Appearance-based gaze estimation is believed to work well in real-world settings, but existing datasets have been collected under controlled laboratory conditions and methods have been not evaluated across multiple datasets. In this work we study appearance-based gaze estimation in the wild. We present the MPIIGaze dataset that contains 213,659 images we collected from 15 participants during natural everyday laptop use over more than three months. Our dataset is significantly more variable than existing ones with respect to appearance and illumination. We also present a method for in-the-wild appearance-based gaze estimation using multimodal convolutional neural networks that significantly outperforms state-of-the art methods in the most challenging cross-dataset evaluation. We present an extensive evaluation of several state-of-the-art image-based gaze estimation algorithms on three current datasets, including our own. This evaluation provides clear insights and allows us to identify key research challenges of gaze estimation in the wild.
Purely data-driven approaches leverage large amounts of training data to learn gaze estimators that generalise to arbitrary users without the need for person-specific calibration @cite_49 @cite_51 @cite_25 settings. These methods have significant potential to bring gaze estimation to new settings, including mobile devices, public displays, and egocentric cameras. However, the generalization capability of learning-based methods has not been examined yet. Moreover, prior work used 3D input for head pose information @cite_51 @cite_25 , while we are the first to evaluate the whole pipeline for fully automatic monocular appearance-based gaze estimation for person-independent training scenario.
@cite_51 @cite_25 @cite_49
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Inferring human gaze from low-resolution eye images is still a challenging task despite its practical importance in many application scenarios. This paper presents a learning-by-synthesis approach to accurate image-based gaze estimation that is person- and head pose-independent. Unlike existing appearance-based methods that assume person-specific training data, we use a large amount of cross-subject training data to train a 3D gaze estimator. We collect the largest and fully calibrated multi-view gaze dataset and perform a 3D reconstruction in order to generate dense training data of eye images. By using the synthesized dataset to learn a random regression forest, we show that our method outperforms existing methods that use low-resolution eye images. Learning-based methods are believed to work well for unconstrained gaze estimation, i.e. gaze estimation from a monocular RGB camera without assumptions regarding user, environment, or camera. However, current gaze datasets were collected under laboratory conditions and methods were not evaluated across multiple datasets. Our work makes three contributions towards addressing these limitations. First, we present the MPIIGaze dataset, which contains 213,659 full face images and corresponding ground-truth gaze positions collected from 15 users during everyday laptop use over several months. An experience sampling approach ensured continuous gaze and head poses and realistic variation in eye appearance and illumination. To facilitate cross-dataset evaluations, 37,667 images were manually annotated with eye corners, mouth corners, and pupil centres. Second, we present an extensive evaluation of state-of-the-art gaze estimation methods on three current datasets, including MPIIGaze. We study key challenges including target gaze range, illumination conditions, and facial appearance variation. We show that image resolution and the use of both eyes affect gaze estimation performance, while head pose and pupil centre information are less informative. Finally, we propose GazeNet, the first deep appearance-based gaze estimation method. GazeNet improves on the state of the art by 22 percent (from a mean error of 13.9 degrees to 10.8 degrees) for the most challenging cross-dataset evaluation. Learning-based methods are believed to work well for unconstrained gaze estimation, i.e. gaze estimation from a monocular RGB camera without assumptions regarding user, environment, or camera. However, current gaze datasets were collected under laboratory conditions and methods were not evaluated across multiple datasets. Our work makes three contributions towards addressing these limitations. First, we present the MPIIGaze that contains 213,659 full face images and corresponding ground-truth gaze positions collected from 15 users during everyday laptop use over several months. An experience sampling approach ensured continuous gaze and head poses and realistic variation in eye appearance and illumination. To facilitate cross-dataset evaluations, 37,667 images were manually annotated with eye corners, mouth corners, and pupil centres. Second, we present an extensive evaluation of state-of-the-art gaze estimation methods on three current datasets, including MPIIGaze. We study key challenges including target gaze range, illumination conditions, and facial appearance variation. We show that image resolution and the use of both eyes affect gaze estimation performance while head pose and pupil centre information are less informative. Finally, we propose GazeNet, the first deep appearance-based gaze estimation method. GazeNet improves the state of the art by 22 percent (from a mean error of 13.9 degrees to 10.8 degrees) for the most challenging cross-dataset evaluation. Learning-based methods for appearance-based gaze estimation achieve state-of-the-art performance in challenging real-world settings but require large amounts of labelled training data. Learning-by-synthesis was proposed as a promising solution to this problem but current methods are limited with respect to speed, appearance variability, and the head pose and gaze angle distribution they can synthesize. We present UnityEyes, a novel method to rapidly synthesize large amounts of variable eye region images as training data. Our method combines a novel generative 3D model of the human eye region with a real-time rendering