# Rotational Motion-Induced Error Compensation for Phase-Shifting Profilometry-Based Eye Reconstruction

arXiv: https://arxiv.org/abs/2607.14876 · HTML: https://mlsanity.com/paper/2607.14876/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 1 of its 19 references that are in the map.
- First posted on arXiv 16 Jul 2026.

## Builds on (most cited first, 1 of 1)

- [A Review and Analysis of Eye-Gaze Estimation Systems, Algorithms and Performance Evaluation Methods in Consumer Platforms](https://mlsanity.com/paper/1708.01817/) (2017)

## Abstract (arXiv)

With the proliferation of immersive Head-Mounted Displays (HMDs) for Virtual and Augmented Reality (VR/AR), reliable and high-precision eye tracking has become increasingly important. Conventional 2D image-based methods offer low system complexity but remain limited in stability, accuracy, and robustness. Three-dimensional ocular surface reconstruction can provide richer geomet-ric information, and structured light profilometry is particularly attractive because it enables dense and accurate surface measurement. However, Phase-Shifting Profilometry (PSP), which estimates phase from sequentially acquired fringe images, is highly susceptible to motion-induced errors when the eye rotates between frames. This study proposes a rotational motion compensation framework for PSP-based dynamic 3D eye reconstruction. Relative eye rotation is estimated from image-based motion cues using a user-specific 3D eye model in a spherical-coordinate domain. The estimated motion is then used to compensate for camera-pixel mismatch and phase-shift errors caused by inter-frame rotation. A region-wise optimization strategy is further introduced to reduce residual artifacts by inde-pendently refining the compensation strength in different ocular regions. Experiments with a rotating fake eye under non-uniform motion demonstrate that the proposed method substantially suppresses motion-induced deformation and improves reconstruction accuracy. An additional experiment with a non-spherical rigid object indicates that the compensation principle is not restricted to spherical eye geometry. These results establish a practical basis for stable PSP-based dynamic 3D eye reconstruction toward future high-precision eye tracking in immersive environments.
