Inside the miracle of modern chip manufacturing
ig.ft.com
ig.ft.com
One can get quite small even with DUV (193nm ArF) by using high NA (water immersion) to get 1.3-1.4x better resolution (wavelength scales with index of refraction). That along with multi-patterning (which puts limits on the design layout, but allows 2-4x tighter pitch) can get you down to a pitch of about 65nm (single patterned) or 10-20nm (multi-patterned). However, the whole idea of pitch for the gate length falls apart around here and 40 is basically the same pitch as 65 with transistor packing tweaks, and 28 is the last "analog" node. By the time you're multi-patterned bellow 22nm, you're using fin-FETs and the scaling is totally broken (some would say made-up by marketing). That's how TSMC's 7nm was the same pitch as Intel's 10nm. Quad multi-patterning's poor yield finally broke the long dominance of 193nm, but it was cheaper than X-rays for about 20 years (and a lot of bankruptcies).
The use of the name EUV with 13nm wavelength and now immersion EUV, which allows 2-3nm without multi-patterning is meant to evoke the extension of lithographic techniques rather than the revolution X-rays implied 20 years earlier. Note that it's still so expensive that only a few critical layers are patterned with EUV. Double patterning will double the costs (half as many layers patterned per stepper per hour) so all the old tricks will come out again. Transistors will evolve again with nano-sheets and GAA to reduce leakage at even closer spacings. We should get below "2nm", but you're not talking about gate or metal dimensions anymore, just peak transistor density is ~400x better than 40nm (1M/mm2 vs 400M/mm2).
When you're selling $100M pieces of equipment in a field wit decades of history, names matter.
ArF: argon fluoride. ArF lasers emit at 193nm
EUV (Extreme Ultraviolet Lithography): A type of lithography that uses light with a wavelength of 13nm
DUV (Deep Ultraviolet Lithography): Refers to lithography techniques that use deep ultraviolet light, such as 193nm ArF, for patterning.
NA (Numerical Aperture): A measure of the light-gathering ability of an optical system, like a lens, used in lithography to improve resolution.
Water Immersion: A technique where water is used between the lens and the wafer to enhance resolution in immersion lithography.
Multi-patterning: A method where multiple exposures are used to create smaller features. (Would like to know more)
Pitch: The distance between identical features in an array, crucial for determining the density of components on a chip.
Gate Length: The length of the gate in a transistor - affects its performance and power consumption.
Fin-FETs (Fin Field-Effect Transistors): Transistors with a fin-like structure that improve control over current flow, commonly used in advanced nodes.
Nano-sheets: a three-dimensional transistor structure that utilizes thin horizontal sheets of semiconductor material stacked vertically.
GAA means: "gate all around" - the gate surrounds the channel on all four sides with stacked horizontal nano-sheets.
It might be better to start by considering ways to play with shadows cast by a single photolithography mask...
The Wikipedia article on "Computational Lithography" is a good place to start:
https://en.m.wikipedia.org/wiki/Computational_lithography
A particularly fascinating technique, linked in that article, is the use of "Phase-Shifting Photo Masks":
https://en.m.wikipedia.org/wiki/Phase-shift_mask
And then there are ways to play with diffraction effects, at the edges of the opaque shapes of the mask:
https://en.wikipedia.org/wiki/Optical_proximity_correction
In addition to diffraction and phase shift patterns, you can create shapes by illuminating the mask and wafer with more than one light source.
It may be helpful to consider this "multiple illumination" of a single photo mask in the context of a "double slit" interference pattern:
https://en.m.wikipedia.org/wiki/Diffraction_from_slits#Multi...
After you've run out of tricks, you have write over the shapes laid down by a single mask, running the wafer through the process with a different mask.
I find the current Wikipedia article for multi-patterning to be a bit more difficult to understand, but it's certainly worth the effort.
After studying this article a bit, I think it might help to start in the middle of the article, at "Pitch Splitting". A second read of the article, starting at the top, may then provide more context:
https://en.wikipedia.org/wiki/Multiple_patterning#Pitch_spli...
.
(Ironic: the article on Multiple Patterning requires multiple passes!)
173nm DUV is used commercially to create features in the 20-30nm range, possibly smaller.
> I looked up UV in wikipedia and apparently they have defined "extreme UV" to be down to 10nm - which I would have called X-rays. Indeed, if 10nm is extreme UV, perhaps we can term 100nm light "underachieving X-rays".
What are you are trying to say? EUV light used in lithography (13.5nm) is close to soft x-ray light, but what does 100nm light have to do with it?
Those three are approximately the same thing.
The distinguishing characteristic of X-rays is that they remove electrons from other layers than the last one. And the most relevant feature of UV is that it ionizes atoms. (Even though what distinguishes it is that we can't see it.)
For completeness, the thing that differentiates IR from microwaves is that IR creates molecular compression while microwaves can only make matter vibrate.
The IR name is about 3 centuries old, and it's because it often comes from light sources. While microwaves are the smaller version of the short waves; from the short, medium, and long waves used on radio.
Anyway, the dividing between those is always fuzzy.
The general technique I can identify is that the webpage uses an approach called "scrollytelling" (also noted by the references to "scrolly" from the Web Inspector) to make the animation advance in reaction to the user scrolling down.
For the pictured objects, I assume that an animation team (likely a bit separate from the web development team) created the assets. But I wonder how the developers then made sure that each provided asset enlarged at the proper rate as the user scrolled down (and also made sure that the scaling worked properly upon changing the width of the window).