crwdns2933803:014crwdne2933803:0
crwdns2933797:0Jeff Suovanencrwdnd2933797:0crwdne2933797:0
crwdns2936043:0crwdne2936043:0 crwdns2933505:0crwdne2933505:0 Jeff Suovanen
- crwdns2933769:0crwdne2933769:0
- crwdns2933771:0crwdne2933771:0
- crwdns2933801:0crwdne2933801:0
crwdns2933807:0crwdne2933807:0
[* black] Popping off one of the two IR emitter rings, we find the elusive eye-tracking IR camera hiding behind a dark filter. | |
[* black] These appear to be [https://www.ovt.com/cameracubechip|OmniVision CameraCubeChip|new_window=true] cameras with externally-mounted [https://en.wikipedia.org/wiki/Dichroic_filter|dichroic filters|new_window=true]. | |
[* icon_note] Eye tracking in VR and AR allows for some pretty cool new [https://magic-leap.reality.news/news/magic-leaps-blink-demo-shows-eye-tracking-spatial-audio-make-virtual-content-come-alive-0186284/|interface options|new_window=true], as well as [https://www.wired.com/story/eye-tracking-vr/|improvements|new_window=true] in realism and rendering efficiency. | |
- | [* icon_reminder] |
+ | [* icon_reminder] Placing a single camera below each eye may limit the accuracy and range of eye tracking—the camera can better view the eye/pupil when the user is looking downward than upward. |