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Page 1: Displays & Optical Vision Systems for VR, AR & MR

© 2018

From Technologies to Markets

Sample

July 2018

Photo

cre

dit: al

phac

oders

Displays & optical vision systems for

VR, AR & MR

Page 2: Displays & Optical Vision Systems for VR, AR & MR

2| Sample | www.yole.fr | ©2018

OBJECTIVE OF THE REPORT

Everything you need to know to get a grasp of VR & 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 readerwith a deep understanding of the displays and associated optical vision systems.

• Understand the current status ofVR and AR 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 visionsystems 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 combinermanufacturing, holographic and diffractive elements, microdisplay sources

• This report also reviews the global VR and AR industries and provides insights into the possible evolution and thenecessary technological developments for consumer adoption. The technological roadmap provided herein will allowthe 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 patentlandscape 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

Page 4: Displays & Optical Vision Systems for VR, AR & MR

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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

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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 competition P174

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

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9

Biography & contact detail

| Sample | www.yole.fr | ©2018

ABOUT THE AUTHOR OF THIS 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 di Torino (Italy), and a Ph.D. in RF & Optoelectronics from Grenoble University (France).

Contact: [email protected]

Displays & optical vision systems for VR, AR & MR

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THE DIFFERENT REALITIES DEFINITIONS

• In 1994, Milgram & Kishino defined a “mixed reality environment as [something] anywhere between the extrema ofthe virtuality continuum.”

• This can be conceptualized around the concept of mediated reality which refers to the ability to add to, subtractinformation 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 systemsand they will all be put together under the name “AR” in this report.

Augmented and virtual reality are both parts of a virtualitycontinuum that starts with reality.

Displays & optical vision systems for VR, AR & MR

Completely real

environmentCompletely virtual

environmentvirtuality 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) images onto 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 of VR 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 believethat 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 immersionis believable. That is why immersion will be the common theme for this report. Without a proper sense ofimmersion, 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 beenintensively 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 relevant to the field of AR/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 extensions will 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 enforceablepatents (granted) represent only less than one third of the corpus. Thisreflects the youth of the technical solutions proposed for solving AR/VRdisplays and optical vision systems related current technical issues, resultingin recent acceleration of the IP activity in this field.

• Regarding the number of enforceable patents, XX is leading the IP landscapewith 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 patentapplicants with XX% and XX% of the patent applications currently pendingrespectively.

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 alsowith the driving electronics (low persistence for 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 maysacrifice 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 areactually not that simple.

VIRTUAL REALITY

Introduction – Display and optical vision systems in the VR 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 of View Pixel Density Persistence

Hardware

elements

System

parameters

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VIRTUAL REALITY

Field of View – Introduction

Human physiology drives VR 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 of160° (FOV) (and a 175° vertical FOV).

• But stereoscopic vision is only achieved over the angle where theFOV 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 greatlyparticipates 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 extendedover the FOV by magnifying the display. That way, pixels may becometoo visible to the eye, with the risk of decreasing immersion.

• It is therefore very important to understand that there is a clearrelation 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 totweak display parameters rather than physiological parameters.

• Trade-offs will need to be accepted anyway, either on the driving electronics (tethering, power consumption,etc.) oron the display performance (lower overall brightness, et.).

VIRTUAL REALITY

Persistence – Issue with sample-and-hold structures in VR 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 routewould 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 ofmagnitude of eye (and head) movement, then the human’s visual systemwould be closely matched and it would look like a real-life situation.

• However, with such solution, our estimates of refresh rates would bearound 1,000 to 2,000 frames-per-second, which would require anenormous amount of computing power, with a very-high complexity levelfor driving electronics.

• One needs to trade-off on all this.

• A last possibility not linked to low persistence, if the implementation getstoo complicated, is to simply increase resolution, increasing PPD tomatch the real world. But again, requirements on electronics would bestringent.

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 notstrike as one of the most important parameters that consumers arelooking for (exception being, if the headset is too heavy on the noseand/or on the head, comfort is lost and adoption is too).

• However, a smaller headset would still be much appreciated, and it wouldhelp with the untethered solutions for which the ideal goal would be tobe able to take one’s headset anytime anywhere.

• In order to reduce the size of a headset, the idea is simple: reduce thesize of the screens and decrease focal length. This means have a thickerlens and more complicated optics to be able to occupy a decent FOV.And that also means a less manufactural path to mass production. Andthat is without saying, as will be seen in the AR part of this report, thatOLED-on-Si displays, which are basically OLED microdisplays, cost aboutten times more than regular OLED displays.

• A European project, combining the efforts of MicroOLED (for thedisplay), Fraunhofer (for the driver) and Limbak (for the optics) led to aprototype of a compact wearable headset called the LOMID. It is to beseen how this will evolve towards a consumer-friendly product (formfactor, availability, price).

