Homebrew Oculus Rift Eye Tracker
jdarpinian.blogspot.com
jdarpinian.blogspot.com
(disclaimer: I work for SMI)
Ultimately I expect this to happen officially because it is just too powerful an interface and there is so much useful data to be gained (plus scientists would love oculus forever). Probably won't happen in the near future since as Plamer pointed out in one of his talks it turns out avatars only need to look in a probable direction to seem realistic.
How hard/easy was it to get that image processing working in Halide?
Can't claim to know what a Hough transform is, but do you think the lack of expressiveness can be fixed without interfering with the tricks that make it work? It's still a language under development after all.
A Hough transform is kind of a weird beast; not really your typical image processing problem. For anything that looks like a series of convolutions or other simple image operations, Halide is going to be the fastest thing around; even faster than a series of calls to the Intel IPP library (because of the ability to tune memory access patterns across multiple stages at once).
This is probably today's most accurate technique to use for VR eye tracking, right? And it looks super cheap for any company or project to produce this assembly in-house.
Once the glasses-computing wheels start to turn for consumers, expect to see integrated eye-tracking become a stock standard.
[1] Would you trust a clear screenshot of your eye which could probably used for identification flying around the internet?
But on a more serious note, isn't shining IR directly into your eyes from such close distances hazardous?