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Brilliant Labs Frame AR with AI Glasses & a Little More on the Apple Vision Pro

Introduction

A notice in my LinkedIn feed mentioned that Brilliant Labs has started shipping its new Frame AR glasses. I briefly met with Brilliant CEO Bobak Tavangar at AWE 2023 (right) and got a short demonstration of its “Monocle” prototype. So, I investigated what Brilliant Labs was doing with its new “Frame.”

This started as a very short article, but as I put it together, I thought it would be an interesting example of making design decisions and trade-offs. So it became longer. Looking at the Frames more closely, I found issues that concerned me. I don’t mean to pick on Brillant Labs here. Any hardware device like the Frames is a massive effort, and they talk like they are concerned about their customers; I am only pointing out the complexities of supporting AI with AR for a wide audience.

While looking at how the Frame glasses work, I came across some information related to the Apple Vision Pro’s brightness (in nits), discussed last time in Apple Vision Pro Discussion Video by Karl Guttag and Jason McDowall. In the same way, the Apple Vision Pro’s brightness is being misstated as “5000 nits,” and the Brilliant Labs Frame’s brightness has been misreported as 3,000 nits. In both cases, the nits are the “potential” out of the display and not “to the eye” after the optics.

I’m also repeating the announcement that I will be at SID’s DisplayWeek next week and AWE next month. If you want to meet, please email meet@kgontech.com.

DisplayWeek (next week) and AWE (next month)

I will be at SID DisplayWeek in May and AWE in June. If you want to meet with me at either event, please email meet@kgontech.com. I usually spend most of my time on the exhibition floor where I can see the technology.

If you want to meet, please email meet@kgontech.com.

AWE has moved to Long Beach, CA, south of LA, from its prior venue in Santa Clara, and it is about one month later than last year. Last year at AWE, I presented Optical Versus Passthrough Mixed Reality, available on YouTube. This presentation was in anticipation of the Apple Vision Pro.

At AWE, I will be on the PANEL: Current State and Future Direction of AR Glasses on Wednesday, June 19th, from 11:30 AM to 12:25 PM.

There is an AWE speaker discount code – SPKR24D , which provides a 20% discount, and it can be combined with Early Bird pricing (which ends May 9th, 2024 – Today as I post this). You can register for AWE here.

Brilliant Labs Monocle & Frame “Simplistic” Optical Designs

Brillian Labs Monocle and Frame used the same basic optical architecture, but it is better hidden in the Frame design. I will start with the Monocle, as it is easier to see the elements and the light path. I was a little surprised that both designs use a very simplistic, non-polarized 50/50 beam splitter with its drawbacks.

Below (left) is a picture of the Monocle with the light path (in green). The Monocle (and Frame) both use a non-polarizing 50/50 beamsplitter. The splitter projects 50% of the display’s light forward and 50% downward to the (mostly) spherical mirror, magnifying the image and moving the apparent focus. After reflecting from the mirror, the light is split again in half, and ~25% of the light goes to the eye. The front project image will be mirrored, with an unmagnified view of the display that will be fairly bright. Front projection or “eye glow” is generally considered undesirable in social situations and is something most companies try to reduce/eliminate in their optical designs.

The middle picture above shows a picture I took of the Monocle from the outside, and you can see the light from the beam splitter projecting forward. Figures 5A and 6 (above right) from Brilliant Labs’ patent application illustrate the construction of the optics. The Monocle is made with two solid optical parts, with the bottom part forming part of the beam splitter and the bottom surface being shaped to form the curved mirror and then mirror coated. An issue with the 2-piece Monocle construction is that the beam splitter and mirror are below eye level, which requires the user to look down to see the image or position the whole device higher, which results in the user looking through the mirror.

The Frame optics work identically in function, but the size and spacing differ. The optics are formed with three parts, which enables Brilliant to position the beam splitter and mirror nearer the center of the user’s line of sight. But as Brilliant Lab’s documentation shows (right), the new Frame glasses still have the virtual (apparent) image below the line of sight.

Having the image below the line of sight reduces the distortion/artifacts of the real world by looking through the beam splitter when looking forward, but it does not eliminate all issues. The top seam of the beam splitter will likely be visible as an out-of-focus line.

The image below shows part of the construction process from a Brilliant Labs YouTube video. Note that the two parts that form the beamsplitter with its 50/50 semi-mirror coating have already been assembled to form the “Top.”

The picture above left is of a prototype taken by Forbes’ author Ben Sin of a Frame prototype from his article Frame Is The Most ‘Normal’ Looking AI Glasses I’ve Worn Yet. In this picture, the 50/50 beam splitter is evident.

Two Types of Birdbath

As discussed in Nreal Teardown: Part 1, Clones and Birdbath Basics and its Appendix: Second Type of Birdbath, there are two types of “birdbaths” used in AR. The Birdbath comprises a curved mirror (or semi-mirror) and a beamsplitter. It is called a “birdbath” because the light reflects out of the mirror. The beamsplitter can be polarized or unpolarized (more on this later). Birdbath elements are often buried in the design, such as the Lumus optical design (below left) with its curved mirror and beam splitter.

