The Impact of Eye Tracking on Head Mounted / Near Eye ...€¦ · Thank You for your Attention!...
Transcript of The Impact of Eye Tracking on Head Mounted / Near Eye ...€¦ · Thank You for your Attention!...
TheImpactofEyeTrackingonHeadMounted/NearEyeDisplay
Development
BálintIstvánKovács(01227520)
InstituteofComputerGraphicsandAlgorithmsTUWien,Austria
Outline
1. Summary2. Discussionoffundamentalhead-mounted/near-eyedisplay
concepts3. Historicaldevelopmentsampling4. Persistingissuesandchallenges5. Keyeyetrackingterminology6. Discussionofselectedpapers7. Conclusion
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1.Summary
ChallengesSizeconstraintsCostconstraintsComputationalcostDisplaytechnologynotyetwelladapted
GoalsImprovementofimagequalityRenderingoptimizationAdditional,morenaturaldepthcuesEnhancedinteraction
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2.DiscussionoffundamentalHM/NEdisplayconcepts
AugmentedRealityVirtualenvironmentsenhancerealenvironments„See-through“display
VirtualRealityVirtualenvironmentsreplacerealenvironments
MixedReality„anywherebetweentheextremaofthevirtualitycontinuum”
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2.DiscussionoffundamentalHM/NEdisplayconcepts
OpticalsolutionsSemi-transparentmirrorsSee-throughbydefault
Display-onlysolutionsCompletelyblockingtheusersviewSee-throughpossiblewithcameras
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2.DiscussionoffundamentalHM/NEdisplayconcepts
DisplaytechnologyState-of-theartdisplaysEvolutionofdifferenttechnologies
CRT->LCD->OLEDLayeredpanelsMicrolensarrays
RenderingOptimization
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3.Shorthistoricaldevelopmentsampling
EarlyExample1:[Sutherland1968]ARprojectviatrackedHMDMirror/prismsetupwithminiatureCRTsHiResultrasonicheadpositionsensorClippingdividerfordynamicperspectivedisplay
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3.Shorthistoricaldevelopmentsampling
EarlyExample2:[Rolland1994]
Comparisonofsee-throughHMDsExcellentbaselineofkeyissues
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3.Shorthistoricaldevelopmentsampling
CurrentExample1:[Lanman2013]
NElightfielddisplayAccurateaccommodation,convergence,andbinoculardisparitydepthcuesbinocularprototype+aGPU-acceleratedstereoscopiclightfieldrenderer.
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3.Shorthistoricaldevelopmentsampling
CurrentExample2:[Dunn2017]AugmentedrealityusecaseSinglesee-through,varifocaldeformablemembranemirrorforeacheyeWidefieldofview(100°diagonal)Fastdepthswitching(from20cmtoinfinitywithin300ms)
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3.Shorthistoricaldevelopmentsampling
CurrentExample3:Maimone2017AR/VRusecaseFresnelholographyDoublephaseamplitudeencodingFullcolor,highcontrastandlownoisehologramsHighresolution,trueper-pixelfocalcontrolRelativelywidefieldofview(80°)
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3.Shorthistoricaldevelopmentsampling
CurrentExample4:Consumergradehardware
E.g.HTCVive,OculusRift,PSVR,WindowsMR,etc.AdoptionratedrivingforcefordevelopmentAffordable/enthusiastcostHighhardwaredemandResolution(screendooreffect)
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4.PersistingChallengesinNE/HMDisplayDevelopment
Problem:Usuallyatrade-offbetweendifferentgoals
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Challenges GoalsMissingnaturalvisionfeatures Accommodativedepthcues
Limitedperiphery WidefieldofviewScreendooreffect HighresolutionHighcomputationaldemand OptimizationHighhardwarecost Commoditysolutions
5.Keyeyetrackingterminology
TechnicalEyeTrackingTechniquesEyemovement/gazeanalysis
AnatomicalVisualattentionVisualpsychophysicsTaxonomyofeyemovements
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5.Keyeyetrackingterminology
ForNE/HMdisplayapplicationsEye-gazevs.eye-poseDetectionrateOpticalaxisvs.visualaxisEye-box/exitpupilPupildetectionmethods
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6.Discussionofselectedpapers
Example1:[Stengel2015]Contribution
Lowcost(commoditycameraswithdichroicmirrors)Featuretrackingapproach
LimitationsInterferencewitheyeglassesSmallscaleuserstudyandapplicationtests
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6.Discussionofselectedpapers
Example2:[Pai2016]Contribution
CustomhardwareGazefocusdepthestimation
LimitationsLimitedfocusdepthaccuracyReducedimagequalitythroughcutlensesLimitedapplicationtests
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6.Discussionofselectedpapers
Example3:[Plopsky2016]Contribution
MicrolensdisplayGazetrackingthrougheye-poseestimationAccountsforpixelsseenthoughmultiplelenses
LimitationsCalibrationquickbutinaccurateLimiteduserstudy
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6.Discussionofselectedpapers
Example4:[Pohl2016a]Contribution
Off-the-shelfhardware(OculusDK2+PupilPro)Dynamicsamplingmap,combinedfromgazeandlensastigmatismdata
LimitationsCustomrenderingarchitectureneededwithperpixelsupersamplingcapabilities(doesnotintegrateinOpenGL45orDX12)
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6.Discussionofselectedpapers
Example5:[Pohl2016b]Contribution
SamehardwareVisualfieldmappingthoughextensivecalibrationNorenderingininvisibleareas
LimitationsCalibrationtedious(lacksgenericmodel)
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6.Discussionofselectedpapers
Example6:[Patney2016](andFOVE)FocusonfoveatedrenderingRapid,wellfundeddevelopment(NVIDIA/SMI)
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6.Discussionofselectedpapers
Example7:VarjoBionicDisplayFoveatedprojectionCombiningtwodisplaysEyetrackingforgazedetections
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6.ComparisonofDiscussedDevices
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Hardware Cost Fromfactor Contribution Limitations
Lanman2013 proprietary high wearable accuratedepthcues (limitedinformation)
Maimone2017 proprietary high benchtop/wearable
HiRes,trueperpixelfocalcontrol
smalleye-box
Dunn2017 proprietary high benchtop deformablemembranemirrortech.
