The following relates to systems and methods for object tracking, in particular object tracking using point of interest data and knowledge of movement of objects in a scene.
In many fields, determining the association between a signal and the scene it refers to is essential. Nonetheless, it is not uncommon for the provided signal to contain significant inherent noise, often making the determination inaccurate and prone to error. For example, the human gaze can be considered a particularly good pointing device, which can be faster, more intuitive and requires less effort from the user than operating an input device, such as a computer mouse or a touch screen. However, due to both the properties of the human visual system and errors inherent in current gaze tracking devices, the provided point-of-gaze information is usually too noisy for its desired uses. Given the importance of eye motion in human regard, it can be considered a drawback of current systems that they are unable to reliably use this information.
In one aspect, there is provided a method of object tracking in a scene over time, the method comprising: obtaining tracking data from a tracking device, the tracking data comprising information associated with at least one point of interest being tracked; obtaining position data from a scene information provider, the scene being associated with a plurality of targets, the position data corresponding to targets in the scene; applying a probabilistic graphical model to the tracking data and the target data to predict a target of interest associated with an entity being tracked; and performing at least one of: using the target of interest to determine a refined point of interest; and outputting at least one of the refined point of interest and the target of interest.
In another aspect, there is provided a computer readable medium comprising computer executable instructions for performing the above method.
In yet another aspect, there is provided a system configured to perform the above method.
Embodiments will now be described by way of example only with reference to the appended drawings wherein:
a, 1b and 1c are schematic diagrams of tracking environments;
It will be appreciated that for simplicity and clarity of illustration, where considered appropriate, reference numerals may be repeated among the figures to indicate corresponding or analogous elements. In addition, numerous specific details are set forth in order to provide a thorough understanding of the examples described herein. However, it will be understood by those of ordinary skill in the art that the examples described herein may be practiced without these specific details. In other instances, well-known methods, procedures and components have not been described in detail so as not to obscure the examples described herein. Also, the description is not to be considered as limiting the scope of the examples described herein.
It will be appreciated that the examples and corresponding diagrams used herein are for illustrative purposes only. Different configurations and terminology can be used without departing from the principles expressed herein. For instance, components and modules can be added, deleted, modified, or arranged with differing connections without departing from these principles.
It has been recognized that by more precisely predicting what the user is observing, one may not only gain a very effective selection device, but also enhance the display of content with interest-contingent capabilities. For example, accommodation-related focal cues could be simulated to enhance the visual experience without a need for multi-focal displays.
It has also been recognized that a limiting factor of being able to use interest tracking such as gaze tracking, as input in the above-noted context, is the accuracy of the signal tracking device being used, e.g. the eye-tracker in gaze tracking. Typically this limiting factor can be difficult to overcome as most eye-trackers rely on faint corneal reflections and are affected by head movements, lids occluding the pupil, variation in lighting, shadows, and sunlight interfering with the infrared (IR) light sources, to name a few. However, even if perfect registration of the eye position and orientation was possible, eye movements are found to not strictly follow the attention patterns of the visual system. Even if an observer is focused on a single point, the eye wanders around that point because of the saccadic eye movements and tremors.
To efficiently deploy signal tracking such as eye-tracking, the system described herein employs a probabilistic-based process for predicting the patterns of user fixations in displayed scenes from potentially noisy signal-tracker data. For the example of eye tracking, the system described below can be configured to utilize both the eye-tracker data and predetermined or otherwise known information about the scene to improve the accuracy, robustness and stability of the gaze-contingent component of the interaction scheme. A probabilistic model is used, which assigns the likelihood that one of the predefined target points is attended.
For the purposes of this document, the term scene refers to a composition of objects. This could encompass a rendered scene (e.g. a 3D environment in a video game). The scene could also correspond to a video feed of a camera whose field-of-view contains a user's line-of-sight or to any other kind of an observable visual system or scene. It is assumed here that the scene is visible to the user; that is, that the user's line-of-sight could at some point in time intersect with objects in the scene. As such, any type of scene may benefit from the principles discussed herein, particularly those where a priori knowledge of the objects in the scene is known.
As discussed in greater detail below, in this discussion, a single physical object may be approximated by one or more targets that are associated with the object; and which may be considered dimensionless entities (e.g., these can be imagined as points in space), that abstract and/or adhere to the semantic characteristics of the object. These targets are invisible to the observer during normal operation, but are input to the GDOT module described below.
