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How to Model the Human Eye in Zemax

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Page 1: How to Model the Human Eye in Zemax. Introduction  Accurate simulation and modeling of the human eye can be tricky. Entire volumes have been written

How to Model the Human Eye in Zemax

Page 2: How to Model the Human Eye in Zemax. Introduction  Accurate simulation and modeling of the human eye can be tricky. Entire volumes have been written

Introduction

Accurate simulation and modeling of the human eye can be tricky. Entire volumes have been written on the subject, and it is a subject that continues to spur new developments. In this study, we will create model of a human eye in Zemax using the Liou & Brennan 1997 eye model. 

Page 3: How to Model the Human Eye in Zemax. Introduction  Accurate simulation and modeling of the human eye can be tricky. Entire volumes have been written

Human Eye Model

set the System|General|Units Lens Units to “Millimeters”. Next you’ll want to set the Wavelengths (found in the System section) to “F, d, C (Visible)” as shown below: 

Page 4: How to Model the Human Eye in Zemax. Introduction  Accurate simulation and modeling of the human eye can be tricky. Entire volumes have been written
Page 5: How to Model the Human Eye in Zemax. Introduction  Accurate simulation and modeling of the human eye can be tricky. Entire volumes have been written

Next, go to System|General|Aperture and set the Aperture Type to “Float By Stop Size” and then go to System|General|Glass Catalogs and add the catalog “MISC” to your Glass Catalogs. Set just one Field, of Type “Angle(Deg)” with an X-Field value of 5: 

Page 6: How to Model the Human Eye in Zemax. Introduction  Accurate simulation and modeling of the human eye can be tricky. Entire volumes have been written
Page 7: How to Model the Human Eye in Zemax. Introduction  Accurate simulation and modeling of the human eye can be tricky. Entire volumes have been written

Now insert 3 surfaces before the STOP and insert another 3 surfaces after the STOP. Below is a step-by-step guide to setting up all the surfaces, one at a time. 

Page 8: How to Model the Human Eye in Zemax. Introduction  Accurate simulation and modeling of the human eye can be tricky. Entire volumes have been written

Surface 0 

This surface is not actually labeled Surface 0 in the Zemax Lens Data Editor, it’s labeled “OBJ” and it’s the object surface. Below are the settings for Surface 0 (note that any settings not mentioned here should be left with their default values): 

Surf:Type = Standard 

Comment = Object 

Radius = Infinity 

Thickness = 1.00E+009 

Page 9: How to Model the Human Eye in Zemax. Introduction  Accurate simulation and modeling of the human eye can be tricky. Entire volumes have been written

Surface 1 

The first surface (after the Object) is just a dummy plane, and we use it to make our layout drawings easier to understand. Below are the settings for Surface 1: 

Surf:Type = Standard 

Comment = Input Beam 

Radius = Infinity 

Thickness = 50.0 

Page 10: How to Model the Human Eye in Zemax. Introduction  Accurate simulation and modeling of the human eye can be tricky. Entire volumes have been written

Surface 2 

This is the outer cornea surface. Below are the settings for Surface 2: 

Surf:Type = Standard 

Comment = Cornea 

Radius = 7.77 

Thickness = 0.55 

Glass = Model; 1.376, 50.23 

Semi-Diameter = 5.00 

Conic = -0.18 

Note: to set these glass parameters you will need to right-click the Glass cell, select “Model” as the Solve Type from the drop down list, and then type in the values like this: 

Page 11: How to Model the Human Eye in Zemax. Introduction  Accurate simulation and modeling of the human eye can be tricky. Entire volumes have been written
Page 12: How to Model the Human Eye in Zemax. Introduction  Accurate simulation and modeling of the human eye can be tricky. Entire volumes have been written

Surface 3 

This is the interface between the cornea and the aqueous humor. Below are the settings for Surface 3: 