From 2023 AR/VR/MR Lumus Paper – A “birdbath” is one element of the optics

Many AR glasses today use the birdbath to change the focus and act as the combiner. The most common of these designs is where the user looks through a 50/50 birdbath mirror to see the real world (see Nreal/Xreal example below right). In this design, a polarised beam splitter is usually used with a quarter waveplate to “switch” the polarization after the reflection from the curved semi-mirror to cause the light to go through the beam splitter on its second pass (see Nreal Teardown: Part 1, Clones and Birdbath Basics for a more detailed explanation). This design is what I refer to as a “Look through the mirror” type of birdbath.

Brilliant Labs uses a “Look through the Beamsplitter” type of birdbath. Google Glass is perhaps the most famous product with this birdbath type (below left). This birdbath type has appeared in Samsung patents that were much discussed in the electronic trade press in 2019 (see my 2019 Samsung AR Design Patent—What’s Inside).

LCOS maker Raontech started showing a look through the beamsplitter reference design in 2018 (below right). The various segments of their optics are labeled below. This design uses a polarizing beam splitter and a quarter waveplate.

Brilliant Labs’ Thin Beam Splitter Causes View Issues

If you look at the RaonTech or Google Glass splitter, you should see that the beam splitter is the full height of the optics. However, in the case of the Frames and Monocle designs (right), the top and bottom beam splitter seams, the 50/50 mirror coating, and the curved mirror are in the middle of the optics and will be visible as out-of-focus blurs to the user.

Pros and Cons of Look-Through-Mirror versus Look-Through-Beamsplitter

The look-through-mirror birdbaths typically use a thin flat/plate beam splitter, and the curved semi-mirror is also thin and “encased in air.” This results in them being relatively light and inexpensive. They also don’t have to deal with the “birefringence” (polarization changing) issues associated with thick optical materials (particularly plastic). The big disadvantage of the look-through-mirror approach is that to see the real world, the user must look through both the beamsplitter and the 50/50 mirror; thus, the real world is dimmed by at least 75%.

The look-through-beamsplitter designs encase the entire design in either glass or plastic, with multiple glued-together surfaces coated or coated with films. The need to encase the design in a solid means the designs tend to be thicker and more expensive. Worse yet, typical injected mold plastics are birefringent and can’t be used with polarized optics (beamsplitters and quartwaveplates). Either heavy glass or higher-cost resin-molded plastics must be used with polarized elements. Supporting a wider FOV becomes increasingly difficult as a linear change in FOV results in a cubic increase in the volume of material (either plastic or glass) and, thus, the weight. Bigger optics are also more expensive to make. There are also optical problems when looking through very thick solid optics. You can see in the Raontech design above how thick the optics get to support a ~50-degree FOV. This approach “only” requires the user to look through the beam splitter, and thus the view of the real world is dimmed by 50% (or twice as much light gets through as the look-through-mirror method).

Pros and Cons Polarized Beam Splitter Birdbaths

Most companies with look-through-mirror and look-through-beamsplitter designs, but not Brilliant Labs, have gone with polarizing beam splitters and then use quarter waveplates to “switch” the polarization when the light reflects off the mirror. Either method requires the display’s light to make a reflective and transmissive pass via the beam splitter. With a non-polarized 50/50 beam splitter, this means multiplicative 50% losses or only 25% of the light getting through. With a polarized beam splitter, once the light is polarized with a 50% loss, with proper use of quarter waveplates, there are no more significant losses with the polarized beamsplitter.

Another advantage of the polarized optics approach is that front-projection can be mostly eliminated (there will be only a little due to scatter). The look-through-mirror method can be accomplished (as discussed in Nreal Teardown: Part 1, Clones and Birdbath Basics) with a second-quarter waveplate and a front polarizer. With the look-through-beamsplitter method, a polarizer before the beamsplitter will block the light that would project forward off the polarized beamsplitter.

As mentioned earlier, using polarized optics becomes much more difficult with the thicker solid optics associated with the look-through-beamsplitter method.

Brilliant Labs Frame Design Decision Options

It seems that at every turn in the decision process for the Frame and Monocle optics, Brilliant Labs chose the simplest and most economical design possible. By not using polarized optics, they gave up brightness and will have significant front projection. Still, they can use much less expensive injection-molded plastic optics that do not require polarizers and quart waveplates. They avoided using more expensive waveguides, which would be thinner but require LCOS or MicroLED (inorganic LED) projection engines, which may be heavier and larger. Although, the latest LCOS and MicroLED engines are getting to be pretty small and light, particularly for a >30-degree FOV (see DigiLens, Lumus, Vuzix, Oppo, & Avegant Optical AR (CES & AR/VR/MR 2023 Pt. 8)).