Illustration of the LOMID head-set compactness and

volume in comparison with conventional headset..

(Source: Wartenberg et al.)

Raytrace of Thineyes® 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 toall senses previously discussed with some being more involved than the others: sight which represents a hugepercentage 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 symptomsfrom military aircraft simulators. Indeed, VR sickness has similar symptoms to motion sickness from which simulatorsickness is a direct subset.

VIRTUAL REALITY

Sensorial challenges –VR sickness

Physiology behind VR 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 sametime to assess a situation. For comfortable 3D viewing, thetwo main cues to stereoscopic rendering used by thebrain are vergence and accomodation and when inmismatch, this causes eye fatigue.

• Vergence is the simultaneous movement of both eyes inopposite directions to maintain binocular vision; bychanging their viewing angle they try and fit the depth ofobjects, via retinal disparity.

• Accommodation is the motor response of eyes, accordingto the distance from an object: this is similar to a cameraor a microscope for which one needs to adapt focus toclearly see an object. For accommodation, basing onblurring image feedback, muscles controlling the eyecontract and relax the lens according to distance toaccommodate 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 closedfeedback loop. If the loop is broken, this is called theVergence-Accomodation Conflict (VAC).

VIRTUAL REALITY

Sensorial challenges – The Vergence-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, itappears that the ideal 60PPD case as previously discussed is far away from today’s technology, just in terms of datamanagement; 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)

HTC Vive XX 2 2 90 XX

HTCVive Pro XX 2 2 90 XX

Playstation VR 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 OculusGo, a standalone headset with limited computational power, going a bit further than the previously discussed blurryedges.

• This Fixed Foveated Rendering (FFR) features hard-coded zones in which the rendered fidelity will only be a fractionof the highest achievable fidelity which is focused on the center of each screen. Eye-tracking is not implemented yetfor 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 foveatedrendering. 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 FOR VR

MicroLED islonger termthan anticipated. OLED-on-Si may take a smallpart in the game if they canwork on theircost 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 SonyPlaystation VR). We expect OLED’s dominance to end by 2020 when untethered stand-alone headsets, driven byprice, 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 ultimateprice point will be of utmost improtance for mass market adoption.

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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 XXAcceptable

Not “real AR” though

XX XX XXMildly acceptable

Poor man’s solution

XX XX XX Acceptable, depending on application

XX XX XXUnacceptable

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 XXMildly acceptable

Poor man’s solution

Page 27: Displays & Optical Vision Systems for VR, AR & MR

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)

MicroLEDs remain too expensive & difficult to

manufacture for 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

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28| Sample | www.yole.fr | ©2018

• Large screen AR headsets should disappear on the long run because their form factor just will not be acceptableanymore 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, laserretinal projection, light field displays, etc.)

MICRODISPLAY TECHNOLOGY DISTRIBUTION FOR AR MARKET

XX domination with a possibility for MicroLED in the future

XX dominates the microdisplaymarket for AR applications due to its brightness and low cost. MicroLEDscould eventually change this.

Displays & optical vision systems for VR, AR & MR

Page 29: 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 theaugmented, we can plot an abacus showing how stringent requirements are on displayluminance 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 properaugmented 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

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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 toslant the gratings to force diffraction in one direction only. This hasbeen one of the fundamental works developed within Nokia.

• It is possible to play on the grating structure and several parametersenter 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 wavelength and efficiency

• There are many other elements that have to be taken into account towell understand the physics of SRGs: orders of diffraction, spectralefficiency, spectral selectivity, polarization selectivity (TE vs. TM),materials, etc.

Page 31: Displays & Optical Vision Systems for VR, AR & MR

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

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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 andscattered light will be interfering with a reference light (using coherent sources), and this light interaction will createintereference 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 adiffracted light that will be the same as the one that would have appeared if the initial object had been lit up.

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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 holographicwriting, 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 refractive modulation index can be XX times more efficient;

• Thinner layer: it has been said previously that thick gratings were required for proper angular and wavelength selectivity; thematerial 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 sothat liquid crystals are displaced; this allows for a modulation of the efficiency properties and can be of interest inautomotive HUD 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)

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• Pixel density today is somehow close to Full HD LCOS/DLP panels for ARapplications; but since those projection based technologies use an externalcolor illumination, for virtually the same pixel size, the three colors can bedisplayed whereas on OLED-on-Si, one pixel can only do one color. Onepath of improvement would be to increase pixel density, which can behelped 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 inincreasing pixel density and luminance. By going in this direction, it is thenpossible to improve the main factors to waveguide adoption:

• Improve color purity (no color spreading effect with waveguides;

• Improve luminance (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)

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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-emissiveadvantages of OLED-on-Si while reaching very high luminance which is the point that makes DLP/LCOS used todaywith 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

Page 36: Displays & Optical Vision Systems for VR, AR & MR

36

RELATED REPORTS

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Page 37: Displays & Optical Vision Systems for VR, AR & MR

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 IS VERY 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 REPORTGet 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 for VR & AR

DOE process

DOE materials

HOE process

HOE materials

Multi focal planes

OLED-on-Si

MicroLED

Manufacturing yield

Material efforts

Stronger focus Continuous work

Field of view

Visual fidelity

Untethered

Misc.

