Displays & Optics for AR & MR 2020

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Displays & Optics for AR & MR 2020 From Technologies to Markets Displays & Optics for AR & VR 2020 Market and Technology Report 2020 Sample © 2020 TABLE OF CONTENTS Part 1/3 Acronyms 05 o AR: display engines values Accepted definitions for AR, MR & VR 06 o VR: number of headsets Scope of the report 07 o VR: number of headsets per segment Methodology & definitions 10 o VR: display penetration rates Report methodology 11 o VR: display numbers How we do it 12 o VR: display values About the authors 13 Companies cited in this report 14 AR market trends 81 What we got right, what we got wrong 15 o The dream of the consumer market The 3 page executive summary 16 o The potential of AR markets Executive summary 20 o What does the consumer want? Context 44 o Why does the consumer want? AR & VR market forecasts 62 o AR use cases o Headsets volumes o AR use cases for consumers o AR: number of headsets o AR market segmentation o AR: number of headsets per use case o Scenario expectations for consumers o AR: optics technologies penetration rates o For the consumer: performance o AR: optics technologies penetration rates for waveguides o For the consumer: form factor o AR: optics technologies lenses numbers o For the consumer: price point o AR: optics technologies lenses values o Consumer paths o AR: high refractive index wafer numbers o Optics for the consumer o AR: high refractive index wafer values o Display engines for the consumer o AR: display engines penetration rates o How about the car? o AR: microLED penetration rate o Beyond everything with holography o AR: display engines numbers o Conclusions Displays and Optics for AR & VR 2020 | Sample | www.yole.fr | ©2020 2 TABLE OF CONTENTS Part 2/3 AR industry 120 o Waveguides comparison o OEM leaders and followers for the future? o Display engines – technology description o LCOS players o Comparison table, pros & cons for AR applications o MEMS based solution players o LCOS overview o OLED-on-Si players o DLP overview o Strategy of OLED-on-Si companies o OLED-on-Si overview o MicroLED players o MicroLED overview o Strategy of microLED companies o Optics and display engines compatibilities o Waveguide players o Technologies roadmaps o Ecosystem analysis o Roadmaps for technologies o Tentative DOE waveguide supply chain o Roadmaps for optics o Ecosystem analysis o Roadmaps for display engines o Apple as an enabler o Waveguide optics – manufacturing and materials o The move towards HOEs o DOEs – material requirement o Company profiles o DOEs – an introduction to nanoimprint lithography o Collaborations o DOEs – manufacturing process concept o A word about regulations o DOEs – manufacturing challenges o DOEs – glass supply AR technology trends 161 o DOEs – competitive analysis o The different elements of an AR headset o HOEs – material requirement o Where are the critical parts o HOEs – manufacturing process concept o Optics – technology description o HOEs – high volume manufacturing o Regular optics o The importance of optics – a Magic Leap One teardown o Waveguides o DOEs Displays and Optics for AR & VR 2020 | Sample | www.yole.fr | ©2020 3 TABLE OF CONTENTS Part 3/3 AR outlook 218 o Display makers strategy – JDI VR market trends 220 o Display makers strategy – AUO o Technologies to consider in a VR headset o Display makers strategy – SDC o VR use cases o Pico versus Oculus in the professional field o A market more balanced than AR o Different markets – applications and technology requirements VR Technology trends 253 o Visual fidelity trends – improving the PPD o Technology description o Visual fidelity trends – improving the FOV o A global system to consider o Visual fidelity trends – improving the refresh rate o FOV o General trend – going standalone o Pixel density o Going standalone – the implications on displays o Persistence o Going standalone – the implications on optics o Technology development paths o Going standalone – the future of displays o Persistence o Going standalone – really standalone? o Reaching the eye physiology o Future development trends to address the market o Tracking the eye o Future development paths for general adoption? o VAC o The video-see-through VR – an AR mix VR outlook 287 VR Industry 241 o Regular display players Related reports o OLED-on-Si players o MicroLED players About Yole Développement o MicroLED ecosystem o The dominating players o The traditional videogame console players’ strategy o The PC players Displays and Optics for AR & VR 2020 | Sample | www.yole.fr | ©2020 4 ACRONYMS AMOLED: Active Matrix OLED HDR: High Dynamic Range PPI: Pixel Per Inch AR: Augmented Reality HMD: Head mounted Device/Display PWM: Pulse Width Modulation BLU: Back Lighting Unit HOE: Holographic Optical Element RGB: Red-Green-Blue CF LCOS: Color Filter LCOS HRI: High Refractive Index RIE: Reactive Ion Etching CG: Computer Generated HVS: Human Vision System RMLCM: Reactive Monomer Liquid Crystal Mix CMOS: Complementary Metal Oxide IMU: Inertial measurement Unit Semiconductor ROE: Reflective Optical Element IPD: Inter Pupillary Distance CNS: Central Nervous System SDE: Screen door Effect LCD: Liquid Crystal Display DLP: Digital Light Processing SPAD: Single Photon Avalanche Diode LCOS: Liquid Crystal on Silicon DMD: Digital Micromirror Device SRG: Surface Relief Grating LED: (Inorganic) Light Emitting Diode DOE: Diffractive Optical Element TFT: Thin Film Transistor MR: Mixed Reality DOF: Degrees Of Freedom TIR: Total Internal Reflection MSRP: Manufacturer’s Suggested Retail Price DSLR: Digital Single Lens Reflex TOF: Time Of Flight NIL: Nano Imprint Lithography FFR: Fixed Foveated Rendering UHD: Ultra High Definition NIR: Near InfraRed FOV: Field Of View VAC: Vergence Accommodation Conflict OEM: Original Equipment Manufacturer FSC LCOS: Field Sequential Color LCOS VR: Virtual Reality OLED: Organic Light Emitting diode FSD: Fiber Scanning Display PBS: Polarizing Beam Splitter GVS: Galvanic Vestibular Simulation PPD: Pixel Per Degree Displays and Optics for AR & VR 2020 | Sample | www.yole.fr | ©2020 5 ACCEPTED DEFINITIONS FOR AR, MR & VR Augmented Reality (AR) [1] Mixed Reality (MR) [1] Virtual Reality (VR) • Overlays simple information and computer- • Overlays complex, often 3D computer- • A 100% artificial, computer-generated generated (CG) images onto the real generated (CG) images onto the real world. simulation or display of a real-life world. environment that immerses the users by • The CG content can interact with the making them feel like they are experiencing • There is little to no interaction between environment (objects in the room, wall, the simulated reality firsthand. the CG content and the user’s vehicle, etc.). The system uses multiple environment. sensors to create a real time 3D modeling of • VR requires a fully enclosed head mounted the environment and the CG content adapts display (HMD) that visually isolates the user • The display must not obstruct the real in real time to any change. from the outside world. For a realistic and world. It has to compete with ambient light immersive experience, the system should to generate digital information with similar • Display requirement is similar to AR. A larger offer a field of view and resolution closely brightness as that seen in the real world. FOV is usually desirable. Improved resolution matching the capabilities of the human eye. Resolution and field of view requirements and brightness are likewise expected. (FOV) vary with the application. [1] This report focuses on Head Mounted Devices (HMDs) though both AR and MR can also be experienced on a hand-held cell phone, tablet (e.g.: “Pokémon Go”) and even in cars (HUDs). Displays and Optics for AR & VR 2020 | Sample | www.yole.fr | ©2020 6 ABOUT THE AUTHORS Biographies & contacts Zine Bouhamri, PhD As a Technology & Market Analyst, Displays, Zine Bouhamri, PhD 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. Zine 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] Pierrick Boulay As part of the Photonics, Sensing & Display division at Yole Développement (Yole), Pierrick Boulay works as Market and Technology Analyst in the fields of Solid State Lighting and Lighting Systems to carry out technical, economic and marketing analysis. Pierrick has authored several reports and custom analysis dedicated to topics such as general lighting, automotive lighting, LiDAR, IR LEDs, UV LEDs and VCSELs. Prior to Yole, Pierrick has worked in several companies where he developed his knowledge on general lighting and on automotive lighting. In the past, he has mostly worked in R&D department for LED lighting applications. Pierrick holds a master degree in Electronics (ESEO – Angers, France). Contact: [email protected] Displays and Optics for AR & VR 2020 | Sample | www.yole.fr | ©2020 7 SCOPE OF THE REPORT (1/3) This report is a comprehensive survey of the use of Augmented Reality and
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