Frames Brightness to the Eye – Likely >25% of 3,000 nits – Same Problem as Apple Vision Pro Reporting

As discussed in the last article on the Apple Vision Pro (AVP) in the Appendix: Rumor Mill’s 5,000 Nits Apple Vision Pro, reporters/authors constantly make erroneous comparisons of “display-out nits” with one device and to the nits-to-the-eye of other devices. Also, as stated last time, the companies appear to want this confusion by avoiding specifying the nits to the eye as they benefit from reporters and others using display device values.

I could not find an official Brilliant Labs value anywhere, but it seems to have told reporters that “the display is 3,000 nits,” which may not be a lie, but it is misleading. Most articles will dutifully give the “display number” but fail to say that they are “display device nits” and not what the user will see and leave it to the readers to make the mistake, while other reporters will make the error themselves.

Digitrends:

The display on Frame is monocular, meaning the text and graphics are displayed over the right eye only. It’s fairly bright (3,000 nits), though, so readability should be good even outdoors in sunlit areas.

Wearable:

As with the Brilliant Labs Monocle – the clip-on, open-source device that came before Frame – information is displayed in just one eye, with overlays being pumped out at around 3,000 nits brightness.

Android Central in androidcentral’s These AI glasses are being backed by the Pokemon Go CEO, who was at least making it clear that it was the display device numbers, but I still think most readers wouldn’t know what to do with this number. They added the tidbit that the panels were made by Sony, and they discussed pulse with modulation (also known as duty cycle). Interestingly, they talk about a short on-time duty cycle causing problems for people sensitive to flicker. In contrast, VR game fans favor a very short on-time duty cycle, what Brad Lynch of SadlyItsBradly refers to as low-persistence) to reduce blurring.

androidcentral’s These AI glasses are being backed by the Pokemon Go CEO

A 0.23-inch Sony MicroOLED display can be found inside one of the lenses, emitting 3,000 nits of brightness. Brilliant Labs tells me it doesn’t use PWM dimming on the display, either, meaning PWM-sensitive folks should have no trouble using it.

Below is a summary of Sony OLED Microdisplays aimed at the AR and VR market. On it, the 0.23 type device is listed with a max lumence of 3,000 nits. However, from the earlier analysis, we know that at most 25% of the light can get through Brilliant Labs Frame birdbath optics or at most 750 nits (likely less due to other optical losses). This number assumes that the device is driven at full brightness and that Brilliant Labs is not buying derated devices at a lower price.

I can’t blame Brilliant Labs because almost every company does the same in terms of hiding the ball on to-the-eye brightness. Only companies with comparatively high nits-to-the-eye values (such as Lumus) publish this spec.

Sony Specifications related to the Apple Vision Pro

The Sony specifications list a 3.5K by 4 K device. The industry common understanding is that Apple designed a custom backplane for the AVP but then used Sony’s OLED process. Notice the spec of 1,000 cd/m2 (candelas per meter squared = nits) at a 20% duty ratio. While favorable for VR gamers wanting less motion blur, the low on-duty cycle time is also a lifetime issue. The display device probably can’t handle the heat from being driven for a high percentage of the time.

It would be reasonable to assume that Apple is similarly restricted to about a 20% on-duty cycle. As I reported last time in the Apple Vision Pro Discussion Video by Karl Guttag and Jason McDowall, I have measured the on-duty cycle of the AVP to be about 18.4% or close to Sony’s 20% for their own device.

The 5,000 nits cited by MIT Tech Review are the raw displays before the optics, whereas the nits for the MQ2 were those going to the eye. The AVP’s (and all other) pancake optics transmit about 11% (or less) of the light from an OLED in the center. With Pancake optics, there is the polarization of the OLED (>50% loss), a transmissive pass, and a reflective pass through a 50/50 mirror, which starts with at most 12.5% (50% cubed) before considering all the other losses from the optics. Then, there is the on-time-duty cycle of the AVP, which I have measured to be about 18.4%. VR devices want the on-time duty cycle to be low to reduce motion blur with the rapid motion of the head and 3-D game. The MQ3 only has a 10.3% on-time duty cycle (shorter duty cycles are easier with LED-illuminated LCDs). So, while the AVP display devices likely can emit about 5,000 nits, the nits reaching the eye are approximately 5,000 nits x 11% x 18.4% = 100 nits.

View Into the Frame Glasses

I don’t want to say that Brilliant Labs is doing anything wrong or that other companies don’t often do the same. Companies often take pictures and videos of new products using non-functional prototypes because the working versions aren’t ready when shooting or because they look better on camera. Still, I want to point out something I noticed with the pictures of the CEO, Bobak Tavangar (right), that was published in many of the articles in the Frames glasses. I didn’t see the curved mirror and the 50/50 beam splitter.

