Broaden your vision, open your world

  • VisualCamp Facebook Page
  • Visualcamp Twitter
  • Visualcamp YouTube

© VisualCamp All rights reserved.

Seoul, Korea HQ

#319, Bldg. 3 , Pangyo-ro 289-20, Bundang-gu, Seongnam, Gyeonggi-do, Republic of Korea

Silicon Valley, US

3003 N 1st St, Suite# 221

San Jose, CA 95134, USA

Beijing, China

北京海淀区海淀西大街48号车库咖啡4楼

Eye Tracker SDK Developer Manual

Features

Visual Camp Eye Tracking runtime program (VCEyeTracking)

Eye Tracker SDK

  • Native API

  • Unity Plugin

    • Unity Gaze Tracking Sample

    • Example Scripts

  • Unreal Plugin

    • Unreal Gaze Tracking Sample

    • Example Blueprints

Development Prerequisites

VIVE HMD Requirements (Computer Specifications)

  • GPU: NVIDIA® GeForce® GTX 1060 or AMD Radeon™ RX 480, equivalent or better.

  • CPU: Intel® Core™ i5-4590 or AMD FX™ 8350, equivalent or better

  • Memory: 4GB RAM or more

  • Video Output: HDMI 1.4, DisplayPort 1.2 or newer

  • USB ports: 1 x USB 2.0 or better port

  • OS: Windows® 8.1 or later, Windows® 10​​

 

Eye tracker Requirements (Computer Specifications)

  • Steam VR

  • VCEyeTracking runtime program

  • VR Eye Tracking Module

  • VR Eye Tracking SDK

    * Other Computer Specifications are same as VIVE HMD Requirements

Specifications

FPS: 100 fps

Accuracy: 0.5~1.0degree

Algorithm Latency: 1.5ms

CPU Usage: 5% (No GPU usage)

Certificate: KC, CE, FCC/IC (not yet)

* Slip compensation included

* All data above are based on CPU i5-7400

Troubleshooting

If you have any trouble using SDK, please report an issue on our Github issue page.

https://github.com/visualcamp

Introduction

The Visual Camp VR Eye Tracking Module for HTC VIVE provides gaze data including pupil position, pupil size, eye blinking and time stamp reference. As the module is a single camera eye-tracking system, it has low latency and less power consumption than other similar devices.

There are several features that you can use it for better Eye Tracking experiences, such as gaze information, foveated rendering, and intention/gaze analysis. You can apply these features to our Eye Tracking System. Especially, when it comes to applying VR Eye Tracking technology to make your VR games more immersive, there are some examples such as foveated rendering, clean UI, extended view, and interaction.

 

‘Foveated rendering’ is a graphic rendering technology that reduces rendering workload by changing the peripheral vision to a lower image quality. From this solution, users can experience less dizziness while they play VR games and it is also expected to reduce CPU usage.

 

‘Clean UI’, this solution helps users to get more immersive experiences as removing fixed HUD elements. By using eye tracking, HUD elements can be faded or transparent when users are not looking at it while playing VR games.

 

‘Extended view’ controls the in-game camera to follow users gaze movement. It gives users to feel more freely in regards to look around in VR.

 

‘Interaction’ is interacting with objects in VR games while users playing those. For example, when a game user gaze a specific game item, there will be a pop up information about the item.

 

Visual Camp VR Eye Tracking SDK is software development tools. Developers can interact and analyze pupil movements using advanced Eye Tracking technology.

This documentation will give you a basic knowledge of Eye Tracking System and instructions to apply SDK in your programming contents.

 

Module Specification

H/W Specification

59 mm x 70 mm x 39 mm

Dimension(W x D x H)

Monocular (Right eye)

Eye Tracking Type

100 FPS

FPS

0 ~ 40℃

Operation temperature range

5V DC

Operation Voltage

700mW (Full operation)

Power consumption

850nm, 60mW/mm2/sr (approx.)

IR emission

USB3.1 Gen1 (USB A type)

Communication Port

KC, CE, FCC/IC

Certificate

S/W Specification

0.5 ~ 1.5 degree

Accuracy

1.5ms (i5-7400)

Algorithm Latency

5% (i5-7400)

CPU Usage

Unity, Unreal, C++ Native

SDK

 

Eye Tracking Concept