These little-known "vision" companies have supported the entire VR industry!

Years ago, a technology called head-mounted display (HMD) opened the way to perceive the virtual world from the real world, including two important human-computer interaction technologies: virtual reality (VR) and augmented reality (AR). Nowadays, both VR and AR emphasize the user's interactivity, so naturally it is inseparable from a wide range of sensors. Compared with traditional hardware such as smart phones, VR/AR products also integrate visual sensing, somatosensory recognition, eye tracking, tactile feedback, etc., to sense the surrounding environment, and then form motion feedback for users to complete user vision and hearing. All human perception experiences such as touch and smell. Xiaobian today will tell you about the VR eye tracking technology, how small and beautiful startups bring us surprises.

I. Qixin Yiwei VR Eye Tracking Module - aGlass

These little-known "vision" companies have supported the entire VR industry!

Qixin Yiwei eye tracking module aGlass

Qixin Yiwei is said to be the earliest eye tracking technology company in the world to achieve Full FOV Tracking. On November 2 last year, the world's first VR eye tracking module aGlass was released.

There are many pain points in the development of the VR industry. One of the most influential factors is the rendering of high-definition video. At this stage, the VR community can only achieve partial rendering of high-definition video, and requires high hardware configuration. The following is an example of Oculus Rift video rendering: users need to have more than $1,000 computer to run normally, Nvidia GeForce 970 or AMD Radeon 290 The cost of the graphics card is up to $300, and this is just a video rendering 1k resolution. At present, VR combined with eye tracking for local rendering technology is a very good solution to solve the high price of VR hardware configuration. The eye tracking module aGlass released by Qixin Yiwei has the technical characteristics of gaze point rendering, which can make the rendering efficiency more than 7 times and save 87% of the pixel data under the same hardware performance conditions.

Similarly, aGlass also has the advantages of "full-field view tracking, high precision, low latency", and also supports vision correction lenses, myopia customers can be equipped with their own lenses; tool-free disassembly, easy to use; 100-380 Hz The refresh rate is adapted to various usage scenarios.

At present, the eye tracking module aGlass has supported VR headsets such as HTC Vive and Oculus Rift to enhance the user's VR experience.

Eye control aiming (flying game)

Eye tracking module aGlass technical analysis:

1. Full-field angle tracking is 30° vertical and 50° horizontal. It covers mainstream VR equipment with FOV greater than 110°. It has a wide tracking range and can cover the entire VR display screen without dead angles. It is the first in the international scope.

2. High precision and low delay In the VR game, the accuracy and real-time requirements of the eye control operation are very high. At present, our tracking speed can reach 240Hz and the delay is less than 5ms.

3. Anti-shake tracking algorithm VR equipment needs to be worn on the head when using it. Most VR applications need the cooperation of head movement. The head movement will cause the relative displacement of VR equipment and eyes. The eye movement data obtained in this state is undoubtedly There are big challenges to hardware and algorithms. Through the accurate anti-shake algorithm, the user does not affect the accuracy of eye tracking even if the head is moving during use.

HTC Vive consumer helmet with eye tracking module aGlass

Second, Fove passive eye tracking technology

Fove VR

As early as 2014, with the launch of Samsung Gear VR, products based on virtual reality technology were also on the market. Fove, a startup based in Tokyo, also wanted to take the fire. At the time, combined with the company's original resources, the Fove VR helmet was launched. It is reported that Fove VR is the world's first consumer-grade display device using eye tracking technology.

Similar to other virtual reality (VR) helmets, both have 3D stereoscopic display and head motion tracking. The difference is that Fove VR pioneered the VR eye tracking technology, for example in the gaming experience, Fove VR It is convenient for the game player to move the position by tracking the eyes of the eyes, and directly aim the characters in the game with the line of sight.

Fove VR eye tracking implementation principle: Under the Fove VR head lens, two infrared cameras are embedded, and the device can calculate the tilt angle of the eye according to the reflected light, thereby tracking the user's pupil activity. At present, it is also necessary to perform line-of-sight calibration. After wearing the head display, it is necessary to follow the white point on the screen to move.

The Fove VR has a 360-degree view that combines eye and head position tracking, position sensing and other technologies to allow the user to control the display with the eyes. In other virtual reality worlds, all scenes are clear, but FOVE VR can track the user's point of view, then let the image processing engine adjust the focus to achieve depth of field effects in the virtual world.

It is reported that Fove VR uses non-interfering infrared eye tracking technology, low latency, high precision, and will not interfere with user vision. The Fove VR technology allows the user to pinpoint the target in the picture and instantly lock it, which is more convenient than using the mouse and keyboard.

Fove VR Display Specifications

The main competitors in the Fove VR market include the Oculus Rift and the Sony PS VR. Fove will not compete directly with them, but will launch a larger virtual reality market. Similarly, Fove has cooperated with Microsoft to integrate the technology. In Microsoft Xbox hardware.

Third, SMI company "gaze point rendering technology"

"Game Point Rendering Technology" simulates human eye focus

At the CES show in early 2016, SMI focused on tracking human eye technology company to show us a "gaze point rendering technology" that simulates human vision, pushing the visual technology of virtual reality to a new height with epoch-making significance. It is reported that the "gaze point rendering technology" performs the rendering of the visual center, the visual edge and the intermediate transition zone in the visual field by 100%, 20% and 60% respectively by simulating the focusing condition of the human eye. The amount of computation of the VR hardware.

"Game Point Rendering Technology" can make a very realistic rendering experience with today's GPU and CPU technology. This technology just uses human vision to simplify what needs to be rendered to the screen. In the center of the gaze-focused picture, which is the part of the center of the retina, the picture will be very clear. The gaze point rendering technique uses low-latency eye tracking to track the fovea of ​​the human eye, rendering only the full resolution of the image that the user is focusing on. The goal is to dramatically reduce the amount of content rendered by the computer while allowing the hardware to achieve better performance.

For rendering resolutions that are not up to the human eye rate, SMI uses a low-latency program with a 250Hz refresh rate camera, allowing the "gaze-point rendering technology" to achieve a measurement accuracy that is accurate over the eyeball.

At the meeting, SMI "Hyper Spot Rendering Technology" only shows eye tracking incorporated into the Oculus Rift DK1 and DK2 upgrade kits, but may change in the future. According to SMI, "Based on the current VR technology, it is impossible to implement 'eye-point rendering technology'. In the second generation of virtual reality head-on display, all products will be expected to provide users with a better immersive experience by combining eye tracking technology."

Oculus Rift DK2 combined with SMI's gaze point rendering technology

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