In a high-resolution version of the picture, I could see the split in the optics (below left) but not the darkened rectangle of the 50/50 mirror. So far, I have found only one picture of someone wearing the Frame glasses from Bobak Tavangar’s post on X. It is of a person wearing what appears to be a functional Frame in a clear prototype body (below right). In the dotted line box, you can see the dark rectangle from the 50/50 mirror and a glint from the bottom curved mirror.

I don’t think Brilliant Labs is trying to hide anything, as I can find several pictures that appear to be functional frames, such as the picture from another Tavangar post on X showing trays full of Frame devices being produced (right) or the Forbes picture (earlier in the Optical section).

What was I hoping to show?

I’m trying to show what the Frame looks like when worn to get an idea of the social impact of wearing the glasses. I was looking for a video of someone wearing them with the Frame turned on, but unfortunately, none have surfaced. From the design analysis above, I know they will project a small but bright image view with a mirror image of the display off of the 50/50 mirror, but I have not found an image showing the working device from the outside looking in.

Exploded View of the Frame Glasses

The figure below is taken from Brilliant Lab’s online manual for the Frame glasses (I edited it to reduce space and inverted the image to make it easier to view). By AR glasses standards, the Frame design is about as simple as possible. The choice of two nose bridge inserts is not shown in the figure below.

There is only one size of glasses, which Brilliant Labs described in their AMA as being between a “medium and large” type frame. They say that the temples are flexible to accommodate many head widths. Because the Frames are monocular, IPD is not the problem it would be with a biocular headset.

AddOptics is making custom prescription lenses for the Frames glasses

Brilliant Labs is partnering with AddOptics to make prescription lenses that can be ‘Precision Bonded’ to Frames using a unique optical lens casting process. For more on AddOptics, see CES 2023 (Part 3) – AddOptics Custom Optics and my short follow-up in Mixed Reality at CES & AR/VR/MR 2024 (Part 2 Mostly Optics).

Bonding to the Frames will make for a cleaner and more compact solution than the more common insert solution, but it will likely be permanent and thus a problem for people whose prescriptions change. In their YouTube AMA, Brilliant Labs said they are working with AddOptics to increase the range of prescription values and support for astigmatism.

They didn’t say anything about bifocal or progressive lens support, which is even more complicated (and may require post-mold grinding). As the virtual image is below the centerline of vision, it would typically be where bifocal and progressive lenses would be designed for reading distance (near vision). In contrast, most AR and VR glasses aim to put the virtual image at 2 meters, considered “far vision.”

The Frame’s basic specs

Below, I have collected the basic specs on the Frame glasses and added my estimate for the nits to the eye. Also shown below is their somewhat comical charging adapter (“Mister Charger”). None of these specs are out of the ordinary and are generally at the low end for the display and camera.

  • Monocular 640×400 resolution OLED Microdisplay
  • ~750nits to the eye (based on reports of a 3,000 Sony Micro-OLED display device)
    • (90% on-time duty cycle using an
  • 20-Degree FOV
  • Weight ~40 grams
  • 1280×720 camera
  • Microphone
  • 6 axis IMU
  • Battery 222mAh  (plus 149mAh top-up from charging adapter)
    • With 80mA typical power consumption when operating 0.580 on standby)
  • CPU nRF52840 Cortex M4F (Nordic ARM)
  • Bluetooth 5.3

Everything in AR Today is “AI”

Brilliant Labs is marketing the frames as “AI Glasses.” The “AI” comes from Brilliant Lab’s Noa ChatGPT client application running on a smartphone. Brillant Labs says the hardware is “open source” and can be used by other companies’ applications.

I’m assuming the “AI” primarily runs on the Noa cell phone application, which then connects to the cloud for the heavy-lifting AI. According to their video by Brillant Labs, while on the Monocle, the CPU only controls the display and peripherals, they plan to move some processing onto the Frame’s more capable CPU. Like other “AI” wearables, I expect simple questions will get immediate responses while complex questions will wait on the cloud.

Conclusions

To be fair, designing glasses and wearable AR products for the mass market is difficult. I didn’t intend to pick on Brilliant Lab’s Frames; instead, I am using it as an example.

With a monocular, 20-degree FOV below the center of the person’s view, the Frames are a “data snacking” type AR device. It is going to be competing with products like the Human AI projector (which is a joke — see: Humane AI – Pico Laser Projection – $230M AI Twist on an Old Scam), the Rabbit R1, Meta’s (display-less) Ray Ban Wayfarer, other “AI” audio glasses, and many AR-AI glasses similar to the Frame that are in development.

