# Gaze-Contingent Ocular Parallax Rendering for Virtual Reality

arXiv: https://arxiv.org/abs/1906.09740 · HTML: https://mlsanity.com/paper/1906.09740/

## Key facts

- Cited by 20 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 24 Jun 2019.

## Built on by (most cited first, 20 of 20)

- [FoV-NeRF: Foveated Neural Radiance Fields for Virtual Reality](https://mlsanity.com/paper/2103.16365/) (2021)
- [Generalizing Gaze Estimation with Outlier-guided Collaborative Adaptation](https://mlsanity.com/paper/2107.13780/) (2021)
- [VRSplat: Fast and Robust Gaussian Splatting for Virtual Reality](https://mlsanity.com/paper/2505.10144/) (2025)
- [GazeGPT: Augmenting Human Capabilities using Gaze-contingent Contextual AI for Smart Eyewear](https://mlsanity.com/paper/2401.17217/) (2024)
- [Eye-tracked Virtual Reality: A Comprehensive Survey on Methods and Privacy Challenges](https://mlsanity.com/paper/2305.14080/) (2023)
- [3DGazeNet: Generalizing Gaze Estimation with Weak-Supervision from Synthetic Views](https://mlsanity.com/paper/2212.02997/) (2022)
- [FAPNet: An Effective Frequency Adaptive Point-based Eye Tracker](https://mlsanity.com/paper/2406.03177/) (2024)
- [Exploring Temporal Dynamics in Event-based Eye Tracker](https://mlsanity.com/paper/2503.23725/) (2025)
- [FreeGaze: Resource-efficient Gaze Estimation via Frequency Domain Contrastive Learning](https://mlsanity.com/paper/2209.06692/) (2022)
- [UVAGaze: Unsupervised 1-to-2 Views Adaptation for Gaze Estimation](https://mlsanity.com/paper/2312.15644/) (2023)
- [Gaze Estimation with Eye Region Segmentation and Self-Supervised Multistream Learning](https://mlsanity.com/paper/2112.07878/) (2021)
- [Differential Contrastive Training for Gaze Estimation](https://mlsanity.com/paper/2502.20128/) (2025)
- [PCFGaze: Physics-Consistent Feature for Appearance-based Gaze Estimation](https://mlsanity.com/paper/2309.02165/) (2023)
- [A Novel Light Field Coding Scheme Based on Deep Belief Network & Weighted Binary Images for Additive Layered Displays](https://mlsanity.com/paper/2210.01447/) (2022)
- [Slippage-robust Gaze Tracking for Near-eye Display](https://mlsanity.com/paper/2210.11637/) (2022)
- [Semi-supervised Contrastive Regression for Estimation of Eye Gaze](https://mlsanity.com/paper/2308.02784/) (2023)
- [Fixation-based Self-calibration for Eye Tracking in VR Headsets](https://mlsanity.com/paper/2311.00391/) (2023)
- [ELF-UA: Efficient Label-Free User Adaptation in Gaze Estimation](https://mlsanity.com/paper/2406.09481/) (2024)
- [See Through the Noise: Improving Domain Generalization in Gaze Estimation](https://mlsanity.com/paper/2604.16562/) (2026)
- [Automatic Field-of-View Adjustment for a View-Expansive Microscope via LSTM-Based Gaze and Pipette Motion Interpretation](https://mlsanity.com/paper/2608.10401/) (2026)

## Abstract (arXiv)

Immersive computer graphics systems strive to generate perceptually realistic user experiences. Current-generation virtual reality (VR) displays are successful in accurately rendering many perceptually important effects, including perspective, disparity, motion parallax, and other depth cues. In this article, we introduce ocular parallax rendering, a technology that accurately renders small amounts of gaze-contingent parallax capable of improving depth perception and realism in VR. Ocular parallax describes the small amounts of depth-dependent image shifts on the retina that are created as the eye rotates. The effect occurs because the centers of rotation and projection of the eye are not the same. We study the perceptual implications of ocular parallax rendering by designing and conducting a series of user experiments. Specifically, we estimate perceptual detection and discrimination thresholds for this effect and demonstrate that it is clearly visible in most VR applications. Additionally, we show that ocular parallax rendering provides an effective ordinal depth cue and it improves the impression of realistic depth in VR.
