Commit Graph
13 Commits
Author SHA1 Message Date
DeeJanuzandClaude Opus 5.5 0c95d1d731 Gaze: ft-gaze prints and reads only the sources in use
ft-gaze computed and printed all six sources for every sample: about 1.3 KB of JSON a line
with our tracker (practice2), 120 KB a second through podman's stdio relay for ft-gazed to
json.loads 90 times a second. It also read SteamVR's gaze action for every sample outside
games (UpdateActionState and GetEyeTrackingDataRelativeToNow, two calls into vrserver, 180 a
second), though with our tracker ft-gazed only uses own and mmap1.

- ft-gaze takes --sources LIST (action, mmap1, mmap2, left, right, own, and eye for the EYE
  object; all by default, so the probe and ft-eyes-session are unchanged), and with
  --watch-stdin a line "sources LIST" on stdin switches them. A source left out isn't read
  and prints as {"ok":0} ("eye" as null), so every line keeps the same keys. An older
  ft-gaze ignores both, and prints everything as before.
- ft-gazed asks for what it reads: own,mmap1 with our tracker; left,right,mmap1 with
  SteamVR's eyes; the source plus mmap1 and mmap2 on the older one-source path. While a
  check or the calibration runs or waits to open, all of them, since checks record every
  source (the calibration fits the action's correction too) and the fit check reads "eye".
  It switches as soon as that changes, well inside the check's 0.45 s settle.
- So the action is read only during checks, or with --source action.

On recorded samples, a line with own and mmap1 is about 700 bytes instead of 1,300
(practice2), and one with left, right and mmap1 about 550 instead of 940 (test1).
gaze/test/idle-test.py now checks that ft-gaze starts with every source for a check and is
then switched to those in use, without the action or own; all its checks pass.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 09:23:53 -06:00
DeeJanuzandClaude Opus 5.5 5b08e43a5d Gaze: idle while the gaze isn't used
The gaze service ran ft-gaze and our own eye tracker all the time: with gaze mode off, ft-eyes
still took about 60% of a core, and ft-eyegrab, ft-gaze and ft-gazed 3 to 4% each. Now ft-gaze
and our tracker run only while gaze mode is on and someone wears the headset, while a check or
the calibration is open or asked for, or under a "wake" lease, which the Gaze page of Frametop
Input Settings renews while it's open. 30 s after the last use they stop, and the frame grabber
idles with our tracker.

- The pointer helper answers "gaze ? headset" with worn|away (SteamVR's activity level for the
  headset); an older helper answers it as before, and the service then goes by gaze mode alone.
- A quick check, calibration, or fit check asked for while idle wakes the tracker and opens once
  it sends; the automatic calibration waits quietly while it starts.
- Status has "awake" and "idle" (why), and the Gaze page shows it.
- gaze/test/idle-test.py runs the service with a fake helper and ft-gaze, offline.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 08:32:49 -06:00
DeeJanuzandClaude Opus 5.5 12ad93d24c Gaze: install our eye tracker, prefer it, and say why a calibration dot wasn't taken
A user on a fresh install got "Calibration failed: only 0 of 21 dots" with
no reason. The installer never installed our tracker, so gaze used
SteamVR's, and the only way SteamVR's tracker rejects a dot is losing an
eye for most of the look. The panel just showed a red ring.

- install.sh: step 9/10 installs our tracker (gaze/tracker/install.sh)
  after gaze mode, yes by default; it needs sudo, so --yes runs it only
  when sudo won't prompt. If it fails, gaze keeps SteamVR's tracker.
  Configs that still say GAZE_TRACKER=steam (the old template) are asked
  whether to switch.
- GAZE_TRACKER=auto, the new default: ours when it's installed (the
  frame grabber, its unit, and ft-eyes' Python), else SteamVR's.
  ft-gazed rechecks every second, so installing it switches over. Input
  Settings lists Own tracker first as recommended, and says how to
  install it when it's missing (checking the host's /etc through
  /run/host from the dev container).
- The calibration panel has a note line, orange over the instructions:
  why a dot wasn't taken (an eye lost, a blink, the eyes disagreeing for
  SteamVR's tracker, from steady_samples' new drop counts; ft-eyes' reply
  for ours), what a click is still waiting for after 1.5 s, and a failed
  calibration's most common reason, which the Gaze page shows too.
  steady_samples keeps the same samples as before (checked on 2037
  windows of recordings); a lost eye is named before a blink, since its
  openness reads 0.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 20:48:52 -06:00
DeeJanuzandClaude Opus 5.5 45b1b06cdb Calibration all in the headset panel; the gaze probe is a development tool
Check headset fit now runs in the headset panel too ("fitcheck"): a card per
eye (tracked or lost, the tracker's signal, how much of the last 10 s it was
seen) and the hints, from the probe's fitcheck.py, updated at most twice a
second; left click or Meta+J runs its guided check, right click or Meta+K closes
it. So Quick check, Calibrate, and Check headset fit all happen in one place.

