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Robust Gaze Tracking Method for Stereoscopic Virtual Reality Systems

机译:立体视觉虚拟现实系统的鲁棒注视跟踪方法

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摘要

In this paper, we propose a new face and eye gaze tracking method that works by attaching gaze tracking devices to stereoscopic shutter glasses. This paper presents six advantages over previous works. First, through using the proposed method with stereoscopic VR systems, users feel more immersed and comfortable. Second, by capturing reflected eye images with a hot mirror, we were able to increase eye gaze accuracy in a vertical direction. Third, by attaching the infrared passing filter and using an IR illuminator, we were able to obtain robust gaze tracking performance irrespective of environmental lighting conditions. Fourth, we used a simple 2D-based eye gaze estimation method based on the detected pupil center and the 'geometric transform' process. Fifth, to prevent gaze positions from being unintentionally moved by natural eye blinking, we discriminated between different kinds of eye blinking by measuring pupil sizes. This information was also used for button clicking or mode toggling. Sixth, the final gaze position was calculated by the vector summation of face and eye gaze positions and allowing for natural face and eye movements. Experimental results showed that the face and eye gaze estimation error was less than one degree.
机译:在本文中,我们提出了一种新的面部和眼睛注视跟踪方法,该方法是将注视跟踪设备安装到立体快门眼镜上。本文提出了六个优于先前工作的优点。首先,通过将建议的方法与立体VR系统结合使用,用户会感到更加沉浸和舒适。其次,通过使用热镜捕获反射的眼睛图像,我们能够提高垂直方向上的视线精度。第三,通过安装红外通过滤镜并使用红外照明器,无论环境光照条件如何,我们都能获得稳定的凝视跟踪性能。第四,我们基于检测到的瞳孔中心和“几何变换”过程,使用了一种简单的基于2D的眼动估计方法。第五,为防止凝视位置因自然眨眼而意外移动,我们通过测量瞳孔大小来区分不同种类的眨眼。此信息还用于按钮单击或模式切换。第六,最终的凝视位置是通过面部和眼睛凝视位置的矢量求和并允许面部和眼睛自然运动来计算的。实验结果表明,人脸和眼睛注视估计误差小于1度。

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