Efficiency & FOV

Display luminance

Costs

VR AR Mostly display related

Mostly optics related

Page 38: Displays & Optical Vision Systems for VR, AR & MR

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 poorly efficient, but they are the only technological 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

In M

uni

ts

2018 2019 2020 2021 2022 2023 2024 2025 2026 2027

DOE HOE Others

0

10

20

30

40

50

In M

uni

ts

2018 2019 2020 2021 2022 2023 2024 2025 2026 2027

LCOS OLED on Si DLP MicroLED Large screen (LCD/OLED)

(Yole Développement, June 2018)

Page 39: Displays & Optical Vision Systems for VR, AR & MR

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 choice 83

Virtual Reality – sensorial challenges 97

Virtual Reality – trends for future development 112

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 intercompatibility 277

Market of today and its evolutions 283

Technological developments for future of AR 297

Conclusion 302

Annexes 304

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 REPORTSBenefit from our Bundle & Annual Subscription offers and access our analyses at the best available price and with great advantages

AUTHORZine 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 repor ts, 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 exper tise 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 Poly technic 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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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 industrylandscape.

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 theindustry.

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

Page 50: Displays & Optical Vision Systems for VR, AR & MR

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 AND TECHNOLOGIES

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 Infrastructure 2018

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 and KnowMade

− 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

Page 51: Displays & Optical Vision Systems for VR, AR & MR

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 and Interconnects, 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

− 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 Comparison 2018 – Structure, Process & Cost Report

Update : 2017 version still available / *To be confirmed

Page 52: Displays & Optical Vision Systems for VR, AR & MR

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 Comparison 2018 – 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

Page 53: Displays & Optical Vision Systems for VR, AR & MR

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 Applications 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

Page 54: Displays & Optical Vision Systems for VR, AR & MR

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 Landscape Analysis

− RF Acoustic Wave Filters Patent Landscape Analysis

− NMC Lithium-Ion Batteries Patent Landscape Analysis

− Pumps for Microfluidic Devices Patent Landscape

− III-N Patent Watch

− 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 have up

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).

Page 55: Displays & Optical Vision Systems for VR, AR & MR

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.

ONLINE ONSITE INPERSON

@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

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Benefit from the i-Micronews.com

traffic generated by the 11,200+

monthly unique visitors, the

10,500+ weekly readers of

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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 ([email protected]), Marketing & Communication Project Manager

Page 56: Displays & Optical Vision Systems for VR, AR & MR

16©2018 | www.yole.fr | About Yole Développement

CONTACT INFORMATION

o CONSULTING AND SPECIFIC ANALYSIS, REPORT

BUSINESS

• North America:

• Steve LaFerriere, Senior Sales Director for Western US &

Canada

Email: [email protected] – + 1 310 600-8267

• Troy Blanchette, Senior Sales Director for Eastern US &

Canada

Email: [email protected] – +1 704 859-0453

• Japan & Rest of Asia:

• Takashi Onozawa, General Manager, Asia Business

Development (Korea, Singapore, India & ROA)

Email: [email protected] - +81 34405-9204

• Miho Othake, Account Manager (Japan)

Email: [email protected] - +81 3 4405 9204

• Itsuyo Oshiba, Account Manager (Japan)

Email: [email protected] - +81-80-3577-3042

• Greater China: Mavis Wang, Director of Greater China Business

Development

Email: [email protected] - +886 979 336 809

• Europe: Lizzie Levenez, EMEA Business Development Manager

Email: [email protected] - +49 15 123 544 182

• RoW: Jean-Christophe Eloy, CEO & President, Yole Développement

Email [email protected] - +33 4 72 83 01 80

o FINANCIAL SERVICES (in partnership with Woodside

Capital Partners)

• Jean-Christophe Eloy, CEO & President

Email: [email protected] - +33 4 72 83 01 80

• Ivan Donaldson, VP of Financial Market Development

Email: [email protected] - +1 208 850 3914

o GENERAL

• Public Relations: [email protected] - +33 4 72 83 01 89

• Email: [email protected] - +33 4 72 83 01 80

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