr – + 1 310 600-8267 • Troy Blanchette, Senior Sales Director for Eastern US Canada Email: troy.blanchette@yole.fr – +1 704 859-0453 • Japan Rest ofAsia: • Takashi Onozawa, General Manager,Asia Business Development (Korea, Singapore, India ROA) Email: onozawa@yole.fr - +81 34405-9204 • Miho Othake, Account Manager (Japan) Email: ohtake@yole.fr - +81 3 4405 9204 • Itsuyo Oshiba, Account Manager (Japan) Email: oshiba@yole.fr - +81-80-3577-3042 • Greater China: MavisWang, Director of Greater China Business Development Email: wang@yole.fr - +886 979 336 809 • Europe: Lizzie Levenez,EMEA Business Development Manager Email: levenez@yole.fr - +49 15 123 544 182 • RoW: Jean-Christophe Eloy,CEO President,Yole Développement Email eloy@yole.fr - +33 4 72 83 01 80 o FINANCIAL SERVICES (in partnershipwithWoodside CapitalPartners) • Jean-Christophe Eloy,CEO President Email: eloy@yole.fr - +33 4 72 83 01 80 • Ivan Donaldson,VP of Financial Market Development Email: ivan.donaldson@yole.fr - +1 208 850 3914 o GENERAL • Public Relations: leroy@yole.fr - +33 4 72 83 01 89 • Email: info@yole.fr - +33 4 72 83 01 80 Follow us on