Engineering challenges in displays and AR/VR
The rapid growth of augmented (AR) and virtual (VR) reality has made optics design for these devices one of the most demanding tasks in modern optical engineering. AR/VR goggles must simultaneously satisfy conflicting requirements: a wide field of view (FOV), compact dimensions, light weight, minimal distortion, and high image quality across a wide eyebox — all within tight manufacturing tolerances.
Classic HUD systems in aircraft and autonomous vehicles present other challenges — high brightness across a wide sun angle, minimal distortion of the navigation signal, and vibration resistance. Projection systems for cinema and education, in turn, require precise analysis of field uniformity and chromatic aberrations on a large screen.
OSLO is the industry tool for designing and optimizing such systems — covering freeform surfaces, Fresnel lenses, diffractive elements, and multi-reflection layouts. TracePro complements the analysis with luminance distribution and stray light analysis inside the goggle housing.
VR goggle optics with a 110° field of view
Design assumptions
The goal of the project was to develop a compact optical system for VR goggles with a 110° field of view, delivering high image quality, a wide range of comfortable viewing, and reduced typical optical defects found in immersive systems.
VR lens design
Asymmetric aspheric lenses using freeform surfaces were designed to correct barrel distortion, off-axis aberrations, and image-quality falloff in the peripheral areas of the field of view.
Manufacturing tolerance analysis
An analysis of manufacturing and assembly tolerances of the optical elements was carried out in OSLO. The effect of curvature deviations, lens position, and alignment on image quality was studied, enabling requirements to be set for the mass-production process.
Field-of-view and eyebox simulation
An analysis of image-quality distribution across the entire eyebox was carried out, taking into account the user's eye position, pupil movement, and cooperation between the optics and a 4K OLED display. The Monte Carlo method allowed the effect of eye-position variability on sharpness, brightness, and display uniformity to be assessed.
Design verification
After optimization, uniform image quality distribution across the entire field of view was achieved, along with luminance uniformity exceeding the target level of 85%. The verified optical model was prepared for prototyping and further physical testing.
Frequently asked questions
Displays and AR/VR
Does OSLO support designing Fresnel lenses and diffractive elements (DOEs)?
Yes. OSLO supports Fresnel lenses, diffractive elements, and freeform surfaces described by Zernike polynomials — all key to modern AR/VR optics.
Can TracePro analyze backlighting in edge-lit LCD displays?
Yes. TracePro has dedicated tools for simulating backlight systems — light guide plates (LGP), diffusers, and BEF films — with uniformity and optical efficiency analysis.
Can OSLO and TracePro be combined in a single AR/VR project?
Yes. Lambda Research promotes exactly this workflow: OSLO for imaging optics design, TracePro for illumination and stray light analysis. Both programs exchange data through common formats.
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