Publication | Closed Access
<title>Gaze-contingent real-time simulation of arbitrary visual fields</title>
97
Citations
7
References
2002
Year
EngineeringVariable Resolution DisplaysArbitrary Visual FieldsRetinal StimulationComputer-generated ImageryVisual ComputingVideo Super-resolutionComputational PhotographyInteractive Computer GraphicReal-time Computer GraphicMachine VisionDesign3D VideoComputer ScienceComputer VisionEye TrackingExtended RealityHuman-computer InteractionReal Time
We describe an algorithm and software for creating variable resolution displays in real time, contingent upon the direction of gaze. The algorithm takes as input a video sequence and an arbitrary, real-valued, two-dimensional map that specifies a desired amount of filtering (blur) at each pixel location relative to direction of gaze. For each input video image the follow operations are performed: (1) the image is coded as a multi-resolution pyramid, (2) the gaze direction is measured, (3) the resolution map is shifted to the gaze direction, (4) the desired filtering at each pixel location is achieved by interpolating between levels of the pyramid using the resolution map, and (5) the interpolated image is displayed. The transfer function associated with each level of the pyramid is calibrated beforehand so that the interpolation produces exactly the desired amount of filtering at each pixel. This algorithm produces precision, artifact-free displays in 8-bit grayscale or 24-bit color. The software can process live or prerecorded video at over 60 frames per second on ordinary personal computers without special hardware. Direction of gaze for each processed video frame may be taken from an eye-tracker, from a sequence of directions saved on disk, or from another pointing device (such as a mouse). The software is demonstrated by simulating the visual fields of normals and of patients with low vision. We are currently using the software to precisely control retinal stimulation during complex tasks such as extended visual search.
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