This blog normally concentrates on display and optics, and on this score, the Frame’s optics are a “minimal effort” to support low cost and weight. As such, they have a lot of problems, including:

  • Small 20-degree FOV that is set below the eyes and not centered (unless you are lucky with the right IPD)
  • Due to the way the beam 50/50 splitter cuts through the optics, it will have a visible seam. I don’t think this will be pleasant to look through when the display is off (but I have not tried them yet). You could argue that you only put them on “when you need them,” but that negates most use cases.
  • The support for vision correction appears to lock the glasses to a single (current) prescription.
  • Regardless of flexibility, the single-size frame will make the glasses unwearable for many people.
  • The brightness to the eye of probably less than 750 nits is not bright enough for general outdoor use in daylight. It might be marginal if used combined with clip-on sunglasses or if they are used in the shade.

As a consumer, I hate the charger adapter concept. Why they couldn’t just put a USB-C connector on the glasses is beyond me and a friction point for every user. Users typically have dozens of USB-C power cables today, but your device is dead if you forget or lose the adaptor. Since these are supposed to be prescription glasses, the idea of needing to take them off to charge them is also problematic.

While I can see the future use model for AI prescription glasses, I think a display, even one with a small FOV, will add significant value. I think Brillant Labs’s Frames are for early adopters who will accept many faults and difficulties. At least they are reasonably priced at $349, by today’s standards, and don’t require a subscription for basic services without too many complex AI queries requiring the cloud.

Mixed Reality at CES & AR/VR/MR 2024 (Part 3 Display Devices)

Update 2/21/22: I added a discussion of the DLP’s new frame rates and its potential to address field sequential color breakup.

Introduction

In part 3 of my combined CES and AR/VR/MR 2024 coverage of over 50 Mixed Reality companies, I will discuss display companies.

As discussed in Mixed Reality at CES and the AR/VR/MR 2024 Video (Part 1 – Headset Companies), Jason McDowall of The AR Show recorded more than four hours of video on the 50 companies. In editing the videos, I felt the need to add more information on the companies. So, I decided to release each video in sections with a companion blog article with added information.

Outline of the Video and Additional Information

The part of the video on display companies is only about 14 minutes long, but with my background working in displays, I had more to write about each company. The times in blue on the left of each subsection below link to the YouTube video section discussing a given company.

00:10 Lighting Silicon (Formerly Kopin Micro-OLED)

Lighting Silicon is a spinoff of Kopin’s micro-OLED development. Kopin started making micro-LCD microdisplays with its transmissive color filter “Lift-off LCOS” process in 1990. 2011 Kopin acquired Forth Dimension Displays (FDD), a high-resolution Ferroelectric (reflective) LCOS maker. In 2016, I first reported on Kopin Entering the OLED Microdisplay Market. Lighting Silicon (as Kopin) was the first company to promote the combination of all plastic pancake optics with micro-OLEDs (now used in the Apple Vision Pro). Panasonic picked up the Lighting/Kopin OLED with pancake optics design for their Shift All headset (see also: Pancake Optics Kopin/Panasonic).

At CES 2024, I was invited by Chris Chinnock of Insight Media to be on a panel at Lighting Silicon’s reception. The panel’s title was “Finding the Path to a Consumer-Friendly Vision Pro Headset” (video link – remember this was made before the Apple Vision Pro was available). The panel started with Lighting Silicon’s Chairman, John Fan, explaining Lighting Silicon and its relationship with Lakeside Lighting Semiconductor. Essentially, Lightning Semiconductor designs the semiconductor backplane, and Lakeside Lighting does the OLED assembly (including applying the OLED material a wafer at a time, sealing the display, singulating the displays, and bonding). Currently, Lakeside Lighting is only processing 8-inch/200mm wafers, limiting Lighting Silicon to making ~2.5K resolution devices. To make ~4K devices, Lighting Semiconductor needs a more advanced semiconductor process that is only available in more modern 12-inch/300mm FABs. Lakeside is now building a manufacturing facility that can handle 12-inch OLED wafer assembly, enabling Lighting Silicon to offer ~4K devices.

Related info on Kopin’s history in microdisplays and micro-OLEDs:

02:55 RaonTech

RaonTech seems to be one of the most popular LCOS makers, as I see their devices being used in many new designs/prototypes. Himax (Google Glass, Hololens 1, and many others) and Omnivision (Magic Leap 1&2 and other designs) are also LCOS makers I know are in multiple designs, but I didn’t see them at CES or the AR/VR/MR. I first reported on RaonTech at CES 2018 (Part 1 – AR Overview). RaonTech makes various LCOS devices with different pixel sizes and resolutions. More recently, they have developed a 2.15-micron pixel pitch field sequential color pixel with an “embedded spatial interpolation is done by pixel circuit itself,” so (as I understand it) the 4K image is based on 2K data being sent and interpolated by the display.

In addition to LCOS, RaonTech has been designing backplanes for other companies making micro-OLED and MicroLED microdisplays.

04:01 May Display (LCOS)

May Display is a Korean LCOS company that I first saw at CES 2022. It surprised me, as I thought I knew most of the LCOS makers. May is still a bit of an enigma. They make a range of LCOS panels, their most advanced being an 8K (7980 x 4,320) 3.2-micron pixel pitch. May also makes a 4K VR headset with a 75-degree FOV using their LCOS devices.

