{"title":"Simulating refraction and reflection of ocular surfaces for algorithm validation in outdoor mobile eye tracking videos","authors":"Thomas B. Kinsman, J. Pelz","doi":"10.1145/2578153.2578203","DOIUrl":null,"url":null,"abstract":"To create input videos for testing pupil detection algorithms for outdoor eye tracking, we develop a simulation of the eye with front-surface reflections of the cornea and the internal refractions of the cornea and refraction at the air/cornea and cornea/aqueous boundaries. The scene and iris are simulated using texture mapping and are alpha-blended to produce the final image of the eye with reflections and refractions. The simulation of refraction is important in order to observe the elliptical shape that the pupil takes on as it goes off axis, and to take into consideration the difference between true pupil position and apparent (entrance) pupil position. Sequences of images are combined to produce input videos for testing the next generation of pupil detection and tracking algorithms, which must sort the pupil out of distracting edges and reflected objects.","PeriodicalId":142459,"journal":{"name":"Proceedings of the Symposium on Eye Tracking Research and Applications","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2014-03-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"4","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the Symposium on Eye Tracking Research and Applications","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2578153.2578203","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 4
Abstract
To create input videos for testing pupil detection algorithms for outdoor eye tracking, we develop a simulation of the eye with front-surface reflections of the cornea and the internal refractions of the cornea and refraction at the air/cornea and cornea/aqueous boundaries. The scene and iris are simulated using texture mapping and are alpha-blended to produce the final image of the eye with reflections and refractions. The simulation of refraction is important in order to observe the elliptical shape that the pupil takes on as it goes off axis, and to take into consideration the difference between true pupil position and apparent (entrance) pupil position. Sequences of images are combined to produce input videos for testing the next generation of pupil detection and tracking algorithms, which must sort the pupil out of distracting edges and reflected objects.