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Main Authors: Javerliat, Charles, Lavoué, Guillaume
Format: Preprint
Published: 2026
Subjects:
Online Access:https://arxiv.org/abs/2601.07571
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author Javerliat, Charles
Lavoué, Guillaume
author_facet Javerliat, Charles
Lavoué, Guillaume
contents Extended reality is a fast-growing domain for which there is an increasing need to analyze and understand user behavior. In particular, understanding human visual attention during immersive experiences is crucial for many applications. The visualization and analysis of visual attention are commonly done by building fixation density maps from eye-tracking data. Such visual attention mapping is well mastered for 3 degrees of freedom (3DoF) experiences (\textit{i.e.}, involving 360 images or videos) but much less so for 6DoFs data, when the user can move freely in the 3D space. In that case, the visual attention information has to be mapped onto the 3D objects themselves. Some solutions exist for constructing such surface-based 6DoFs attention maps, however, they own several drawbacks: processing time, strong dependence on mesh resolution and/or texture mapping, and/or unpractical data representation for further processing. In this context, we propose a novel GPU-based algorithm that resolves the issues above while being generated in interactive time and rendered in real-time. Experiment on a challenging scene demonstrates the accuracy and robustness of our approach. To stimulate research in this area, the source code is publicly released and integrated into PLUME for ease of use in XR experiments.
format Preprint
id arxiv_https___arxiv_org_abs_2601_07571
institution arXiv
publishDate 2026
record_format arxiv
spellingShingle GPU accelerated surface-based gaze mapping for XR experiences
Javerliat, Charles
Lavoué, Guillaume
Human-Computer Interaction
Extended reality is a fast-growing domain for which there is an increasing need to analyze and understand user behavior. In particular, understanding human visual attention during immersive experiences is crucial for many applications. The visualization and analysis of visual attention are commonly done by building fixation density maps from eye-tracking data. Such visual attention mapping is well mastered for 3 degrees of freedom (3DoF) experiences (\textit{i.e.}, involving 360 images or videos) but much less so for 6DoFs data, when the user can move freely in the 3D space. In that case, the visual attention information has to be mapped onto the 3D objects themselves. Some solutions exist for constructing such surface-based 6DoFs attention maps, however, they own several drawbacks: processing time, strong dependence on mesh resolution and/or texture mapping, and/or unpractical data representation for further processing. In this context, we propose a novel GPU-based algorithm that resolves the issues above while being generated in interactive time and rendered in real-time. Experiment on a challenging scene demonstrates the accuracy and robustness of our approach. To stimulate research in this area, the source code is publicly released and integrated into PLUME for ease of use in XR experiments.
title GPU accelerated surface-based gaze mapping for XR experiences
topic Human-Computer Interaction
url https://arxiv.org/abs/2601.07571