Eye-tracking data glasses unveiled

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Oneironaut
Cross Eyed!
Posts: 166
Joined: Tue Sep 11, 2012 11:44 am

Eye-tracking data glasses unveiled

Post by Oneironaut »

"The camera sensors integrated into the OLED
screen track the wearer’s eye movements
and an image processing program calculates
the exact position of their pupils in real time.

An invisible infrared light source in the glasses
frame produces accurate positioning results
even in low light."

More:

http://www.kurzweilai.net/data-glasses- ... -movements

What are the mid-term implications for Oculus?
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colocolo
Diamond Eyed Freakazoid!
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Joined: Mon Jun 04, 2012 1:25 am

Re: Eye-tracking data glasses unveiled

Post by colocolo »

unfortunately none.
you cant combine those two concepts.
unless you put the photodiodes into an smartphone panel.
but i have that certain feeling that that is not going to happen...
if Oculus will realize eyetracking someday than probably with two camers build into the frame.
but right now, according to Nate Mitchell quality and price would not be that appropriate for a consumer version. :( but they are certainly looking into that how i understood it from this new german interview. What he's basically telling is that eyetracking is sth OCulus is looking into but perhaps doable in 2-3years and that Palmer Luckey experimented with it.
https://www.youtube.com/watch?v=ADAs2gXRrFQ (german)
https://www.youtube.com/watch?v=kgnlEIBfl_g (english)
If eyetracking would be doable for 50-100$ dollar wouldnt it be worth it? Since you dont need a much better PC (500$) due to foveated rendering. Sure you also need the developers support!
Keeping the Rift cheaper here would not make that much sense.
VRus
One Eyed Hopeful
Posts: 29
Joined: Thu Oct 18, 2012 10:45 am
Location: Lithuania

Re: Eye-tracking data glasses unveiled

Post by VRus »

actually it's good news, if not great

as it's been already discussed, the eye-tracking + HMDs could help make real-time ray/path-traced games
reality, not some 20-year future vision as they are now. Knowing exact direction of your gaze, graphics
engine could render only the small 3-degree-FOV circular patch in very High-Q and while saving CPU
big-time on the 100+ degrees of remaining FOV

FYI, Bridgade 2 could benefit from that:

http://www.cinemablend.com/games/Brigad ... 54344.html
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