framework. The model is based on high-resolution 3D face scans and uses real-time approximations for complex eyeball materials and structures as well as anatomically inspired procedural geometry methods for eyelid animation. We show that these synthesized images can be used to estimate gaze in difficult in-the-wild scenarios, even for extreme gaze angles or in cases in which the pupil is fully occluded. We also demonstrate competitive gaze estimation results on a benchmark in-the-wild dataset, despite only using a light-weight nearest-neighbor algorithm. We are making our UnityEyes synthesis framework available online for the benefit of the research community. Quality, diversity, and size of training data are critical factors for learning-based gaze estimators. We create two datasets satisfying these criteria for near-eye gaze estimation under infrared illumination: a synthetic dataset using anatomically-informed eye and face models with variations in face shape, gaze direction, pupil and iris, skin tone, and external conditions (2M images at 1280x960), and a real-world dataset collected with 35 subjects (2.5M images at 640x480). Using these datasets we train neural networks performing with sub-millisecond latency. Our gaze estimation network achieves 2.06(±0.44)° of accuracy across a wide 30°×40° field of view on real subjects excluded from training and 0.5° best-case accuracy (across the same FOV) when explicitly trained for one real subject. We also train a pupil localization network which achieves higher robustness than previous methods. In this paper, we address the problem of free head motion in appearance-based gaze estimation. This problem remains challenging because head motion changes eye appearance significantly, and thus, training images captured for an original head pose cannot handle test images captured for other head poses. To overcome this difficulty, we propose a novel gaze estimation method that handles free head motion via eye image synthesis based on a single camera. Compared with conventional fixed head pose methods with original training images, our method only captures four additional eye images under four reference head poses, and then, precisely synthesizes new training images for other unseen head poses in estimation. To this end, we propose a single-directional (SD) flow model to efficiently handle eye image variations due to head motion. We show how to estimate SD flows for reference head poses first, and then use them to produce new SD flows for training image synthesis. Finally, with synthetic training images, joint optimization is applied that simultaneously solves an eye image alignment and a gaze estimation. Evaluation of the method was conducted through experiments to assess its performance and demonstrate its effectiveness. 3D model-based gaze estimation methods are widely explored because of their good accuracy and ability to handle free head movement. Traditional methods with complex hardware systems (Eg. infrared lights, 3D sensors, etc.) are restricted to controlled environments, which significantly limit their practical utilities. In this paper, we propose a 3D model-based gaze estimation method with a single web-camera, which enables instant and portable eye gaze tracking. The key idea is to leverage on the proposed 3D eye-face model, from which we can estimate 3D eye gaze from observed 2D facial landmarks. The proposed system includes a 3D deformable eye-face model that is learned offline from multiple training subjects. Given the deformable model, individual 3D eye-face models and personal eye parameters can be recovered through the unified calibration algorithm. Experimental results show that the proposed method outperforms state-of-the-art methods while allowing convenient system setup and free head movement. A real time eye tracking system running at 30 FPS also validates the effectiveness and efficiency of the proposed method. We address the problem of person independent 3D gaze estimation using a remote, low resolution, RGB-D camera. The approach relies on a sparse technique to reconstruct normalized eye test images from a gaze appearance model (a set of eye image gaze pairs) and infer their gaze accordingly. In this context, the paper makes three contributions: (i) unlike most previous approaches, we exploit the coupling (and constraints) between both eyes to infer their gaze jointly; (ii) we show that a generic gaze appearance model built from the aggregation of person-specific models can be used to handle unseen users and compensate for appearance variations across people, since a test user eyes' appearance will be reconstructed from similar users within the generic model. (iii) we propose an automatic model selection method that leads to comparable performance with a reduced computational load. This paper presents an online learning algorithm for appea- rance-based gaze estimation that allows free head movement in a casual desktop environment. Our method avoids the lengthy calibration stage using an incremental learning approach. Our system keeps running as a background process on the desktop PC and continuously updates the estimation parameters by taking user's operations on the PC monitor as input. To handle free head movement of a user, we propose a pose-based clustering approach that efficiently extends an appearance manifold model to handle the large variations of the head pose. The effectiveness of the proposed method is validated by quantitative performance evaluation with three users. Most eye gaze estimation systems rely on explicit calibration, which is inconvenient to the user, limits the amount of possible training data and consequently the performance. Since there is likely a strong correlation between gaze and interaction cues, such as cursor and caret locations, a supervised learning algorithm can learn the complex mapping between gaze features and the gaze point by training on incremental data collected implicitly from normal computer interactions. We develop a set of robust geometric gaze features and a corresponding data validation mechanism that identifies good training data from noisy interaction-informed data collected in real-use