# Optimization-Based Eye Tracking using Deflectometric Information

arXiv: https://arxiv.org/abs/2303.04997 · HTML: https://mlsanity.com/paper/2303.04997/

## Key facts

- Cited by 2 papers in the map (data through 14 Oct 2026).
- Builds on 5 of its 53 references that are in the map.
- First posted on arXiv 9 Mar 2023.

## Builds on (most cited first, 5 of 5)

- [Accelerating 3D Deep Learning with PyTorch3D](https://mlsanity.com/paper/2007.08501/) (2020)
- [Eye Tracking for Everyone](https://mlsanity.com/paper/1606.05814/) (2016)
- [Unified Shape and SVBRDF Recovery using Differentiable Monte Carlo Rendering](https://mlsanity.com/paper/2103.15208/) (2021)
- [Event Based, Near Eye Gaze Tracking Beyond 10,000Hz](https://mlsanity.com/paper/2004.03577/) (2020)
- [Multi-View Mesh Reconstruction with Neural Deferred Shading](https://mlsanity.com/paper/2212.04386/) (2022)

## Built on by (most cited first, 2 of 2)

- [Accurate Eye Tracking from Dense 3D Surface Reconstructions using Single-Shot Deflectometry](https://mlsanity.com/paper/2308.07298/) (2023)
- [Event-based Motion-Robust Accurate Shape Estimation for Mixed Reflectance Scenes](https://mlsanity.com/paper/2311.09652/) (2023)

## Abstract (arXiv)

Eye tracking is an important tool with a wide range of applications in Virtual, Augmented, and Mixed Reality (VR/AR/MR) technologies. State-of-the-art eye tracking methods are either reflection-based and track reflections of sparse point light sources, or image-based and exploit 2D features of the acquired eye image. In this work, we attempt to significantly improve reflection-based methods by utilizing pixel-dense deflectometric surface measurements in combination with optimization-based inverse rendering algorithms. Utilizing the known geometry of our deflectometric setup, we develop a differentiable rendering pipeline based on PyTorch3D that simulates a virtual eye under screen illumination. Eventually, we exploit the image-screen-correspondence information from the captured measurements to find the eye's rotation, translation, and shape parameters with our renderer via gradient descent. In general, our method does not require a specific pattern and can work with ordinary video frames of the main VR/AR/MR screen itself. We demonstrate real-world experiments with evaluated mean relative gaze errors below 0.45 degrees at a precision better than 0.11 degrees. Moreover, we show an improvement of 6X over a representative reflection-based state-of-the-art method in simulation.