Eye-tracking can be used, for example, to induce focal cues via gaze-contingent depth-of-field rendering, add intuitive controls to a video game or computer environment, create a highly reliable visual saliency model, etc. The computed probabilities described below leverage a consistency of the gaze scan-paths to the position and velocity of a moving or stationary target. The temporal characteristic of eye fixations is imposed by a probabilistic graphical model (PGM), such as the Hidden Markov Model (HMM), which steers the solution towards the most probable fixation patterns. The process described herein can be demonstrated by various eye-tracking experiments. For example, in one experiment, actual eye-tracker readings and the position of the target an observer was asked to follow were used to calculate the tracking error over time. In a second experiment a Just Noticeable Difference (JND)-scaled quality metric was derived, that quantifies the perceived loss of quality due to the errors of the tracking algorithm. Since the loss of quality is formed by two types of inaccuracy: error rate and error frequency, experimentally finding the perceptual relation between them and the observers' quality judgment allowed for later evaluation of tracking algorithms. A noticeable outcome of this experiment was that a high tracking error frequency is often reported as significantly more intrusive than a high error rate. Data from both experiments were used to confirm the applicability of the examples described herein and to evaluate performance of the methods. In results of both experiments the method described herein has been found to outperform commonly used alternatives (i.e. fixation algorithms), by providing a much lower error frequency and often noticeably lower error rate. It was also shown that the described method is able to track objects smaller than the nominal error of an eye-tracker.
In at least one aspect, the following provides a tracking method that utilizes the information about a scene and animation within the scene. The scene serves as prior knowledge for the algorithm and improves the accuracy above the signal-tracking error. It has been found, in eye-tracking applications, that this method provides advantageous improvements, based on the simulation of focal depth cues, as a pointing device in a computer game, and an attention model. Such applications require fairly accurate information about the exact point the user is looking at, a so called “fixation point”. The advances in eye-tracking allow determining the instantaneous gaze-direction in a convenient, non-invasive and potentially inexpensive manner by registering an infrared image of the pupil and a corneal reflection. It has been recognized that currently, an important limitation of the corneal-pupil eye-tracking is its accuracy. Even high-end devices report a standard error of gaze-point measurement ranging from 1 and 1.5 visual degrees, which corresponds to the spread of gaze points of 100 or more pixels on a typical desktop display. Such accuracy is not sufficient for most real-time applications. The following system provides increased accuracy for eye tracking systems, and in some examples the outputs of the system can be used to perform operations such as calibration, etc.
An exemplary eye tracking environment 8 is shown in
b demonstrates a slightly different eye tracking environment 8′, where the scene 18 is not tied to a rendering engine 20. Here, a user 16 is wearing a head-mounted device 23, having an eye tracker 10 and a front-facing camera module 25, containing within its field-of-view (FOV) the line of sight 12 of the eyes 14 of the user 16. In this situation, the scene 18 is restricted by that which is visible within the FOV of camera module 25. Here, the camera module 25 is coupled to or otherwise includes an image capturing and analysis system 21, which is capable of analyzing the scene 18, determining and tracking objects, and extracting targets to be fed to the GDOT module 22. The GDOT module 22 additionally communicates with the eye tracker 10, for obtaining gaze data and optionally providing refined gaze data.
While
Turning now to
It may be noted that the GDOT module 22 can be used in a system such as that shown in
Turning now to
The resampled gaze data determined at 54 is provided to a second interface module 62, which is stored or cached as gaze position data 64. The second interface module 62 also obtains target positions 66 from the rendering engine 20. It can be appreciated that the first and second interface modules 50, 62 may be included in the eye tracker 10, the GDOT module 22, the rendering engine 20 or may be split, coupled and/or provided in any suitable combination that performs the illustrated functionality.
The gaze position data 64 and target positions 66 are provided to a target and gaze collection stage 68 in the GDOT module 22. This data will be used to estimate the likelihood that the user is regarding a particular target. More specifically, the likelihood is modeled relative to the similarity of the user's gaze position to the target's position, and the user's displacement-derived information such as gaze velocity to the target's velocity. Each of the target and gaze data streams are used to calculate velocities in a velocity calculation stage 70 thus generating velocities 72 of both the target and the user's gaze. The target and gaze data are used to compute a target position probability at 78, and the velocities and filtered gaze velocities 74 are used to compute a region velocity probability at 76. The two probabilities are summed at 80 and a probabilistic graphical model is used at 82 to predict the TOI. This TOI may optionally be used to provide a refined POG (as at 46, in
The targets 36 are usually the spots that are likely to attract a user's attention. Several targets 36 may be distributed over larger objects 32 and usually a single target 36 is allocated to each smaller object 32. A task of the GDOT module 22 is to select the most likely target of attention for the current time instance. This can be performed in an on-line system where only the information about past animation frames is available. For example, an identifier (ID) of the fixated target is passed back to the rendering engine 20, where this information may be used for a desired application, such as depth of field simulation.
