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Blend GazePoint with Roll/Pitch

Storm
2021-12-02
2021-12-08
  • Storm

    Storm - 2021-12-02

    I have the Tobii EyeTracker 5

    I installed the latest software and plugins:
    - FaceTrackNoIR v202 build#0011
    - FaceTrackNoIR Tobii EyeTracking 5 Plugin Version 1.0

    The raw data show that the 6DoF and the Gaze is tracked correctly,

    I used the Game Protocol FreeTrack 2.1 to look around in "Assetto Corsa"
    without any trouble

    But i don't find the option to blend the GazeX/Yaw and GazeY/Pitch, so i
    can use bot my head and eyes to look around at the same time, is that
    possible?

    Thank in advance for your help

     

    Last edit: Storm 2021-12-02
  • Wim Vriend

    Wim Vriend - 2021-12-03

    Hello Storm,

    The Tobii plugin for FaceTrackNoIR only uses the headpose-data to move the in-game head.
    'Mixing' the gaze and headpose is already processed by the Tobii hardware, so there is no point in doing that again :)

     
    • Storm

      Storm - 2021-12-04

      Hello Wim Vriend,

      Thank you for your answer, but i'm positive, the Tobii5 Tracker plugin show that it's tracking correctly the gazeX and gazeY in the raw input, but unfortunately there's no 'Mixing' done in Tobii driver side, as i can confirm either in-game or by looking at the exported values, maybe they updated the driver, i'm using the latest one: Tobii experienceDriver v1. 81 from Oct 18 2021, or im using the wrong FaceTrackNoIR plugin !?

      Thanks for your help,

       
  • Wim Vriend

    Wim Vriend - 2021-12-07

    To be honest, I would not know how to mix the headpose and the gaze-points. The earliest Tobii device did not offer headtracking, so with that we had to use to gaze-point to move the in-game head. But that was far from optimal.

    With the Tobii5, the headpose is calculated by the firmware of the device (of course, I do not know the algorithm). So there is no need to mix them?

     
  • Storm

    Storm - 2021-12-08

    I don't think Tobii is doing any blending, since the blending is done in Tobii Gamehub and it's handled by game/application basis,

    I think there's two way of implement this, either :

    1. FaceTackNoIR need to support Tobii Gamehub program, the con of this approach is you need to get in contact with Tobii team, the pro you don't need to deal with blending calculations, tobii Gamehub will send the input already blend in, (the algorithm is very advanced, the user side customisation is almost overwhelming) , and potentially will give some exposure to FaceTrackNoIR app for what it's worth

    2. Implementing a basic blending algorithm:
      Raw Input: Yaw = 25, GazeX = 100
      Tobbi5 Tracker Plugin Settings: GazeX_Weight = 0.2
      Computation: GazeX_relative_to_head = 100 - 25 = 75
      Output: Yaw = Raw.Yaw + (GazeX_relative_to_head * GazeX_Weight)

    As it is FaceTrackNoIR is a great app, im satisfied with it's features, i just think it will be even better with a complete Tobii support 👍

     

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