233 research outputs found

    Evaluation of optimisation techniques for multiscopic rendering

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    A thesis submitted to the University of Bedfordshire in fulfilment of the requirements for the degree of Master of Science by ResearchThis project evaluates different performance optimisation techniques applied to stereoscopic and multiscopic rendering for interactive applications. The artefact features a robust plug-in package for the Unity game engine. The thesis provides background information for the performance optimisations, outlines all the findings, evaluates the optimisations and provides suggestions for future work. Scrum development methodology is used to develop the artefact and quantitative research methodology is used to evaluate the findings by measuring performance. This project concludes that the use of each performance optimisation has specific use case scenarios in which performance benefits. Foveated rendering provides greatest performance increase for both stereoscopic and multiscopic rendering but is also more computationally intensive as it requires an eye tracking solution. Dynamic resolution is very beneficial when overall frame rate smoothness is needed and frame drops are present. Depth optimisation is beneficial for vast open environments but can lead to decreased performance if used inappropriately

    Precise Non-Intrusive Real-Time Gaze Tracking System for Embedded Setups

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    This paper describes a non-intrusive real-time gaze detection system, characterized by a precise determination of a subject's pupil centre. A narrow field-of-view camera (NFV), focused on one of the subject's eyes follows the head movements in order to keep the pupil centred in the image. When a tracking error is observed, feedback provided by a second camera, in this case a wide field-of-view (WFV) camera, allows quick recovery of the tracking process. Illumination is provided by four infrared LED blocks synchronised with the electronic shutter of the eye camera. The characteristic shape of corneal glints produced by these illuminators allows optimizing the image processing algorithms for gaze detection developed for this system. The illumination power used in this system has been limited to well below maximum recommended levels. After an initial calibration procedure, the line of gaze is determined starting from the vector defined by the pupil centre and a valid glint. The glints are validated using the iris outline to avoid glint distortion produced by changes in the curvature on the ocular globe. In order to minimize measurement error in the pupil-glint vector, algorithms are proposed to determine the pupil centre at sub-pixel resolution. Although the paper describes a desk-mounted prototype, the final implementation is to be installed on board of a conventional car as an embedded system to determine the line of gaze of the driver

    An Improved Algorithm for Eye Corner Detection

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    In this paper, a modified algorithm for the detection of nasal and temporal eye corners is presented. The algorithm is a modification of the Santos and Proenka Method. In the first step, we detect the face and the eyes using classifiers based on Haar-like features. We then segment out the sclera, from the detected eye region. From the segmented sclera, we segment out an approximate eyelid contour. Eye corner candidates are obtained using Harris and Stephens corner detector. We introduce a post-pruning of the Eye corner candidates to locate the eye corners, finally. The algorithm has been tested on Yale, JAFFE databases as well as our created database

    An easy iris center detection method for eye gaze tracking system

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    Iris center detection accuracy has great impact on eye gaze tracking system performance. This paper proposes an easy and efficient iris center detection method based on modeling the geometric relationship between the detected rough iris center and the two corners of the eye. The method fully considers four states of iris within the eye region, i.e. center, left, right, and upper. The proposed active edge detection algorithm is utilized to extract iris edge points for ellipse fitting. In addition, this paper also presents a predicted edge point algorithm to solve the decrease in ellipse fitting accuracy, when part of the iris becomes hidden from rolling into a nasal or temporal eye corner. The evaluated result of the method on our eye database shows the global average accuracy of 94.3%. Compared with existing methods, our method achieves the highest iris center detection accuracy. Additionally, in order to test the performance of the proposed method in gaze tracking, this paper presents the results of gaze estimation achieved by our eye gaze tracking system

    EYE AND GAZE TRACKING ALGORITHM FOR COLLABORATIVE LEARNING SYSTEM

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    International audienceOur work focuses on the interdisciplinary field of detailed analysis of behaviors exhibited by individuals during sessions of distributed collaboration. With a particular focus on ergonomics, we propose new mechanisms to be integrated into existing tools to enable increased productivity in distributed learning and working. Our technique is to record ocular movements (eye tracking) to analyze various scenarios of distributed collaboration in the context of computer-based training. In this article, we present a low-cost oculometric device that is capable of making ocular measurements without interfering with the natural behavior of the subject. We expect that this device could be employed anywhere that a natural, non-intrusive method of observation is required, and its low-cost permits it to be readily integrated into existing popular tools, particularly E-learning campus
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