See What I Mean? Mobile Eye-Perspective Rendering for Optical See-through Head-mounted Displays

Fuente: arXiv
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Main Authors: Emsenhuber, Gerlinde, Langlotz, Tobias, Kalkofen, Denis, Tatzgern, Markus
Format: Preprint
Published: 2025
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author Emsenhuber, Gerlinde
Langlotz, Tobias
Kalkofen, Denis
Tatzgern, Markus
author_facet Emsenhuber, Gerlinde
Langlotz, Tobias
Kalkofen, Denis
Tatzgern, Markus
contents Image-based scene understanding allows Augmented Reality systems to provide contextual visual guidance in unprepared, real-world environments. While effective on video see-through (VST) head-mounted displays (HMDs), such methods suffer on optical see-through (OST) HMDs due to misregistration between the world-facing camera and the user's eye perspective. To approximate the user's true eye view, we implement and evaluate three software-based eye-perspective rendering (EPR) techniques on a commercially available, untethered OST HMD (Microsoft HoloLens 2): (1) Plane-Proxy EPR, projecting onto a fixed-distance plane; (2) Mesh-Proxy EPR, using SLAM-based reconstruction for projection; and (3) Gaze-Proxy EPR, a novel eye-tracking-based method that aligns the projection with the user's gaze depth. A user study on real-world tasks underscores the importance of accurate EPR and demonstrates gaze-proxy as a lightweight alternative to geometry-based methods. We release our EPR framework as open source.
format Preprint
id arxiv_https___arxiv_org_abs_2509_11653
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle See What I Mean? Mobile Eye-Perspective Rendering for Optical See-through Head-mounted Displays
Emsenhuber, Gerlinde
Langlotz, Tobias
Kalkofen, Denis
Tatzgern, Markus
Human-Computer Interaction
Image-based scene understanding allows Augmented Reality systems to provide contextual visual guidance in unprepared, real-world environments. While effective on video see-through (VST) head-mounted displays (HMDs), such methods suffer on optical see-through (OST) HMDs due to misregistration between the world-facing camera and the user's eye perspective. To approximate the user's true eye view, we implement and evaluate three software-based eye-perspective rendering (EPR) techniques on a commercially available, untethered OST HMD (Microsoft HoloLens 2): (1) Plane-Proxy EPR, projecting onto a fixed-distance plane; (2) Mesh-Proxy EPR, using SLAM-based reconstruction for projection; and (3) Gaze-Proxy EPR, a novel eye-tracking-based method that aligns the projection with the user's gaze depth. A user study on real-world tasks underscores the importance of accurate EPR and demonstrates gaze-proxy as a lightweight alternative to geometry-based methods. We release our EPR framework as open source.
title See What I Mean? Mobile Eye-Perspective Rendering for Optical See-through Head-mounted Displays
topic Human-Computer Interaction
url https://arxiv.org/abs/2509.11653