“GazeSim: Simulating Foveated Rendering Using Depth in Eye Gaze for VR” by Pai, Tag, Outram, Vontin, Sugiura, et al. …

  • ©Yun Suen Pai, Benjamin Tag, Benjamin I. Outram, Noriyasu Vontin, Kazunori Sugiura, and Kai Kunze

  • ©Yun Suen Pai, Benjamin Tag, Benjamin I. Outram, Noriyasu Vontin, Kazunori Sugiura, and Kai Kunze

  • ©Yun Suen Pai, Benjamin Tag, Benjamin I. Outram, Noriyasu Vontin, Kazunori Sugiura, and Kai Kunze

Conference:


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Entry Number: 20

Title:

    GazeSim: Simulating Foveated Rendering Using Depth in Eye Gaze for VR

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Abstract:


    We present a novel technique of implementing customized hardware that uses eye gaze focus depth as an input modality for virtual reality applications. By utilizing eye tracking technology, our system can detect the point in depth the viewer focusses on, and therefore promises more natural responses of the eye to stimuli, which will help overcoming VR sickness and nausea. The obtained information for the depth focus of the eye allows the utilization of foveated rendering to keep the computing workload low and create a more natural image that is clear in the focused field, but blurred outside that field.

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©Yun Suen Pai, Benjamin Tag, Benjamin I. Outram, Noriyasu Vontin, Kazunori Sugiura, and Kai Kunze

Acknowledgements:


    We would like to thank all our supporters, advisers, that helped with the creation of this first prototype. This research is partially supported by Fujitsu Design Limited Japan and NTT Mirai Net.


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