Surf:Type = Standard 

Comment = Aqueous 

Radius = 6.4 

Thickness = 3.16 

Glass = Model; 1.336, 50.23 

Semi-Diameter = 5.00 

Conic = -0.60 

Page 13: How to Model the Human Eye in Zemax. Introduction  Accurate simulation and modeling of the human eye can be tricky. Entire volumes have been written

Surface 4 

This surface is not actually labeled Surface 4 in the Zemax Lens Data Editor, it’s labeled “STO” and it’s the aperture stop of the system. This is our eyemodel’s pupil plane. Below are the settings for Surface 4: 

Surf:Type = Standard 

Comment = Pupil 

Radius = Infinity 

Thickness = 0.00 

Glass = Model; 1.336, 50.23 

Semi-Diameter = 1.25 

Page 14: How to Model the Human Eye in Zemax. Introduction  Accurate simulation and modeling of the human eye can be tricky. Entire volumes have been written

Surface 5 

This is the anterior (front) portion of our model’s crystalline lens. Below are the settings for Surface 5: 

Surf:Type = Gradient 3 

Comment = Lens-front 

Radius = 12.4 

Thickness = 1.59 

Semi-Diameter = 5.00 

n0 = 1.368 

Nr2 = -1.978E-003 

Nz1 = 0.049057 

Nz2 = -0.015427 

Page 15: How to Model the Human Eye in Zemax. Introduction  Accurate simulation and modeling of the human eye can be tricky. Entire volumes have been written

Surface 6 

This is the posterior (rear) portion of our model’s crystalline lens. Below are the settings for Surface 6: 

Surf:Type = Gradient 3 

Comment = Lens-back 

Radius = Infinity 

Thickness = 2.43 

Semi-Diameter = 5.00 

n0 = 1.407 

Nr2 = -1.978E-003 

Nz2 = -6.605E-003 

Page 16: How to Model the Human Eye in Zemax. Introduction  Accurate simulation and modeling of the human eye can be tricky. Entire volumes have been written

Surface 7 

This is the rear surface of the crystalline lens (that is, it is the interface between the crystalline lens and the vitreous body of the eye). Below are the settings for:

Surface 7: 

Surf:Type = Standard 

Comment = Vitreous 

Radius = -8.1 

Thickness = 16.23883 

Glass = Model; 1.336, 50.23 

Semi-Diameter = 5.00 

Conic = 0.96 

Page 17: How to Model the Human Eye in Zemax. Introduction  Accurate simulation and modeling of the human eye can be tricky. Entire volumes have been written

Surface 8 

This surface is not actually labeled Surface 8 in the Zemax Lens Data Editor, it’s labeled “IMA” and it’s the image surface. This is the retina of our model. Below are the settings for Surface 8: 

Surf:Type = Standard 

Comment = Retina 

Radius = -12.0 

Semi-Diameter = 5.00 

Page 18: How to Model the Human Eye in Zemax. Introduction  Accurate simulation and modeling of the human eye can be tricky. Entire volumes have been written
Page 19: How to Model the Human Eye in Zemax. Introduction  Accurate simulation and modeling of the human eye can be tricky. Entire volumes have been written

This is the Liou & Brennan (1997) eye model. At this point, your Lens Data Editor should look like this: 

Page 20: How to Model the Human Eye in Zemax. Introduction  Accurate simulation and modeling of the human eye can be tricky. Entire volumes have been written

Change the Settings on the 3D Layout so that Rotation Z = 90, and set it so that the First Surface is Surface 1 (input beam) and you’ll see the top-down view of the model, complete with offset pupil and off-axis field 

Page 21: How to Model the Human Eye in Zemax. Introduction  Accurate simulation and modeling of the human eye can be tricky. Entire volumes have been written
Page 22: How to Model the Human Eye in Zemax. Introduction  Accurate simulation and modeling of the human eye can be tricky. Entire volumes have been written
Page 23: How to Model the Human Eye in Zemax. Introduction  Accurate simulation and modeling of the human eye can be tricky. Entire volumes have been written
Page 24: How to Model the Human Eye in Zemax. Introduction  Accurate simulation and modeling of the human eye can be tricky. Entire volumes have been written

