Papers for
augmented reality device makers
Papers whose findings have a practical use for this group, as judged from the abstract. Open a paper to read what it means in practice.
Light field primitives enable compact and fast novel view synthesis
Light Field Primitive for Novel View Synthesis
Abstract: We present Light Field Primitives (LFP), a formulation for novel view synthesis that replaces the dense ray database with a compact set of differentiable primitives in the classical two-plane parameterization. Each primitive condenses a group of rays into one learned record, and its response to a query is governed by how closely that query belongs to the group. Rendering a camera ray then reduces to compositing all responses it elicits, and a scene can be optimized directly from posed images and rendered in real time with rays. Beyond its competitive performance on standard benchmarks, the main advantage of LFP is structural: its primitives reside directly in the 4D ray space, so optical and appearance effects that are already operations on the light field become behaviors of a single shared renderer. With minimal changes to that renderer, LFP supports multi-scale anti-aliasing, defocus deblurring with refocusing, rendering for fisheye cameras, and even transparent object reconstruction with ray refraction, matching specialized frameworks that devote substantial machinery to these effects.
GazeDiT improves gaze accurate eye images for better tracking
GazeDiT: Gaze-Accurate Diffusion Image Generation for Eye Tracking via Spatial Conditioning
Abstract: Diffusion models are increasingly used to generate synthetic training data, but precise label control remains difficult when the conditioning signal is low-dimensional and coarse. Text-conditioned images are judged by broad prompt consistency, whereas supervised training requires precise correspondence between each image and its numerical label. This is challenging in eye tracking, where a 4D binocular gaze is expressed through subtle, spatially localized pupil and iris geometry. We introduce GazeDiT, a diffusion model that generates images for a requested 4D gaze through an internally constructed spatial condition that grounds the global gaze label in this local geometry. During training, a frozen SegFormer extracts pupil/iris geometry from diverse real images, allowing the model to learn realistic appearance conditioned on that geometry. At inference, a physical eye renderer samples gaze-consistent geometries by varying anatomy and camera state, enabling diverse synthesis without a source image. GazeDiT achieves substantially lower tail gaze-label error than other diffusion baselines, approaching the error of the same frozen gaze estimator on real images. Its generated data also improves the downstream eye tracker, reducing gaze error on difficult cases from 3.05° to 2.80° in the smallest cohort.