May has its own in-house LCOS manufacturing capability. May demonstrated using its LCOS devices in projectors and VR headsets and showed them being used in a (true) holographic projector (I think using phase LCOS).

May Display sounds like an impressive LCOS company, but I have not seen or heard of their LCOS devices being used in other companies’ products or prototypes.

04:16 Kopin’s Forth Dimensions Display (LCOS)

As discussed earlier with Lighting Silicon, Kopin acquired Ferroelectric LCOS maker Forth Dimension Displays (FDD) in 2011. FDD was originally founded as Micropix in 1988 as part of CRL-Opto, then renamed CRLO in 2004, and finally Forth Dimension Displays in 2005, before Kopin’s 2011 acquisition.

I started working in LCOS in 1998 as the CTO of Silicon Display, a startup developing a VR/AR monocular headset. I designed an XGA (1024 x768) LCOS backplane and the FGA to drive it. We were looking to work with MicroPix/CRL-Opto to do the LCOS assembly (applying the cover glass, glue seal, and liquid crystal). When MicroPix/CRL-Opto couldn’t get their backplane to work, they ended up licensing the XGA LCOS backplane design I did at Silicon Display to be their first device, which they had made for many years.

FDD has focused on higher-end display applications, with its most high-profile design win being the early 4K RED cameras. But (almost) all viewfinders today, including RED, use OLEDs. FDD’s LCOS devices have been used in military and industrial VR applications, but I haven’t seen them used in the broader AR/VR market. According to FDD, one of the biggest markets for their devices today is in “structured light” for 3-D depth sensing. FDD’s devices are also used in industrial and scientific applications such as 3D Super Resolution Microscopy and 3D Optical Metrology.

05:34 Texas Instruments (TI) DLP®

Around 2015, DLP and LCOS displays seemed to have been used in roughly equal numbers of waveguide-based AR/MR designs. However, since 2016, almost all new waveguide-based designs have used LCOS, most notably the Hololens 1 (2016) and Magic Leap One (2018). Even companies previously using DLP switched to LCOS and, more recently, MicroLEDs with new designs. Among the reasons the companies gave for switching from DLP to LCOS were pixel size and, thus, a smaller device for a given resolution, lower power consumption of the display+asic, more choice in device resolutions and form factors, and cost.

While DLP does not require polarized light, which is a significant efficiency advantage in room/theater projector applications that project hundreds or thousands of lumens, the power of the display device and control logic/ASICs are much more of a factor in near-eye displays that require less than 1 to at most a few lumens since the light is directly aimed into the eye rather than illuminating the whole room. Additionally, many near-eye optical designs employ one or more reflective optics requiring polarized light.

Another issue with DLP is drive algorithm control. Texas Instruments does not give its customers direct access to the DLP’s drive algorithm, which was a major issue for CREAL (to be discussed in the next article), which switched from DLP to LCOS partly because of the need to control its unique light field driving method directly. VividQ (also to be discussed in the next article), which generates a holographic display, started with DLP and now uses LCOS. Lightspace 3D has similarly switched.

Far from giving up, TI is making a concerted effort to improve its position in the AR/VR/MR market with new, smaller, and more efficient DLP/DMD devices and chipsets and reference design optics.

Color Breakup On Hololens 1 using a low color sequential field rate

Added 2/21/22: I forgot to discuss the DLP’s new frame rates and field sequential color breakup.

I find the new, much higher frame rates the most interesting. Both DLP and LCOS use field sequential color (FSC), which can be prone to color breakup with eye and/or image movement. One way to reduce the chance of breakup is to increase the frame rate and, thus, the color field sequence rate (there are nominally three color fields, R, G, & B, per frame). With DLP’s new much higher 240Hz & 480Hz frame rates, the DLP would have 720 or 1440 color fields per second. Some older LCOS had as low as 60-frames/180-fields (I think this was used on Hololens 1 – right), and many, if not most, LCOS today use 120-frames/360-fields per second. A few LCOS devices I have seen can go as high as 180-frames/540-fields per second. So, the newer DLP devices would have an advantage in that area.

The content below was extracted from the TI DLP presentation given at AR/VR/MR 2024 on January 29, 2024 (note that only the abstract seems available on the SPIE website).

My Background at Texas Instruments:

I worked at Texas Instruments from 1977 to 1998, becoming the youngest TI Fellow in the company’s history in 1988. However, contrary to what people may think, I never directly worked on the DLP. The closest I came was a short-lived joint development program to develop a DLP-based color copier using the TMS320C80 image processor, for which I was the lead architect.

I worked in the Microprocessor division developing the TMS9918/28/29 (the first “Sprite” video chip), the TMS9995 CPU, the TMS99000 CPU, the TMS34010 (the first programmable graphics processor), the TMS34020 (2nd generation), the TMS302C80 (first image processor with 4 DSP CPUs and a RISC CPU) several generations of Video DRAM (starting with the TMS4161), and the first Synchronous DRAM. I designed silicon to generate or process pixels for about 17 of my 20 years at TI.