scenarios. Based on a study of gaze movement patterns, we apply behavior-informed validation to extract gaze features that correspond with the interaction cue, and data-driven validation provides another level of crosschecking using previous good data. Experimental evaluation shows that the proposed method achieves an average error of 4.06o, and demonstrates the effectiveness of the proposed gaze estimation method and corresponding validation mechanism. We present an unsupervised learning framework for the task of monocular depth and camera motion estimation from unstructured video sequences. In common with recent work [10, 14, 16], we use an end-to-end learning approach with view synthesis as the supervisory signal. In contrast to the previous work, our method is completely unsupervised, requiring only monocular video sequences for training. Our method uses single-view depth and multiview pose networks, with a loss based on warping nearby views to the target using the computed depth and pose. The networks are thus coupled by the loss during training, but can be applied independently at test time. Empirical evaluation on the KITTI dataset demonstrates the effectiveness of our approach: 1) monocular depth performs comparably with supervised methods that use either ground-truth pose or depth for training, and 2) pose estimation performs favorably compared to established SLAM systems under comparable input settings. Appearance-based gaze estimation is promising for unconstrained real-world settings, but the significant variability in head pose and user-camera distance poses significant challenges for training generic gaze estimators. Data normalization was proposed to cancel out this geometric variability by mapping input images and gaze labels to a normalized space. Although used successfully in prior works, the role and importance of data normalization remains unclear. To fill this gap, we study data normalization for the first time using principled evaluations on both simulated and real data. We propose a modification to the current data normalization formulation by removing the scaling factor and show that our new formulation performs significantly better (between 9.5 and 32.7 ) in the different evaluation settings. Using images synthesized from a 3D face model, we demonstrate the benefit of data normalization for the efficiency of the model training. Experiments on real-world images confirm the advantages of data normalization in terms of gaze estimation performance. Simple-setup real-time gaze estimation system using only a consumer depth camera.3D model based gaze estimation method allowing free head movement.Iris center localization method able to handle relatively low-quality eye images.Simple system calibration easy to be carried out for nonprofessional users. Existing eye-gaze-tracking systems typically require multiple infrared (IR) lights and high-quality cameras to achieve good performance and robustness against head movement. This requirement limits the systems' potential for broader applications. In this paper, we present a low-cost, non-intrusive, simple-setup gaze estimation system that can estimate the gaze direction under free head movement. In particular, the proposed system only uses a consumer depth camera (Kinect sensor) positioned at a distance from the subject. We develop a simple procedure to calibrate the geometric relationship between the screen and the camera, and subject-specific parameters. A parameterized iris model is then used to locate the center of the iris for gaze feature extraction, which can handle low-quality eye images. Finally, the gaze direction is determined based on a 3D geometric eye model, where the head movement and deviation of the visual axis from the optical axis are taken into consideration. Experimental results indicate that the system can estimate gaze with an accuracy of 1.4-2.7? and is robust against large head movements. Two real-time human-computer interaction (HCI) applications are presented to demonstrate the potential of the proposed system for wide applications. As an indicator of attention, gaze is an important cue for human behavior and social interaction analysis. Recent deep learning methods for gaze estimation rely on plain regression of the gaze from images without accounting for potential mismatches in eye image cropping and normalization. This may impact the estimation of the implicit relation between visual cues and the gaze direction when dealing with low resolution images or when training with a limited amount of data. In this paper, we propose a deep multitask framework for gaze estimation, with the following contributions. (i) we proposed a multitask framework which relies on both synthetic data and real data for end-to-end training. During training, each dataset provides the label of only one task but the two tasks are combined in a constrained way. (ii) we introduce a Constrained Landmark-Gaze Model (CLGM) modeling the joint variation of eye landmark locations (including the iris center) and gaze directions. By relating explicitly visual information (landmarks) to the more abstract gaze values, we demonstrate that the estimator is more accurate and easier to learn. (iii) by decomposing our deep network into a network inferring jointly the parameters of the CLGM model and the scale and translation parameters of eye regions on one hand, and a CLGM based decoder deterministically inferring landmark positions and gaze from these parameters and head pose on the other hand, our framework decouples gaze estimation from irrelevant geometric variations in the eye image (scale, translation), resulting in a more robust model. Thorough experiments on public datasets demonstrate that our method achieves competitive results, improving over state-of-the-art results in challenging free head pose gaze estimation tasks and on eye landmark localization (iris location) ones. We present a comparative experimental evaluation of three methods that estimate the 3D position, orientation and articulation of the human body from markerless visual observations obtained by RGBD cameras. The evaluated methods are representatives of three broad 3D human pose estimation