The gaze probe moves to the Gaze page's overflow menu as "Gaze probe
(development)", and its app menu entry says it's a development tool. Texts that
sent users to it ("use Calibrate… with Own tracker") point at Calibrate.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 11:14:33 -06:00
DeeJanuzandClaude Opus 5.5 8998fc1ddd Gaze learning limit: 55 degrees, past it a quick check; a solid panel
Drops the quick check's second step (3629681): the user didn't want it, and it
re-entered itself every tick, re-placing and redrawing the panel, which
flickered in the headset.

POINTER_GAZE_NUDGE_MAX is the one learning limit, now 55 degrees by default:
half of the 109 the Frame shows across. The helper measures the correction
itself (raw gaze to click), not the mouse's path; past the limit it isn't
learned and the helper sends "recheck" for the quick check, for the mouse and
keyboard alike. ft-gazed's own limits (8 and 25) follow the setting.

Test, our tracker's 409 clicks since its Sep 29 calibration: a one-dot check
set from any one of them puts the next 2 minutes' clicks within 15 degrees (99%
within 4.2) and the next 10 minutes' within 25, so it gets well under 55.

The panel's dot is still and its capture ring fills in quarters, so it's drawn
again only a few times per dot.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 10:48:57 -06:00
DeeJanuzandClaude Opus 5.5 362968198b Quick check: put the pointer on the dot, and one limit for learning
After the quick check's capture, in gaze mode, the dot stays where it is in the
room (the panel's new "lock") and the gaze has the pointer again. You put the
pointer on the dot as you'd correct a click, with the mouse or Meta+J and the
head. That click clicks nothing: the helper sends it as "calverify", learned
whatever its size. Over POINTER_GAZE_NUDGE_MAX, the capture runs again, up to
3 times. A right click or Meta+K skips it.

POINTER_GAZE_NUDGE_MAX is now the one limit: 15 degrees by default (was 8),
and ft-gazed's own limits (8 for SteamVR's tracker, 25 for ours) follow it. A
keyboard correction past it isn't learned but opens a quick check ("recheck"),
in place of the 30 degree keyboard limit.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 10:41:52 -06:00
DeeJanuzandClaude Opus 5.5 c4c10e6d92 Gaze checks and calibration in a panel fixed to the headset
ft-gazepanel (gaze/panel) is a SteamVR overlay that stays put in your view and
shows dots at known head-relative directions; the gaze service runs it and
drives it (gaze/gazecheck.py):
- a one-dot quick check 3 s after the headset goes on, when our tracker asks
  for a click (reseat), at most every 2 minutes, and from Quick check on the
  Gaze page; five dots follow if the next 3 lessons are still over 2 degrees off
- the full calibration (the probe's three rounds, dark to bright) when gaze mode
  comes on without one, or from Calibrate; quitting it with still no calibration
  turns gaze mode off
Each dot takes the gaze once it has held still for 0.6 s; a left click or Meta+J
takes it at once, a right click or Meta+K closes the panel (the pointer helper
hides its dot and passes those presses on while "calpanel" lasts). Our tracker
gets clicks and its own calibration; SteamVR's gets lessons per eye, or a new
calibration.json.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 22:12:26 -06:00
DeeJanuzandClaude Opus 5.5 ed75614f62 Bring our own eye tracker into the gaze folder, run by the gaze service
frame-eyes, a separate project until now, becomes gaze/tracker:
- ft-eyegrab (was fe-bufprobe) copies the eye-camera frames, read-only, out of
  SteamVR's eyetracking process. It runs as the system service
  frametop-eyegrab.service, which gaze/tracker/install.sh installs to
  /etc/frametop with sudo. It keeps only CAP_SYS_PTRACE, CAP_DAC_READ_SEARCH, and
  CAP_CHOWN, and copies frames only while /dev/shm/frametop-eyes-want is fresh,
  holding none of the tracker's buffers otherwise.
- ft-eyes (was fe-trackd) runs under ft-gazed in the dev container, with
  build/venv's pinned numpy and OpenCV: while Eye tracker is Own tracker, or on
  the probe's lease ("eyes SECONDS"). No sudo password or fe-live script at
  run time any more.
- lab/ holds the research tools (ft-eyes-score, -e2e, -record, -replay,
  -session) and findings.md. Recordings live outside the repo, in
  ~/.local/share/frametop/eyes/captures; .gitignore catches stray frame dumps.

