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The design workflow for AR waveguides and near-eye displays

This page covers near-eye displays for AR built on diffractive waveguides: seeing through to the real world while replicating the pupil by diffraction to deliver an image to the eye. Efficiency, eye box and color uniformity are all set by diffraction physics that geometric ray tracing alone cannot compute.

Design challenges

Placing a rigorous diffraction solution inside a whole-system ray trace

In a waveguide architecture the in-coupler, the pupil expander and the out-coupler are all sub-wavelength gratings. Diffraction efficiency across a wide range of angles and wavelengths directly determines the eye box and the color uniformity. Unless the results of rigorous electromagnetic analysis can be carried into a whole-system ray trace, the components can be optimal and the device still not work. The final verdict comes from how it looks to a person at real-world luminance.

Requirement | rigor in diffraction efficiencyDiffraction efficiency is obtained rigorously across the angle and wavelength range the eye box and field of view demand
Requirement | eye box and uniformityPupil expansion fills the eye box across the whole field of view, with luminance and color non-uniformity within tolerance
Requirement | visibility in the real worldReadability of the virtual image can be confirmed under real ambient luminance

Design and simulation workflow

From a rigorous grating solution to verifying how it looks

01

Choose the architecture and projection optics

Select the waveguide architecture and design the field of view, distortion and imaging performance.

02

Design the grating arrangement

Place the in-coupling, pupil expansion and out-coupling gratings so the light path works.

03

Rigorous analysis of diffraction efficiency

Sweep the angle of incidence and wavelength to obtain bidirectional diffraction efficiency.

04

Hand over to the system

Build the response obtained into the ray trace as a sub-wavelength model.

05

Evaluate system performance

Evaluate eye box, efficiency, color uniformity and the luminance distribution at the viewing position.

06

Verification at the perceptual level

Evaluate contrast and readability, including adaptation to ambient luminance.

The stages differ by project. Immersive (VR) optics without a waveguide are arranged differently, so please talk to us separately about those.

Related products

Products used at each step

The capabilities and coverage of each product are described on its own product page.

Lumerical FDTD

Handles grating diffraction. RCWA and FDTD give bidirectional diffraction efficiency across a sweep of angle and wavelength.

Stage / 03

Zemax OpticStudio

Handles design of the projection and imaging optics. Sequential ray tracing sets the field of view, distortion and imaging performance.

Stage / 01-02

Ansys Speos

Handles verification of whole-system light distribution and appearance. Non-sequential ray tracing and human vision simulation evaluate the eye box and readability.

Stage / 04-06

Talk to us about your waveguide architecture and grating specification

Tell us where the design stands, how far architecture selection has progressed, your field of view and eye box targets, and any existing design data, and we will propose a way forward.