基于网络摄像头的实时眼球跟踪在降低渲染成本方面的潜力

Isabel Kütemeyer, M. Lux
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引用次数: 0

摘要

性能优化仍然是硬件和软件开发中的一个相关主题,视频游戏根据所需的帧速率,每 16 或 34 毫秒生成一次完全渲染的图像。人类观察者平均每分钟闭眼 12 次,每次约 300 毫秒,这意味着许多帧永远不会被观察到。本文旨在研究是否有可能通过检测和跳过这些未观察到的帧来减少渲染时间。在运行过程中,通过检测低质量网络摄像头镜头中观察者的眼球长宽比来识别眨眼。使用这种方法的原型在一小组受试者中进行了测试,以确定以这种方式观看的画面是否会被认为是分散注意力的,或者其质量是否低于未改动的图像。调查问卷的结果表明,改变后的画面并没有影响受试者的看法,没有受试者报告任何视觉干扰。由于该测试使用的是视频片段,因此跳帧被低分辨率渲染所取代。经过修改的帧的渲染速度比未修改的帧平均快 5%。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Potential of Webcam Based Real Time Eye-Tracking to Reduce Rendering Cost
Performance optimisation continues to be a relevant topic both in hardware and software development, with video games producing fully rendered images every 16 or 34 ms, depending on the desired framerate. Human observers close their eyes for about 300 ms an average of twelve times per minute, which means many frames will never be observed. This paper aimed to examine if it would be possible to reduce rendering time by detecting and skipping these unobserved frames. Blinks were identified during runtime by detecting the eye aspect ratio of the observer in low-quality web camera footage. A prototype using this method was tested on a small group of subjects to determine if footage watched this way was perceived as distracting or of lesser quality than unaltered images. Results from a questionnaire suggest that the altered footage did not impact the subjects’ opinions, with no participant reporting any visual disturbances. Because this test used video footage, skipping frames was substituted by a lower resolution render. Altered frames were rendered an average of five percent faster than their unaltered counterparts.
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