Its socket is now @ft_eyes, its output /dev/shm/frametop-eyes-gaze, and its state
~/.local/state/frametop/gaze/eyes. On practice1 -> practice2 the whole live path
(ft-eyes-e2e) gives 1.30 deg median and 3.18 for the worst tenth, as before the
move (1.30, 3.21).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 10:00:07 -06:00
DeeJanuzandClaude Opus 5.5 5565a25444 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>
2026-09-30 09:11:54 -06:00
DeeJanuzandClaude Opus 5.5 f01c84f9a3 Use the other eye when the tracker loses one, and add a headset fit check
SteamVR's combined gaze keeps going on one eye, but it holds the lost
eye's yaw, so the gaze moves half as far sideways as the eyes do.
ft-gaze now reads each eye's tracking uncertainty and raw measurement
from eye-server.mmap. When the tracker loses an eye, ft-gazed takes the
gaze from the other one, plus the offset that eye usually shows
against both, learned while both are seen. On a recording, one eye
alone came out a median 0.8 degrees from both eyes' gaze.

Glances down at the keyboard, past every screen, aren't sent. The
pointer stays put, and eyes lost there don't count as lost.

The gaze probe gets a Headset fit mode. It shows per-eye tracking,
openness and confidence, maps where each eye gets lost, gives hints,
and has a guided check. The settings app opens it from the Gaze page
and shows how often each eye is lost. The probe can also test each eye
alone, and its side panel now collapses to a title bar so the dot
isn't hidden behind it.

Snapping to UI elements is deferred; the mouse drag is the correction.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:07:41 -06:00
DeeJanuzandClaude Opus 5.5 0d50efec45 Map the Frame controllers' buttons; make gaze clicks correctable
The Frame controllers aren't input devices on the host, so the pointer
helper reads them with SteamVR input (vrbuttons.h, actions/), one action
set per button, and sends presses to the relay, which does the mapped
action like for a mouse button. Only mapped buttons are taken, at an
overlay-global priority (SteamVR's experimental "Enable global input from
overlays"), and only outside games unless In games is on. Frametop Input
Settings gets a Controllers page to map them.

Gaze mode: a left press while the gaze has the pointer isn't sent at
once. The pointer stops, you drag it onto what you meant with the button
held, and the release clicks there; a press held still for
POINTER_GAZE_HOLD (0.5 s) becomes a real press, for drags. The dot shows
only while the mouse moves it (POINTER_GAZE_SHOW), while a press is held,
and as a pulse per click. Outside games the pointer stays on while gaze
mode is on. ft-gazed takes a third of each lesson's offset instead of all
of it: in the first live test one 6 degree lesson moved everything and put
the next target 7 degrees off. Frametop Input Settings gets a Gaze page.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 16:26:24 -06:00
DeeJanuzandClaude Opus 5.5 3070fd5776 Keep the gaze going when the tracker loses one eye
Live, the tracker had lost the left eye (openness 0, set 2's eyes 9 to 14
degrees apart) and ft-gazed dropped 96% of samples as blinks. A blink is now
both eyes closing, each judged against its own recent good readings, and the
service defaults to mmap set 1, SteamVR's combined gaze, which keeps going
with one eye. With set 2, one-eye samples are still dropped, since its
combined direction is off by half of what the lost eye reads.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 22:54:02 -06:00
DeeJanuzandClaude Opus 5.5 f1c385aa59 Add ft-gazed, the gaze service, and ft-gazectl
ft-gazed runs ft-gaze, drops blinks and dropouts, smooths with a fixation
lock, applies the probe's calibration plus what the pointer has taught
since, and sends the corrected gaze to the pointer helper at 90 Hz. The
helper sends lessons back (a nudge before a click), which are learned and
saved. It only reads the eye tracker; nothing of SteamVR's is written.
gaze/run.sh installs it as a user service that starts with SteamVR;
ft-gazectl turns gaze mode on and off and shows the service's status.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 22:51:24 -06:00