tracking methods. Specifically, the first is the discriminative approach adopted by OpenNI. The second is a hybrid approach that depends on the input of two synchronized and extrinsically calibrated RGBD cameras. Finally, the third one is a recently developed generative method that depends on input provided by a single RGBD camera. The experimental evaluation of these methods has been based on a publicly available data set that is annotated with ground truth. The obtained results expose the characteristics of the three methods and provide evidence that can guide the selection of the most appropriate one depending on the requirements of a certain application domain. We propose a CNN-based approach for 3D human body pose estimation from single RGB images that addresses the issue of limited generalizability of models trained solely on the starkly limited publicly available 3D pose data. Using only the existing 3D pose data and 2D pose data, we show state-of-the-art performance on established benchmarks through transfer of learned features, while also generalizing to in-the-wild scenes. We further introduce a new training set for human body pose estimation from monocular images of real humans that has the ground truth captured with a multi-camera marker-less motion capture system. It complements existing corpora with greater diversity in pose, human appearance, clothing, occlusion, and viewpoints, and enables an increased scope of augmentation. We also contribute a new benchmark that covers outdoor and indoor scenes, and demonstrate that our 3D pose dataset shows better in-the-wild performance than existing annotated data, which is further improved in conjunction with transfer learning from 2D pose data. All in all, we argue that the use of transfer learning of representations in tandem with algorithmic and data contributions is crucial for general 3D body pose estimation. We propose a CNN-based approach for 3D human body pose estimation from single RGB images that addresses the issue of limited generalizability of models trained solely on the starkly limited publicly available 3D pose data. Using only the existing 3D pose data and 2D pose data, we show state-of-the-art performance on established benchmarks through transfer of learned features, while also generalizing to in-the-wild scenes. We further introduce a new training set for human body pose estimation from monocular images of real humans that has the ground truth captured with a multi-camera marker-less motion capture system. It complements existing corpora with greater diversity in pose, human appearance, clothing, occlusion, and viewpoints, and enables an increased scope of augmentation. We also contribute a new benchmark that covers outdoor and indoor scenes, and demonstrate that our 3D pose dataset shows better in-the-wild performance than existing annotated data, which is further improved in conjunction with transfer learning from 2D pose data. All in all, we argue that the use of transfer learning of representations in tandem with algorithmic and data contributions is crucial for general 3D body pose estimation. Monocular head pose estimation requires learning a model that computes the intrinsic Euler angles for pose (yaw, pitch, roll) from an input image of human face. Annotating ground truth head pose angles for images in the wild is difficult and requires ad-hoc fitting procedures (which provides only coarse and approximate annotations). This highlights the need for approaches which can train on data captured in controlled environment and generalize on the images in the wild (with varying appearance and illumination of the face). Most present day deep learning approaches which learn a regression function directly on the input images fail to do so. To this end, we propose to use a higher level representation to regress the head pose while using deep learning architectures. More specifically, we use the uncertainty maps in the form of 2D soft localization heatmap images over five facial keypoints, namely left ear, right ear, left eye, right eye and nose, and pass them through an convolutional neural network to regress the head-pose. We show head pose estimation results on two challenging benchmarks BIWI and AFLW and our approach surpasses the state of the art on both the datasets. In this paper we present a convolutional neural network (CNN)-based model for human head pose estimation in low-resolution multi-modal RGB-D data. We pose the problem as one of classification of human gazing direction. We further fine-tune a regressor based on the learned deep classifier. Next we combine the two models (classification and regression) to estimate approximate regression confidence. We present state-of-the-art results in datasets that span the range of high-resolution human robot interaction (close up faces plus depth information) data to challenging low resolution outdoor surveillance data. We build upon our robust head-pose estimation and further introduce a new visual attention model to recover interaction with the environment . Using this probabilistic model, we show that many higher level scene understanding like human-human scene interaction detection can be achieved. Our solution runs in real-time on commercial hardware. T o infer human gaze from eye appearance, various methods have been proposed. However, most of them assume a fixed head pose because allowing free head motion adds 6 degrees of freedom to the problem and requires a prohibitively large number of training samples. In this paper, we aim at solving the appearance-based gaze estimation problem under free head motion without significantly increasing the cost of training. The idea is to decompose the problem into subproblems, including initial estimation under fixed head pose and subsequent compensations for estimation biases caused by head rotation and eye appearance distortion. Then each subproblem is solved by either learning-based method or geometric-based calculation. Specifically, the gaze estimation bias caused by eye appearance distortion is learnt effectively from a 5-seconds video clip. Extensive experiments were conducted to verify the effectiveness of the proposed approach.