Slippage-robust Gaze Tracking for Near-eye Display Wei Zhang1 Jiaxi Cao1 Xiang Wang2 Enqi Tian1and Bin Li1 Abstract In recent years head-mounted near-eye display

2025-05-03 0 0 2.44MB 7 页 10玖币
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Slippage-robust Gaze Tracking for Near-eye Display
Wei Zhang1, Jiaxi Cao1, Xiang Wang2, Enqi Tian1and Bin Li1
Abstract In recent years, head-mounted near-eye display
devices have become the key hardware foundation for virtual
reality and augmented reality. Thus head-mounted gaze track-
ing technology has received attention as an essential part of
human-computer interaction. However, unavoidable slippage of
head-mounted devices (HMD) often results higher gaze tracking
errors and hinders the practical usage of HMD. To tackle
this problem, we propose a slippage-robust gaze tracking for
near-eye display method based on the aspheric eyeball model
and accurately compute the eyeball optical axis and rotation
center. We tested several methods on datasets with slippage
and the experimental results show that the proposed method
significantly outperforms the previous method (almost double
the suboptimal method).
I. INTRODUCTION
With the prosperity of the metaverse, the demand for
augmented, virtual and mixed reality (AR, VR, and MR)
is rapidly increasing. Head-mounted near-eye display, func-
tioning as the hardware foundation of all three techniques,
project virtual scenes onto the human eye and create an
immersive environment. Although various interaction meth-
ods, including gripping and keyboard, are explored [1],
[2], eye gaze movement is still the most natural interactive
way in HMD. Thus, head-mounted near-eye gaze tracking
technology shows excellent potential in human-computer
interaction.
Based on knowledge of human gaze mode in the fun-
damental environment, gaze-based improvements in graphic
rendering and displaying [3], [4], [5] have been studied.
Furthermore, the human gaze directly indicates human per-
ceptions and attention, which is suitable for human-computer
interaction. Gaze cues have already been adopted in in-
teractions between human and intelligent systems [6], [7],
[8] and similar interaction studies have been conducted on
AR/VR devices with gaze tracking implementation. Results
show that gaze-based interaction promises higher interaction
quality, speed, and a more user-friendly experience [9].
Unfortunately, in common AR/VR application scenarios,
body motions and head motions constantly exist during
practical use, which leads to an unavoidable HMD slippage
and slight slippage often results in a significant increase in
gaze estimation error of head-mounted devices [10], [11].
Most commercial eye trackers also suffer from the accuracy
degradation caused by slippage [12]. Methods to maintain
gaze accuracy after slippage have been investigated [13] and
1School of Information Science, University of Science and Technology
of China, HeFei 230026, China. zw1996@mail.ustc.edu.cn
2Department of Electrical and Computer Engineering, Carnegie Mellon
University, Pittsburgh, USA. xiangw2@andrew.cmu.edu
Corresponding author:Bin Li (binli@ustc.edu.cn)
results show the robustness of headset slippage in head-
mounted gaze tracking. However, the overall gaze estimation
accuracy of slippage-robust methods is lower than most state-
of-the-art methods and only qualified for limited uses.
In this work, we proposed an eyeball optical axis and
position estimation method based on the aspheric eye model.
Then we proposed a gaze tracking geometric model for the
near-eye display to estimate scene gaze points. Specially,
we set up a low-cost hardware device to validate our slip-
page robust gaze tracking method for near-eye display. We
conducted experiments on nine subjects and asked them
to remount and rotate the device repeatedly to simulate
slippage in actual use. The experiment results show that our
method outperforms the state-of-art method [13] by 100%,
the angular offset decreases from 1.51to 0.76.
II. RELATED WORK
Usually, gaze point tracking includes two branches: the
data-driven method and the model drive method. The data-
driven method directly maps the eyeball image into the gaze
point, while the model-driven method relies on the eyeball
model and related optical knowledge. A widely used eye
model is the Le Grand model [14], shown in Figure 1. Le
Grand model views the cornea as a sphere and ignores the
corneal refraction. It is perfect for remote gaze tracking [15],
[16], [17] since the approximations in the model do not
introduce significant errors in eyeball detection. However,
in the near-display device, such an error is non-neglectable.
The eyeball in head-mounted gaze tracking must be in the
correct position to achieve the ideal visual appearance and
angle. False eye position might cause image distortion in
VR [18] and object misalignment in MR.
EC
POptical Axis
Visual Axis
Kappa Angle
Fig. 1. Simplified eyeball model. Optical axis contains pupil center P,
cornea center Cand eyeball rotation center E. The visual axis intersects
with the optical axis at the cornea center, and the angle between them
defines as the kappa angle.
A more precise eyeball model is required in HMD
gaze point tracking to mend the modeling error. For ex-
arXiv:2210.11637v2 [cs.CV] 1 Nov 2022
ample, Nitschke proposed a new eye position estimation
method [19]. Y. Itoh proposed an interaction-free AR cal-
ibration method [20] for eye position acquisition. However,
predefined eyeball parameters introduce deviation among
