模拟眼表面的折射和反射,用于室外移动眼动追踪视频的算法验证

Thomas B. Kinsman, J. Pelz
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引用次数: 4

摘要

为了创建用于测试室外眼球追踪的瞳孔检测算法的输入视频,我们开发了一个具有角膜前表面反射和角膜内部折射以及空气/角膜和角膜/水边界处折射的眼睛模拟。使用纹理映射模拟场景和虹膜,并进行alpha混合以产生具有反射和折射的眼睛的最终图像。为了观察瞳孔偏离轴时呈现的椭圆形状,并考虑真实瞳孔位置与视(入口)瞳孔位置之间的差异,折射的模拟是重要的。将一系列图像组合在一起,产生用于测试下一代瞳孔检测和跟踪算法的输入视频,这些算法必须将瞳孔从分散的边缘和反射的物体中分类出来。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Simulating refraction and reflection of ocular surfaces for algorithm validation in outdoor mobile eye tracking videos
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.
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