bulkyformfactor
Stengel2015 proprietary verylow wearable lowcosttrackingsolution interferencewitheyeglasses
Pai2016 off-the-shelf low wearable gazefocusdepthest. imagequality,usability
Plopsky2016 proprietary high wearable Microlensdisplaywitheye-poseestimation
Inaccuratecalibration
Pohl2016a off-the-shelf low wearable renderingoptimization customrenderingarchitecture
Pohl2016b off-the-shelf low wearable renderingoptimization calibration
Patney2016/Fove preproduction/dev-kit
low wearable industry-standardrenderingoptimization
perceptualvs.optimizedapproach
Varjo preproduction/dev-kit
mid wearable foveatedprojections (limitedinformation)
7.Conclusion
PersistingchallengesinHM/NEdisplaydevelopmentDisplayresolutionneedstoincreasetoretinaresolutionlevelMorenaturaldepthcuesneededforhigherfidelityIncreasedcomputationalcostEyetrackingdatahighlyvaluable
IssuesTrackinghardwareandsoftwareneedintegrationDetectionreliabilityCalibration,genericmodel
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ThankYouforyourAttention!ReferencedPapers:[Duchowski2007]Duchowski,AndrewT."Eyetrackingmethodology."Theoryandpractice(2007).[Dunn2017]D.Dunnetal.,“WideFieldOfViewVarifocalNear-EyeDisplayUsingSee-ThroughDeformableMembraneMirrors,”IEEETransactionson
VisualizationandComputerGraphics,vol.23,no.4,pp.1322–1331,2017.[Lanman2013]D.LanmanandD.Luebke,“Near-eyeLightFieldDisplays,”ACMTrans.Graph.,vol.32,no.6,p.220:1–220:10,Nov.2013[Maimone2017]A.Maimone,A.Georgiou,andJ.S.Kollin,“HolographicNear-eyeDisplaysforVirtualandAugmentedReality,”ACMTrans.Graph.,vol.36,no.
4,p.85:1–85:16,Jul.2017.[Pai2016]Pai,YunSuen,BenjaminTag,BenjaminOutram,NoriyasuVontin,KazunoriSugiura,andKaiKunze."GazeSim:simulatingfoveatedrenderingusing
depthineyegazeforVR."InACMSIGGRAPH2016Posters,p.75.ACM,2016.[Patney2016]AnjulPatneyetal.“TowardsFoveatedRenderingforGaze-TrackedVirtualReality.”InACMTrans.Graph.,Vol.35,No.6,Article179,Publication
Date:November2016[Plopski2016]Plopski,A.,Kashima,W.,Taketomi,T.,Sandor,C.,&Kato,H.,"Eye-GazeTrackinginNear-EyeHead-MountedDisplays",ProceedingsoftheOzCHI,
2016[Pohl2016a]Pohl,D.etal."CombiningEyeTrackingwithOptimizationsforLensAstigmatisminmodernwide-angleHMDs"[Pohl2016b]Pohl,Daniel,XucongZhang,AndreasBulling,andOliverGrau."Conceptforusingeyetrackinginahead-mounteddisplaytoadaptrenderingtothe
user'scurrentvisualfield."InProceedingsofthe22ndACMConferenceonVirtualRealitySoftwareandTechnology,pp.323-324.ACM,2016.[Rolland1994]Rolland,JanickP.,RichardL.Holloway,andHenryFuchs."Acomparisonofopticalandvideosee-throughhead-mounteddisplays."SPIE
TelemanipulatorandTelepresenceTechnologies.Vol.2351.1994.[Stengel2015]M.Stengeletal.,"AnAffordableSolutionforBinocularEyeTrackingandCalibrationinHead-mountedDisplays,"inProceedingsofthe23rdACM
internationalconferenceonMultimedia(MM'15).ACM,NewYork,NY,USA,15-24.2015[Sutherland1968]I.E.Sutherland,“AHead-mountedThreeDimensionalDisplay,”inProceedingsoftheDecember9-11,1968,FallJointComputerConference,
PartI,NewYork,NY,USA,1968,pp.757–764.
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