people. Estimating eyeball rotation center with eye poses was
discussed in gaze tracking [21] as well, but the result was
highly dependent on pupil contour tracking. In addition, there
have been studies of pupil center[22] and corneal center[23],
[24]. A robust eyeball position estimation for various persons
remains a problem in head-mounted systems.
Head-mounted gaze estimation is the basis of gaze-
contingent near-eye display realization. A defect of most
existing head-mounted gaze tracking methods is the lack of
slippage robustness. During common use, a slight relative
movement between the head-mounted device and the eyes
is unavoidable. Keeping high gaze estimation accuracy with
slippage taken into consideration should be realized in prac-
tical head-mounted systems.
Model-based gaze tracking methods [25] are often con-
sidered robust to devise slippage, but complicated system
calibration and relatively low accuracy made these methods
less famous. The state-of-the-art feature-based gaze estima-
tion method proposed by PupilLab [26] achieved a mean
angular error lower than 0.6. A combination of PupilLab
eye tracker and VR systems has been studied [11], [27].
However, the method purely relied on the 2D pupil fea-
ture and was highly sensitive to slippage. The commonly
accepted slippage-robust gaze tracking method Grip [13]
used a model-based feature (optical axis) and a feature-based
gaze mapping model. An acceptable gaze accuracy with
slippage robustness was shown. End-to-end learning-based
gaze estimation method [28] was proved to be robust and
accurate when headset slippage occurred, but model training
was data-consuming and required users to collect a large
amount of calibration data.
Recently, slippage in head-mounted gaze tracking has
become a critical research problem, and increasing works
have been aware of the importance of slippage robustness.
Still, few works discussed slippage-robust near-eye display
gaze tracking.
III. SYSTEM OVERVIEW
This section presents our gaze tracking for near-eye dis-
play system, where we build hardware devices that can
capture eye images, extract features, and have an optical see-
through display. Figure 2 illustrates the workflow of slippage
robust gaze tracking for near-eye display.
A. Hardware Setup
Our headset prototype consists of a near-eye display, 4 eye
cameras capturing eye images of 640×480pix2, and 850 nm
infrared LEDs.
Based on our proposed eye model, determining the eyeball
optical axis requires a virtual pupil center and a corneal
surface normal vector containing eye camera center. The Vir-
tual pupil centers can be captured in eye images. A Corneal
surface normal vector containing eye camera center can be
(a) (b)
(c) (d)
Fig. 2. Overview of the proposed system. (a) Hardware prototype of
proposed near-eye display system implemented with an eye tracker. (b) For
each eye, there are two near-focus infrared cameras to capture eye images,
and six infrared LEDs around each eye camera are used to generate corneal
reflection glints. A binocular optical see-through display is implemented in
the prototype as a near-eye display. (c) The subject was asked to gaze at the
front vehicle. Pupil centers and optical axes detection results were displayed
in eye images. (d) The subject can move and rotate the HMD within a certain
range. Results of gaze tracking remained highly accurate. The gaze point
estimation result was visualized as red circles in the displayed image. The
scene image for gaze estimation demonstration came from svl-simulator
(https://www.svlsimulator.com/).
derived by the corneal reflection of a light source coincides
with the eye camera center [29]. However, implementing a
light source inside eye camera is not physically realizable.
In our prototype, 6 infrared LEDs around the eye camera are
used to generate corneal reflection glints. The centroid of a
group of glints approximately provides the reflection position
of a light source coincides with the eye camera center.
A binocular optical see-through display is implemented in
the prototype as a near-eye display. Both monocular displays
show images of 1920×1080pix2, and the binocular field of
view is 44.
B. Feature Detection
Raw feature detection in eye images includes glint detec-
tion and pupil detection.
Glints appear to be several small bright regions with
special patterns in the eye images. A simple thresholding
and morphology method will give a centroid result of glints.
A problem observed from collected data is that contact lenses
might cause glint distortion. The glints reflected by the edge
of the contact lens or the unsmooth surface of the contact
lens might lead to errors in glint detection.
Pupil detection is a mature technique in gaze tracking
technology. We employ radial symmetry transform [30] to
detect coarse pupil center, the starburst algorithm [31] to
detect pupil edges, PURE [32] selects pupil edges and fit
pupil ellipse. Since eye images are captured in near infrared
band, environment illumination produces less effect on image
quality and pupil detection remains accurate. Several exem-
plars of pupil detection results are given in Figure 3.
摘要:

Slippage-robustGazeTrackingforNear-eyeDisplayWeiZhang1,JiaxiCao1,XiangWang2,EnqiTian1andBinLi1Abstract—Inrecentyears,head-mountednear-eyedisplaydeviceshavebecomethekeyhardwarefoundationforvirtualrealityandaugmentedreality.Thushead-mountedgazetrack-ingtechnologyhasreceivedattentionasanessentialpartof...

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