
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 1.51◦to 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