After leaving TI, ended up working on LCOS, a rival technology to DLP, from 1998 through 2011. But then when I was designing a aftermarket autmotive HUD at Navdy, I chose use a DLP engine for the projector for its advantages in that application. I like to think of myself as a product focused and want to use whichever technology works best for the given application. I see pros and cons in all the display technologies.

07:25 VueReal MicroLED

VueReal is a Canadian-based startup developing MicroLEDs. Their initial focus was on making single color per device microdisplays (below left).

However, perhaps VueReal’s most interesting development is their cartridge-based method of microprinting MicroLEDs. In this process, they singulate the individual LEDs, test and select them, and then transfer them to a substrate with either passive (wire) or active (ex., thin-film transistors on glass or plastic). They claim to have extremely high yields with this process. With this process, they can make full-color rectangular displays (above right), transparent displays (by spacing the LEDs out on a transparent substrate, and displays of various shapes, such as an automotive instrument panel or a tail light.

I was not allowed to take pictures in the VueReal suite, but Chris Chinnock of Insight Media was allowed to make a video from the suit but had to keep his distance from demos. For more information on VueReal, I would also suggest going to MicroLED-Info, which has a combination of information and videos on VueReal.

08:26 MojoVision MicroLED

MojoVision is pivoting from a “Contact Lens Display Company” to a “MicroLED component company.” Its new CEO is Dr. Nikhil Balram, formerly the head of Google’s Display Group. MojoVision started saying (in private) that it was putting more emphasis on being a MicroLEDs component company around 2021. Still, it didn’t publicly stop developing the contact lens display until January 2023 after spending more than $200M.

To be clear, I always thought the contact lens display concept was fatally flawed due to physics, to the point where I thought it was a scam. Some third-party NDA reasons kept me from talking about MojoVision until 2022. I outlined some fundamental problems and why I thought the contact lens display was a sham in my 2022 Video with Brad Lynch on Mojovision Contact Display in my 2022 CES Discussion video with Brad Lynch (if you take pleasure in my beating up on a dumb concept for about 14 minutes, it might be a fun thing to watch).

So, in my book, Mojovision, the company starts with a major credibility problem. Still, they are now under new leadership and focusing on what they got to work, namely very small MicroLEDs. Their 1.75-micron LEDs are the smallest I have heard about. The “old” Mojovision had developed direct/native green MicroLEDs, but the new MojoVision is developing native blue LEDs and then using quantum dot conversion to get green and red.

I have been hearing about using quantum dots to make full-color MicroLEDs for ~10 years, and many companies have said they are working on it. Playnitride demonstrated quantum dot-converted microdisplays (via Lumus waveguides) and larger direct-view displays at AR/VR/MR 2023 (see MicroLEDs with Waveguides (CES & AR/VR/MR 2023 Pt. 7)).

Mike Wiemer (CTO) gave a presentation on “Comparing Reds: QD vs InGaN vs AlInGaP” (behind the SPIE Paywall). Below are a few slides from that presentation.

Wiemer gave many of the (well-known in the industry) advantages of the blue LED with the quantum dot approach for MicroLEDs over competing approaches to full-color MicroLEDs, including:

  • Blue LEDs are the most efficient color
  • You only have to make a single type of LED crystal structure in a single layer.
  • It is relatively easy to print small quantum dots; it is infeasible to pick and place microdisplay size MicroLEDs
  • Quantum dots converted blue to green and red are much more efficient than native green and red LEDs
  • Native red LEDs are inefficient in GaN crystalline structures that are moderately compatible with native green and blue LEDs.
  • Stacking native LEDs of different colors on different layers is a complex crystalline growth process, and blocking light from lower layers causes efficiency issues.
  • Single emitters with multiple-color LEDs (e.g., See my article on Porotech) have efficiency issues, particularly in RED, which are further exacerbated by the need to time sequence the colors. Controlling a large array of single emitters with multiple colors requires a yet-to-be-developed, complex backplane.

Some of the known big issues with quantum dot conversion with MicroLED microdisplays (not a problem for larger direct view displays):

  • MicroLEDs can only have a very thin layer of quantum dots. If the layer is too thin, the light/energy is wasted, and the residual blue light must be filtered out to get good greens and reds.
    • MojoVision claims to have developed quantum dots that can convert all the blue light to red or green with thin layers
  • There must be some structure/isolation to prevent the blue light from adjacent cells from activating the quantum dots of a given cell, which would cause the desaturation of colors. Eliminating color crosstalk/desaturating is another advantage of having thinner quantum dot layers.
  • The lifetime and potential for color shifting with quantum dots, particularly if they are driven hard. Native crystalline LEDs are more durable and can be driven harder/brighter. Thus, quantum dot-converted blue LEDs, while more than 10x brighter than OLEDs, are expected to be less bright than native LEDs
  • While MojoVision has a relatively small 1.37-micron LED on a 1.87-micron pitch, that still gives a 3.74-micron pixel pitch (assuming MojoVision keeps using two reds to get enough red brightness). While this is still about half the pixel pitch of the Apple Vision’s Pro ~7.5-micron pitch OLED, a smaller pixel size such as with a single-emitter-with multiple-colors (e.g., Porotech) would be better (more efficient due to étendue see: MicroLEDs with Waveguides (CES & AR/VR/MR 2023 Pt. 7)) for semi-collimating the light using microlenses as needed by waveguides.

