Report: Facebook Acquires Varifocal Startup Lemnis Technologies

It’s come to light that Lemnis Technologies, a startup creating varifocal optics for use in VR headsets, has reportedly been absorbed by Facebook in an ‘acqui-hiring’ move.

Lemnis co-founder and CEO Pierre-Yves Laffont released a blog post in mid-August stating that the company would be “embarking on a new adventure,” however at time it was unclear what that would mean for the Singapore-based startup.

As reported by Chinese AR/VR publication YivianLaffont recently updated his LinkenIn profile to indicate that he’s been working full-time for Facebook since February 2020, with his most recent posting at Facebook Reality Labs in Pittsburgh, Pennsylvania.

Image captured by Road to VR

“Moving forward, we are excited to continue tackling phenomenal technical challenges building the next computing platforms, with an even greater impact at an unprecedented scale,” Laffont said in the blog post. “We hope you will find the next chapter from the Lemnis Technologies team to be as interesting and meaningful as we do!”

Of the company’s nine employees, only Laffont has updated his LinkedIn profile to indicate the move to Facebook. Others, including the company’s VP of Operations Pierre-Yves Guillemet and Senior Mechanical Engineer Shukri Abdul Jalil, have since moved on from the company entirely, which could indicate that only Lemnis’ IP and its core talent (read: Laffont) were absorbed, but no other staff members.

Neither Facebook nor Lemnis have publicly acknowledged an acquisition or details pertaining to one. We’ve reached out to Laffont to provide further clarification on the specifics.

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Solving a VR Problem

Starting in 2016 and later incorporated in 2017 in Singapore, the company set out to solve a problem that’s plagued VR since its inception: the vergence-accommodation conflict.

If you’re already well versed in the vergence-accommodation conflict, keep reading. We’ve summarized what’s at stake with varifocal displays at the bottom of the article.

Suffice it to say that future VR headsets will likely incorporate some form of varifocal technology (and requisite eye-tracking) in effort to solve this and therefore make VR more realistic and comfortable for long-term use. Facebook has been working on this issue since at least 2018 when the company unveiled its own varifocal prototype headset at Facebook’s annual developer conference.

Lemnis Technologies latest ‘Verifocal’ XR headset, Image courtesy Lemnis Technologies

Lemnis Technologies first publicly demonstrated its ‘Verifocal’ prototype in 2018, which is based on an optic following an Alvarez lens design. This combines two adjustable lenses that shift according to the eye’s gaze in order to serve up a wide range of focal planes. This differs from what we’ve seen from Facebook’s varifocal prototype, which features adjustable displays to simulate depth of field. Both varifocal technologies use eye-tracking to accomplish this.

The company’s Verifocal platform, then officially unveiled at SIGGRAPH 2019, was meant to more easily upgrade existing commercial headsets with varifocal optics, eye-tracking, and mixed reality-capable camera sensors. It’s clear the company’s specialization will be put to good use in Facebook’s AR/VR skunkworks.

If you missed that primer on the vergence-accomodation conflict, keep reading below:


Vergence-Accommodation Conflict

Outside of a headset, the muscles in your eye automatically change the shape of their lens to bend the light to your retina so it appears in focus. Simultaneously, both eyes converge on whatever real-world object you’re focusing on to create a single picture in your brain.

Images courtesy Pearson Scott Foresman, Fred Hsu

In short, the vergence-accommodation conflict is a physical phenomenon that occurs when the headset’s display presents light at a static distance from your eye, making your eyes strain to resolve whatever virtual object you happen to be looking at.

In a headset with a fixed-focus display or optics, you’re basically left with an uncomfortable mismatch that goes against ingrained muscle memory developed over the course of your entire life; you see an object rendered a few feet away, your eyes converge on the object, but your eye’s lenses never change shape since the light is always coming from a static source. You can read more about vergence-accommodation conflict and more eye-tracking related stuff in our extensive editorial on why eye-tracking is a game changer for VR.

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The post Report: Facebook Acquires Varifocal Startup Lemnis Technologies appeared first on Road to VR.

Lemnis Demonstrates Latest Varifocal Lens Tech in New VR Headset Prototype

Eye-tracking is an important technology that many would consider a ‘must have’ for the next generation of VR headsets, although that’s just one step towards resolving a long-standing issue in VR that prevents users from seeing the virtual world like they would naturally in the physical world. It’s called the vergence-accommodation conflict (detailed below), and Singapore-base Lemnis Technologies’ latest varifocal prototype aims to provide headset manufacturers with the software and hardware to help make it an issue of the past.

If you’re already well versed in the vergence-accommodation conflict, keep reading. We’ve summarized what’s at stake with varifocal displays at the bottom of the article.

‘Verifocal’ VR Kit by Lemnis

Unlike Oculus’ recently teased varifocal headset prototype, which couples eye-tracking with a moving display that physically adjusts to your eye’s focus, Lemnis’ latest prototype in their ‘Verifocal’ platform is based on an optic following an Alvarez lens design; an optical system invented in the ’60s by physicist Luis Alvarez which combines two adjustable lenses that shift to serve up a wide range of focal planes.

