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Eye tracking: Difference between revisions

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Eye tracking unlocks numerous capabilities enhancing VR and AR experiences:
Eye tracking unlocks numerous capabilities enhancing VR and AR experiences:


*'''[[Foveated rendering]]''': Arguably the most impactful application for performance. By knowing precisely where the user is looking, the system renders the scene at maximum [[resolution]] only in the small, central area of the user's gaze (corresponding to the eye's high-acuity fovea), while rendering the peripheral areas at progressively lower resolutions. This mimics human vision and can drastically reduce the computational load on the [[graphics processing unit]] (GPU) – potentially by 30% to over 70% – allowing for higher fidelity graphics, increased frame rates, reduced [[latency]], or lower power consumption, all without a noticeable loss in perceived visual quality.<ref name="Patney2016">Patney, A., Salvi, M., Kim, J., Kaplanyan, A., Wyman, C., Benty, N., Luebke, D., & Lefohn, A. (2016). Towards foveated rendering for gaze-tracked virtual reality. *ACM Transactions on Graphics, 35*(6), 179.</ref><ref name="TobiiFoveated">[https://www.tobii.com/blog/eye-tracking-in-vr-a-vital-component Tobii Blog: Eye Tracking in VR A Vital Component]. Retrieved Nov 17, 2023.</ref><ref name="NvidiaFoveated">NVIDIA Corporation. (n.d.). *Maximize VR Performance with Foveated Rendering*. NVIDIA Developer. Retrieved November 16, 2023, from https://developer.nvidia.com/vrworks/graphics/foveatedrendering</ref>
*'''[[Foveated rendering]]''': Arguably the most impactful application for performance. By knowing precisely where the user is looking, the system renders the scene at maximum [[resolution]] only in the small, central area of the user's gaze (corresponding to the eye's high-acuity fovea), while rendering the peripheral areas at progressively lower resolutions. This mimics human vision and can drastically reduce the computational load on the [[graphics processing unit]] (GPU) – potentially by 30% to over 70% – allowing for higher fidelity graphics, increased frame rates, reduced [[latency]], or lower power consumption, all without a noticeable loss in perceived visual quality.<ref name="Patney2016">Patney, A., Salvi, M., Kim, J., Kaplanyan, A., Wyman, C., Benty, N., Luebke, D., & Lefohn, A. (2016). Towards foveated rendering for gaze-tracked virtual reality. *ACM Transactions on Graphics, 35*(6), 179.</ref><ref name="TobiiFoveated">[https://www.tobii.com/blog/eye-tracking-in-vr-a-vital-component Tobii Blog: Eye Tracking in VR - A Vital Component]. Retrieved Nov 17, 2023.</ref><ref name="NvidiaFoveated">NVIDIA Corporation. (n.d.). *Maximize VR Performance with Foveated Rendering*. NVIDIA Developer. Retrieved November 16, 2023, from https://developer.nvidia.com/vrworks/graphics/foveatedrendering</ref>


*'''Natural Interaction / Gaze-Based Interaction''': Eye tracking enables more intuitive control schemes:
*'''Natural Interaction / Gaze-Based Interaction''': Eye tracking enables more intuitive control schemes: