mirror of
https://github.com/DeeJanuz/frametop.git
synced 2026-10-06 05:00:08 +02:00
Let the gaze pointer use our own eye tracker, and weight the eyes
Frametop Input Settings' Gaze page gets two settings, saved in frametop.conf and read again by ft-gazed when the file changes: Eye tracker (GAZE_TRACKER: SteamVR's or our own, frame-eyes' fe-trackd) and Eye bias (GAZE_EYE: auto, left, right). ft-gazed now combines the eyes, each calibrated on its own: SteamVR's set 2 eyes with the probe's Left eye and Right eye calibrations, or our tracker's eyes as they come. Without per-eye calibrations, or with --source, it keeps the older one-source path. A pointer nudge finds its look from the raw gaze the helper echoes back; with our tracker it goes to fe-trackd as a click. The bias leans instead of choosing (gazecal.EyeWeights): on 306 live clicks the eyes' errors partly cancelled, both together 0.65 deg off against 0.96 and 1.11 for either alone. Left or Right counts that eye twice; auto weights each eye by its RMS miss at its last 20 nudges, since the calibration's fit picked the wrong eye on SteamVR's test. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
1 parent
3440ec8b90
commit
5565a25444
7 files changed
+518
-94
No files matched your search
+9
-3
@@ -18,9 +18,15 @@ gaze/ft-gazectl on # the pointer follows your gaze (off: the mouse al
|
||||
|
||||
Gaze as an input method for the whole desktop, without replacing anything of SteamVR's:
|
||||
|
||||
- `ft-gazed` (host Python, a user service: `gaze/run.sh install`) runs ft-gaze and corrects its gaze. It uses SteamVR's combined gaze (mmap set 1). When the tracker loses one eye (its variance for that eye jumps from about 0.001 to 0.02), the gaze comes from the other eye instead: that eye's own reading (set 2) plus what it usually reads against the combined gaze, learned while both eyes are seen, in 10 degree cells of where it looks. Set 1 keeps going on one eye too, but it holds the lost eye's yaw where it was, so the gaze moves half as far sideways as your eyes do. On a recording, one eye alone came out a median 0.8 degrees from both eyes' gaze over a steady look, a little more jittery. Looks down past the screens (under 20 degrees down, on no Frametop screen: a glance at the keyboard) aren't sent, so the pointer stays where it was instead of following you down, and eyes lost there aren't counted. It drops blinks (both eyes closing or lost), smooths with a fixation lock, and applies the calibration from the probe (`calibration.json`, reloaded when the probe changes it) plus what the pointer has learned since (`pointer-lessons.json`). It sends the result to the pointer helper 90 times a second. It follows SteamVR's eye tracking log, and when the headset goes back on (SteamVR starts its eye model over, and the error moves), older lessons count less, so the first few after relearn the offset.
|
||||
- `ft-gazed` (host Python, a user service: `gaze/run.sh install`) runs ft-gaze and corrects its gaze. Two settings on the Gaze page of Frametop Input Settings (`GAZE_TRACKER` and `GAZE_EYE` in `~/.config/frametop.conf`, read again when the file changes) pick whose eye tracking it uses and how it weights the eyes:
|
||||
- **Eye tracker:** SteamVR's (the default), or our own (Own tracker, from `~/Desktop/Projects/frame-eyes`, while its `tools/fe-live` runs). Ours keeps its own calibration: calibrate it in the probe with the tracker toggle on Own tracker. The gaze pointer's settings (hand back, nudges, hold to drag, the dot) are the pointer helper's, so they're the same with either.
|
||||
- **Eye bias:** Auto, Left, or Right. The gaze combines both eyes, each calibrated on its own, because their errors partly cancel: on 306 clicks with our tracker, the eyes' sideways errors were correlated -0.37, and both together were 0.65 degrees off (median) against 0.96 for the left eye alone and 1.11 for the right. So Left or Right leans instead of choosing: that eye counts twice as much as the other (0.03 degrees worse there toward the better eye, 0.13 toward the worse). Auto weights each eye by the inverse square of how far off it was at your last 20 nudges, once each eye has 5, and evenly before that. Each eye's miss is measured before that nudge teaches anything, so each is a fresh test. The calibration's own fit isn't used for this: on SteamVR's test of 2026-09-29, the calibration dots said the left eye was the better one, and new spots said the right. Either eye carries the gaze alone while the other is closed or lost.
|
||||
|
||||
With SteamVR, each eye is its own reading (set 2), corrected by its calibration from the probe (the Left eye and Right eye sources) plus what the pointer has taught that eye since. On that test, the two eyes each calibrated and averaged were 1.70 degrees off (median; mean 1.62) against 1.72 (mean 1.84) for SteamVR's combined gaze with its calibration. A calibration from before the probe had the eyes as sources, or `--source`, uses the older path. That path runs on SteamVR's combined gaze (mmap set 1), corrected as a whole. When the tracker loses one eye (its variance for that eye jumps from about 0.001 to 0.02), the gaze comes from the other eye instead: that eye's own reading (set 2) plus what it usually reads against the combined gaze, learned while both eyes are seen, in 10 degree cells of where it looks. Set 1 keeps going on one eye too, but it holds the lost eye's yaw where it was, so the gaze moves half as far sideways as your eyes do. On a recording, one eye alone came out a median 0.8 degrees from both eyes' gaze over a steady look, a little more jittery.
|
||||
|
||||
Looks down past the screens (under 20 degrees down, on no Frametop screen: a glance at the keyboard) aren't sent, so the pointer stays where it was instead of following you down, and eyes lost there aren't counted. It drops blinks (both eyes closing or lost), smooths with a fixation lock, and sends the result to the pointer helper 90 times a second. It follows SteamVR's eye tracking log, and when the headset goes back on (SteamVR starts its eye model over, and the error moves), older lessons count less, so the first few after relearn the offset.
|
||||
- The pointer helper's **gaze mode** (off by default: the Gaze page of Frametop Input Settings, `gaze/ft-gazectl on`, `POINTER_GAZE=1` in `~/.config/frametop.conf`, or a mouse or controller button mapped to "Gaze pointer on/off") works like MAGIC pointing (Zhai et al., 1999). The pointer goes where you look. Move the mouse and it's the mouse's, from where the gaze put it, for the last bit. Look well away (5 degrees) and the gaze takes it back. A press isn't sent at once: the pointer stops where the gaze put it, and if that's wrong, drag it onto what you meant with the button still held; the click happens where you let go. To drag something, hold the press still for half a second first (`POINTER_GAZE_HOLD`), then move. Outside games the pointer stays on while gaze mode is on. The dot only shows while the mouse moves it, while a press is held, and as a pulse when you click.
|
||||
- **Learning from nudges:** if the mouse took the pointer from the gaze and moved it a little (0.2 to 8 degrees) before you clicked, or you dragged a held press that far, you were nudging it onto what you looked at. The helper sends that as a lesson, from the raw gaze when the mouse took over to where you clicked, and ft-gazed learns it. So using it is what calibrates it. One lesson moves the whole correction by only a third of what it measured (more near where it was taken), since in the first live test one 6 degree lesson moved everything and put the next target 7 degrees off. `ft-gazectl status` shows the lessons, and `ft-gazectl forget` drops them.
|
||||
- **Learning from nudges:** if the mouse took the pointer from the gaze and moved it a little (0.2 to 8 degrees) before you clicked, or you dragged a held press that far, you were nudging it onto what you looked at. The helper sends that as a lesson, from the raw gaze when the mouse took over to where you clicked, and ft-gazed learns it. So using it is what calibrates it. The raw gaze is one ft-gazed sent, so it also finds when that look was, and what each eye read then. With SteamVR, each eye learns its own error. With our tracker, the look goes to it as a click, like the probe's, and it relearns how the headset sits on your face. After the headset was off, your first nudge and click there resets that (the probe's one-dot check does the same). The helper only sends nudges up to `POINTER_GAZE_NUDGE_MAX` (8 degrees), and right after putting the headset back on our tracker can be further off than that. If so, raise it for a moment, or do the probe's check. One lesson moves the whole correction by only a third of what it measured (more near where it was taken), since in the first live test one 6 degree lesson moved everything and put the next target 7 degrees off. `ft-gazectl status` shows the lessons, and `ft-gazectl forget` drops them.
|
||||
- Nothing writes to SteamVR, its eye tracker, or its files: ft-gaze maps the eye tracker's shared memory read-only. With no fresh gaze (a blink, the service stopped, the headset off), the pointer stays where it is, and the mouse works as always.
|
||||
|
||||
Lessons are logged to `pointer-lessons.jsonl`: the raw gaze, the true direction, the correction at the time, and how far off it was.
|
||||
@@ -32,7 +38,7 @@ Lessons are logged to `pointer-lessons.jsonl`: the raw gaze, the true direction,
|
||||
| SteamVR action | An `eyetracking` action bound to `/user/head/eyetracking` (`actions/`), read with `IVRInput::GetEyeTrackingDataRelativeToNow`. This is the supported way. |
|
||||
| mmap set 1, set 2 | `/dev/shm/eye-server.mmap`, which SteamVR's eyetracking process writes for the HMD driver (`driver_cv.so`). It has two sets of per-eye directions in head space: set 1 is filtered, and its two eyes always share one pitch; set 2 is each eye's own reading. After each set come the tracker's variances for each eye, and at the end each eye's raw measurement and its variance (the tracker's confidence in that frame), which ft-gaze passes on for the fit check. |
|
||||
| Left eye, right eye | Each eye alone, from set 2: calibrate and test them to see what one eye is worth against both. The layout is undocumented (offsets are in `ft-gaze.cpp`) and may change with a SteamVR update. ft-gaze maps it read-only; the file also carries calibration clicks to the tracker and must never be written. |
|
||||
| Own tracker | Our own tracker, from `~/Desktop/Projects/frame-eyes` (experimental). `tools/fe-live` runs it: a root helper copies the eye-camera frames out of SteamVR's buffers (read-only) and `fe-trackd` finds the pupils and glints and publishes the gaze in `/dev/shm/frame-eyes-gaze`. It keeps its own calibration, not SteamVR's: the probe's calibration with the tracker toggle on Own tracker fits it (its dots go out to the Calibration ring angle each way, on an oval, since the fit goes wrong past its dots), and practice clicks teach it how far the headset has moved on your face since. After the headset was off, the probe first asks for one look at a centre dot, which resets that. With Own tracker on, the probe hides SteamVR's gaze and draws a red dot where each eye alone puts it. ft-gaze reports it as `own` while it's running, and as `{"ok":0}` otherwise. |
|
||||
| Own tracker | Our own tracker, from `~/Desktop/Projects/frame-eyes` (experimental). `tools/fe-live` runs it: a root helper copies the eye-camera frames out of SteamVR's buffers (read-only) and `fe-trackd` finds the pupils and glints and publishes the gaze in `/dev/shm/frame-eyes-gaze`. It keeps its own calibration, not SteamVR's: the probe's calibration with the tracker toggle on Own tracker fits it (its dots go out to the Calibration ring angle each way, on an oval, since the fit goes wrong past its dots), and practice clicks teach it how far the headset has moved on your face since. After the headset was off, the probe first asks for one look at a centre dot, which resets that. With Own tracker on, the probe hides SteamVR's gaze and draws a red dot where each eye alone puts it. The gaze pointer can use it too (Eye tracker: Own tracker, on the Gaze page of Frametop Input Settings). ft-gaze reports it as `own` while it's running, and as `{"ok":0}` otherwise. |
|
||||
|
||||
The tracker stops when the headset is off your head. SteamVR also calibrates gaze on its own from laser-mouse clicks, treating each click as a spot you were looking at. That includes mouse clicks through the Frametop pointer, so a click where the pointer's dot isn't what you're looking at teaches SteamVR a wrong sample (it only takes clicks within 5 degrees of your gaze). In the probe, use Enter or Space as the trigger: keys don't go through SteamVR's laser. See `Accept usercal` in `~/.local/share/Steam/logs/eyetracking.txt`. When the tracker loses an eye, the same log says `CEyePoseUKF L: Large dt` (or `R`) as it starts that eye over.
|
||||
|
||||
|
||||
Reference in new issue
Block a user