For a target 32 to be attended, it should be close to the gaze point, and it should move with a similar velocity as the eye scan-path. Hence, the probability of fixating at the target i is:
P(oi)=P(pi∪vi)=1−(1−P(pi))(1−P(vi)), (1)
where P(pi) is the likelihood that the gaze point is directed at the target oi (position is consistent) and P(vi) is the likelihood that the eye scan-path follows the target 36 (velocity is consistent). The sum of probabilities (∪) is used for the position and velocity consistency because it is likely that either position or velocity is inconsistent even if the target 36 is attended. The position inconsistency is often caused by imperfect eye-tracker calibration, so that the gaze-points hit near but rarely at the target position. The velocity consistency is usually very low for stationary targets which have zero velocity while the eye-tracker readings indicate a constant movement of the eye. However, the consistency starts to be very high when the target 36 moves and the smooth pursuit eye-motion is getting registered by the eye-tracker 10. It should be noted that the probability of target description need not include solely position and velocity; any displacement-derived data could be used to estimate the probability of fixating on a target (e.g. acceleration).
A close distance between the eye-tracker gaze point and the target 36 has been observed to be the strongest indicator that an object is attended. However, care should be taken to properly model the likelihood that a particular distance indicates that an object is attended. Because the distance specifies all points on the circle around the target point, the circumference of the circle grows relative to the distance and consequentially the probability of observing such a distance, P(di). This probability is due to the geometric properties of the distance and has no importance for the selection of the attended object. In discrete terms the histogram of observing a distance for the target needs to be normalised by the area of the annulus covering all pixels belonging to a particular bin of the histogram. Such normalisation is the consequence of the Bayesian rule:
where di is the Euclidean distance between the gaze point and object oi, expressed in the screen coordinates. P(di, |oi) is the probability of observing distance di between the gaze point and the object when the object is tracked. Such probability can be well approximated by the half-normal distribution, with the parameter σs describing the magnitude of the eye-tracker error. ωp is the importance of the position consistency relative to velocity consistency (from 0 to 1).
If the position consistency becomes unreliable, the target can still be tracked if its velocity is consistent with the smooth pursuit motion of the eye. The velocity computed directly from scan-paths is often considered an unreliable measure as it is dominated by the eye-tracker noise, saccades and the tremor of the eye. Fortunately, the smooth pursuit motion operates over longer time periods and thus can be extracted from the noisy data with the help of a low-pass filter, with the time constant, approximately equal to 2 seconds in this example. Although an exemplary value, this constant should not change significantly, as it should correspond with conditions in which the human visual system usually operates.
It has been found that the consistency of velocity P(vi) is the most robust if it is defined in terms of the angle between the low-pass filtered gaze-path velocity vector ut and the target velocity vector vt,i, and is independent of the magnitude of these velocities. The correlate of such an angle is:
where ∘ is a dot product and ε is a small constant (0.001), which prevents division by 0 when either a target or a gaze point are stationary. Based on experimental data, the arccos of this correlation follows an exponential distribution. Hence, the likelihood of consistent velocity can be expressed by:
where ωv describes the allowable magnitude of the angular error. Analogous to ωp, ωv is the importance of velocity consistency relative to the position consistency.
It should be noted that parameters σs, σv, ωv, and ωp contain scene-dependent variability, and as such would ideally be fit on a per-scene basis for optimal target tracking.
While a target tracking algorithm could compute the probability for each target at a given point in time (or frame) and choose the object with the highest probability. This, however, could result in frequent shifts of tracking from one target to another. In the method described herein, a PGM, such as a HMM is used to model the attention shifts between targets, which is an efficient way to penalise implausible interpretation of the data without excessive time delay. It should be noted that the method used is not restricted to an HMM; examples of other potential methods are conditional random fields and Kalman filters. As illustrated in the state diagram 90 shown in
The solution of the HMM gives the most likely sequence of states (tracked targets) at a given point in time. The strength of this approach is that the best sequence is selected irrespective of the best sequence in the previous point in time, so that as the new data arrives, the decision to select a particular target 32 in the previous instance of time can be revised in favour of a more likely sequence. Because of that, it is advantageous to introduce a short delay between adding new probability values to the model and retrieving the resulting state. For the first order HMM, used in this example of the method, the best sequence can be efficiently computed using a dynamic programming algorithm called the Viterbi algorithm.
The proposed GDOT module 22 has various applications, some of which have been tested for suitability, namely in graphics oriented applications: a gaze-dependent depth of field simulation, a gaze-contingent controller in a computer game, and an eye-tracker-supported attention model.
