See What I Mean? Mobile Eye-Perspective Rendering for Optical See-through Head-mounted Displays.

IF 6.5
Gerlinde Emsenhuber, Tobias Langlotz, Denis Kalkofen, Markus Tatzgern
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引用次数: 0

Abstract

Image-based scene understanding allows Augmented Reality (AR) systems to provide contextual visual guidance in unprepared, real-world environments. While effective on video see-through (VST) head-mounted displays (HMDs), such methods suffer on optical see-through (OST) HMDs due to misregistration between the world-facing camera and the user's eye perspective. To approximate the user's true eye view, we implement and evaluate three software-based eye-perspective rendering (EPR) techniques on a commercially available, untethered OST HMD (Microsoft HoloLens 2): (1) Plane-Proxy EPR, projecting onto a fixed-distance plane; (2) Mesh-Proxy EPR, using SLAM-based reconstruction for projection; and (3) Gaze-Proxy EPR, a novel eye-tracking-based method that aligns the projection with the user's gaze depth. A user study on real-world tasks underscores the importance of accurate EPR and demonstrates gaze-proxy as a lightweight alternative to geometry-based methods. We release our EPR framework as open source.

明白我的意思了吧?用于光学透明头戴式显示器的移动眼透视渲染。
基于图像的场景理解允许增强现实(AR)系统在没有准备的真实世界环境中提供上下文视觉指导。虽然这种方法在视频透明(VST)头戴式显示器(hmd)上是有效的,但在光学透明(OST)头戴式显示器上却会受到影响,因为面向世界的摄像头和用户眼睛视角之间存在不匹配。为了接近用户的真实视角,我们在市售的无系带OST头显(Microsoft HoloLens 2)上实现并评估了三种基于软件的眼睛视角渲染(EPR)技术:(1)平面代理EPR,投射到固定距离的平面上;(2) Mesh-Proxy EPR,基于slam重构进行投影;(3)注视代理EPR,一种新颖的基于眼动追踪的方法,将投影与用户的凝视深度对齐。对现实世界任务的用户研究强调了准确EPR的重要性,并演示了凝视代理作为基于几何的方法的轻量级替代方案。我们将我们的EPR框架作为开源发布。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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