浸没式光刻
极紫外光刻
材料科学
斑点图案
激光线宽
光学
沉浸式(数学)
平版印刷术
覆盖
光电子学
抵抗
激光器
计算机科学
纳米技术
物理
数学
图层(电子)
纯数学
程序设计语言
作者
Hirotaka Miyamoto,Takamitsu Komaki,Toshihiro Ohga,Taku Yamazaki,Tsukasa Hori,Masato Moriya,Hiroshi Tanaka,Takuya Ishii,Akihiko Kurosu,Katsuhiko Wakana,T. Ohta,Satoru Bushida,Takashi Saitō,Hakaru Mizoguchi
摘要
Chipmakers have used cross-platform of both EUV exposure and ArF immersion multi-patterning exposure depending on cost effectiveness at each layer. ArF immersion exposure has been required lower linewidth roughness(LWR) to reduce cross matched machine overlay(xMMO) which is the overlay between the different platforms. ArF light sources essentially produce speckle as non-uniform intensity distribution resulting from interference effects generated within a beam. It leads to increase LWR, which results in increasing xMMO. The latest ArF immersion light source, GT66A is introduced a new optical pulse stretcher(OPS) that increases pulse duration to reduce speckle by 30% to improves LWR, which reduces xMMO. This technology will improve chip yield for chipmakers in the processes mixed ArF immersion exposure and EUV exposure.
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