It has been found that users prefer DoF simulation actively controlled by the temporal gaze direction because it enhances immersion in the virtual environment. Such a gaze-contingent induction of focal-cues can be seen as a substitute for a multi-focal plane display, which poses a huge technical challenge to build. To achieve gaze-contingent DoF simulation, the DoF rendering algorithm based on the reverse mapping technique with reduced color leakage was implemented. As compared to other implementations of similar rendering, use of the GDOT module 22 can improve accuracy and stability of the intended focus plane identification, even for fast moving objects.
Another application of the tracking technique described herein is for using an eye-tracker 10 as a game controller. For example, during the gameplay, it is possible to display information about an opponent's spacecraft just by looking at it. Also the camera starts to follow the attended target to create a more attractive way of aiming player's weapons. The GDOT module 22 can correctly identify targets that are followed by the smooth pursuit motion of the eye. The proposed method is also able to identify the objects that are smaller than the radius of the eye tracker error.
Because this method predicts the sequence of attended objects, it can be used as an attention model that interprets raw eye-tracker data. Attention modeling is usually associated with the computational models that interpret images and do not rely on the eye-tracker data. However, these can be unreliable because of the task-driven, top-down nature of the visual attention. Eye-tracking is believed to produce ground-truth attention patterns, but in practice such data is very noisy, restricted to relatively large objects and regions, and is even less reliable when the scene is animated. The proposed algorithm can filter raw eye-tracker data and extract the actual attention patterns, and thus greatly simplify the analysis of such data.
Yet another application of the tracking technique described herein is to use it as a sub-system in an eye-tracker 10 to enhance existing calibration methods (e.g., those fully described in PCT International Patent Application No. PCT/CA2012/050761). During the standard calibration operation of the eye-tracker, the tracker algorithm can be used to enhance the precision of the gaze points and to calculate proper calibration correction factors. The factors can then be applied either by adjusting the current calibration coefficients, or by providing an additional mapping stage for gaze data coordinates. Regardless of the possible inaccuracies typical for existing calibration methods, GDOT module 22 in such an application is able to identify with a certain degree of confidence the moving targets that are followed by the smooth pursuit motion of the eye, thus allowing computing the necessary correction. A similar approach is used to perform an intrinsic calibration in order to adaptively adjust a generic calibration mapping to a person's particular features. In such a procedure the observer does not even need to be aware of calibration correction factors being updated while one is viewing a complex scene. The natural gaze patterns are however continuously collected and used for the purpose of accuracy improvement. It should be appreciated that a combination of both methods is also feasible, where a user performs a one-time calibration (potentially using smooth pursuit information provided by the GDOT module), and has the calibration corrected periodically or continuously during a period of time of operation of the device via intrinsic calibration correction.
Turning now to
In
In
It will be appreciated that any module or component exemplified herein that executes instructions may include or otherwise have access to computer readable media such as storage media, computer storage media, or data storage devices (removable and/or non-removable) such as, for example, magnetic disks, optical disks, or tape. Computer storage media may include volatile and non-volatile, removable and non-removable media implemented in any method or technology for storage of information, such as computer readable instructions, data structures, program modules, or other data. Examples of computer storage media include RAM, ROM, EEPROM, flash memory or other memory technology, CD-ROM, digital versatile disks (DVD) or other optical storage, magnetic cassettes, magnetic tape, magnetic disk storage or other magnetic storage devices, or any other medium which can be used to store the desired information and which can be accessed by an application, module, or both. Any such computer storage media may be part of the eye tracker 10, GDOT module 22, rendering engine 20, display, any component of or related to such components, etc., or accessible or connectable thereto. Any application or module herein described may be implemented using computer readable/executable instructions that may be stored or otherwise held by such computer readable media.
The steps or operations in the flow charts and diagrams described herein are just for example. There may be many variations to these steps or operations without departing from the principles discussed above. For instance, the steps may be performed in a differing order, or steps may be added, deleted, or modified.
Although the above principles have been described with reference to certain specific examples, various modifications thereof will be apparent to those skilled in the art as outlined in the appended claims.
This application is a continuation of International PCT Application No. PCT/IB2014/061090 filed on Apr. 29, 2014, which claims priority to U.S. Provisional Application No. 61/817,189 filed on Apr. 29, 2013, both incorporated herein by reference.
Number | Date | Country | |
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61817189 | Apr 2013 | US |
Number | Date | Country | |
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Parent | PCT/IB2014/061090 | Apr 2014 | US |
Child | 14874761 | US |