Image courtesy Lemnis Technologies, VRODO

This too requires eye-tracking, but shifts the onus from the display and onto the lenses themselves to dynamically adjust to the user’s focus. Lemnis has also developed prototypes featuring adjustable displays.

German VR publication VRODO (German) sat down with Lemnis Technologies co-founder Pierre-Yves Laffont to learn more about the commercial-focused platform, which hopes to provide headset manufacturers with ready-made software and hardware solutions—the company’s ‘Verifocal’ VR kit prototype, built into a Windows VR headset, appears to fit into a pretty standard form-factor.

Image courtesy Lemnis Technologies, VRODO

Laffont says the new Verifocal prototype can move the focal plane continuously depending on where the user is looking, and provides a focal range between 25 cm (~10 inches) to infinity.

“There is no fixed number of focal planes, compared to Magic Leap for example who has only 2,” Laffont explains. “The result is a smooth change of focus that can cover the whole accommodation range.”

Image courtesy Lemnis Technolgies, VRODO

To accomplish this, the company’s varifocal software engine analyzes the scene, uses the eye tracker output and the user’s eyeglasses prescription to estimate the optimal focus. It then instructs the adaptive optics to adjust the focus and correct the distortions synchronously.

When asked why Lemnis is exploring Alvarez optics as the next area of development, Laffont told VRODO this:

“Moving the screen is conceptually simple, mechanically it can be put in place in the short-term. Other approaches such as Alvarez lenses can further improve the optical quality. For AR, where the vergence-accommodation conflict is even more critical, liquid lenses are promising and there is a lot of work going in this direction. Our strength at Lemnis is that our Verifocal platform is built to work with all of those approaches – and we have built the expertise and processes to integrate any of them into a partner’s headset.”

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Lemnis is initially targeting the enterprise segment with their tech, “where quality matters most and price is less sensitive.” Laffont believes the VR market will eventually reach a critical scale that will allow manufacturing prices to come down, and varifocal displays will likely become commonplace in most VR headsets.

Lemnis Technologies was founded in 2017 by scientists and engineers from academic institutions including MIT, Brown, ETH Zurich, Inria, NUS, NTU, KAIST, and companies such as Disney Research, Philips, NEC.

The ‘Verifocal’ prototype and the associated varifocal platform have been announced as an honoree of the CES 2019 Innovation Award.

Vergence-Accommodation Conflict

Outside of a headset, the muscles in your eye automatically change the shape of their lens to bend the light to your retina so it appears in focus. Simultaneously, both eyes converge on whatever real-world object you’re focusing on to create a single picture in your brain.

Images courtesy Pearson Scott Foresman, Fred Hsu

In short, the vergence-accommodation conflict is a physical phenomenon that occurs when the headset’s display presents light at a static distance from your eye, making your eyes strain to resolve whatever virtual object you happen to be looking at.

In a headset with a fixed-focus display or optics, you’re basically left with an uncomfortable mismatch that goes against ingrained muscle memory developed over the course of your entire life; you see an object rendered a few feet away, your eyes converge on the object, but your eye’s lenses never change shape since the light is always coming from a static source. You can read more about vergence-accommodation conflict and more eye-tracking related stuff in our extensive editorial on why eye-tracking is a game changer for VR.

BACK TO THE ARTICLE

The post Lemnis Demonstrates Latest Varifocal Lens Tech in New VR Headset Prototype appeared first on Road to VR.

Lemnis To Showcase Varifocal VR Hardware/Software Platform At SIGGRAPH 2018

Lemnis To Showcase Varifocal VR Hardware/Software Platform At SIGGRAPH 2018

Lemnis Technologies wants to beat Oculus to the punch with varifocal VR technology.

The company today announced that it will launch a new software and hardware platform simply named Verifocal at SIGGRAPH 2018 in Vancouver next week. The platform uses two eye-tracking cameras integrated into a headset to adjust the focus of where you’re looking in VR in real-time, creating a clearer image.

Varifocal technology has a lot of potential benefits for VR, though Lemnis says its solution is designed to combat eye-strain and reduce sickness inside VR as a result. The platform can even accommodate prescriptions, meaning users can take off their glasses inside a headset.

It doesn’t sound like this solution will actually adjust the distance of a VR display from your eyes based on where you’re looking, though we’ve reached out to Lemnis to clarify. That’s what happens in Oculus’ recently revealed Half-Dome prototype, which is the result of years of R&D work from the Facebook Reality Labs team. Still, we have no idea when we’ll see those features in a consumer Oculus headset, whereas Lemnis’ solution sounds like it could be closer to home.

At SIGGRAPH, Verifocal will be shown running in a headset based off of Microsoft’s Windows ‘Mixed Reality’ VR headsets. Attendees will be able to order an evaluation kit during the show. As for when and where we’ll see the tech integrated into a consumer device, that’s still up in the air.

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