10:20 Porotech MicroLED

I covered Porotech’s single emitter, multiple color, MicroLED technology extensively last year in CES 2023 (Part 2) – Porotech – The Most Advanced MicroLED Technology, MicroLEDs with Waveguides (CES & AR/VR/MR 2023 Pt. 7), and my CES 2023 Video with Brad Lynch.

While technically interesting, Porotech’s single-emitter device will likely take considerable time to perfect. The single-emitter approach has the major advantage of supporting a smaller pixel since only one LED per pixel is required. This also results in only two electrical connections (power and ground) to LED per pixel.

However, as the current level controls the color wavelength, this level must be precise. The brightness is then controlled by the duty cycle. An extremely advanced semiconductor backplane will be needed to precisely control the current and duty cycle per pixel, a backplane vastly more complex than LCOS or spatial color MicroLEDs (such as MojoVision and Playnitride) require.

Using current to control the color of LEDs is well-known to experts in LEDs. Multiple LED experts have told me that based on their knowledge, they believe Porotech’s red light output will be small relative to the blue and green. To produce a full-color image, the single emitter will have to sequentially display red, green, and blue, further exacerbating the red’s brightness issues.

12:55 Brilliance Color Laser Combiner

Brilliance has developed a 3-color laser combiner on silicon. Light guides formed in/on the silicon act similarly to fiber optics to combine red, green, and blue laser diodes into a single beam. The obvious application of this technology would be a laser beam scanning (LBS) display.

While I appreciate Brilliance’s technical achievement, I don’t believe that laser beam scanning (LBS) is a competitive display technology for any known application. This blog has written dozens of articles (too many to list here) about the failure of LBS displays.

14:24 TriLite/Trixel (Laser Combiner and LBS Display Glasses)

Last and certainly least, we get to TriLite Laser Beam Scanning (LBS) glasses. LBS displays for near-eye and projector use have a perfect 25+ year record of failure. I have written about many of these failures since this blog started. I see nothing in TriLite that will change this trend. It does not matter if they shoot from the temple onto a hologram directly into the eye like North Focals or use a waveguide like TriLite; the fatal weak link is using an LBS display device.

It has reached the point when I see a device with an LBS display. I’m pretty sure it is either part of a scam and/or the people involved are too incompetent to create a good product (and yes, I include Hololens 2 in this category). Every company with an LBS display (once again, including Hololens 2) lies about the resolution by confabulating “scan lines” with the rows of a pixel-based display. Scan lines are not the same as pixel rows because the LBS scan lines vary in spacing and follow a curved path. Thus, every pixel in the image must be resampled into a distorted and non-uniform scanning process.

Like Brilliance above, TriLites’ core technology combines three lasers for LBS. Unlike Brilliance, TriLites does not end up with the beams being coaxial; rather, they are at slightly different angles. This will cause the various colors to diverge by different amounts in the scanning process. TriLite uses its “Trajectory Control Module” (TCM) to compute how to re-sample the image to align the red, green, and blue.

TriLite then compounds its problems with LBS using a Lissajous scanning process, about the worst possible scanning process for generating an image. I wrote about why the Lissajous scanning process, also used by Oqmented (TriLite uses Infineon’s scanning mirror), in AWE 2021 Part 2: Laser Scanning – Oqmented, Dispelix, and ST Micro. Lissajous scanning may be a good way to scan a laser beam for LiDAR (as I discussed in CES 2023 (4) – VoxelSensors 3D Perception, Fast and Accurate), but it is a horrible way to display an image.

The information and images below have been collected from TriLite’s website.

As far as I have seen, it is a myth that LBS has any advantage in size, cost, and power over LCOS for the same image resolution and FOV. As discussed in part 1, Avegant generated the comparison below, comparing North Focals LBS glasses with a ~12-degree FOV and roughly 320×240 resolution to Avegant’s 720 x 720 30-degree LCOS-based glasses.

Below is a selection (from dozens) of related articles I have written on various LBS display devices:

Next Time

I plan to cover non-display devices next in this series on CES and AR/VR/MR 2024. That will leave sections on Holograms and Lightfields, Display Measurement Companies, and finally, Jason and my discussion of the Apple Vision Pro.

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