Here is the resulting Diffraction Image Analysis diagram:

Page 25: How to Model the Human Eye in Zemax. Introduction  Accurate simulation and modeling of the human eye can be tricky. Entire volumes have been written

You’ll see below that the thickness from the back of the eyeglass lens to the coordinate break (at the eyeball’s center) is 28mm (that’s 15mm from eyeglass to cornea plus 13mm from cornea to center of eyeball). Then, after the coordinate break, there is a thickness of negative 13mm, to get back to the cornea surface. 

Page 26: How to Model the Human Eye in Zemax. Introduction  Accurate simulation and modeling of the human eye can be tricky. Entire volumes have been written

Surface 2 

This is the front surface of the eyeglass lens. 

Surf:Type = Even Asphere 

Comment = glasses-front 

Radius = 100.0 

Thickness = 3.0 

Glass = POLYCARB 

Semi-Diameter = 20.0 

Page 27: How to Model the Human Eye in Zemax. Introduction  Accurate simulation and modeling of the human eye can be tricky. Entire volumes have been written

Surface 3 

This is the rear surface of the eyeglass lens. 

Surf:Type = Extended Polynomial 

Comment = glasses-back 

Radius = 100.0 

Thickness = 28.0 

Semi-Diameter = 20.0

Page 28: How to Model the Human Eye in Zemax. Introduction  Accurate simulation and modeling of the human eye can be tricky. Entire volumes have been written

Surface 4 

This is the coordinate break located at the center of the eyeball. 

Surf:Type = Coordinate Break 

Comment = center of eye 

Thickness = -13.0 

Page 29: How to Model the Human Eye in Zemax. Introduction  Accurate simulation and modeling of the human eye can be tricky. Entire volumes have been written
Page 30: How to Model the Human Eye in Zemax. Introduction  Accurate simulation and modeling of the human eye can be tricky. Entire volumes have been written

Here is a 3D Layout plot showing the system from a side view for the 3 configurations 

Page 31: How to Model the Human Eye in Zemax. Introduction  Accurate simulation and modeling of the human eye can be tricky. Entire volumes have been written
Page 32: How to Model the Human Eye in Zemax. Introduction  Accurate simulation and modeling of the human eye can be tricky. Entire volumes have been written

Prepare to Optimize

Page 33: How to Model the Human Eye in Zemax. Introduction  Accurate simulation and modeling of the human eye can be tricky. Entire volumes have been written

Insert two new operands at the beginning of the Merit Function. Below are the settings to use for these two new operands: 

Page 34: How to Model the Human Eye in Zemax. Introduction  Accurate simulation and modeling of the human eye can be tricky. Entire volumes have been written

First new operand 

Type = XNEG 

Surf1 = 2 

Surf2 = 3 

Zone = 0 

Target = 1 

Weight = 1 

Page 35: How to Model the Human Eye in Zemax. Introduction  Accurate simulation and modeling of the human eye can be tricky. Entire volumes have been written

Second new operand 

Type = XXEG 

Surf1 = 2 

Surf2 = 3 

Zone = 0 

Target = 6 

Weight = 1 

Page 36: How to Model the Human Eye in Zemax. Introduction  Accurate simulation and modeling of the human eye can be tricky. Entire volumes have been written

Optimizing The PAL 

Page 37: How to Model the Human Eye in Zemax. Introduction  Accurate simulation and modeling of the human eye can be tricky. Entire volumes have been written
Page 38: How to Model the Human Eye in Zemax. Introduction  Accurate simulation and modeling of the human eye can be tricky. Entire volumes have been written

Summary

We used Zemax to model a human eye using realistic parameters, including a gradient refractive-index crystalline lens, pupil, curved retina, and off-axis field angle. We then provided for a realistic rotation of this model and used this rotating eye model to design a progressive addition lens (PAL)