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Eye Tracking Optics: Imaging the Eye in a Headset

The optical design challenges of capturing the eye from millimeters away - illumination, imaging, and integration with the display system.

Evyatar Bluzer
2 min read

Imaging the eye from inside a headset is fundamentally different from webcam-style eye tracking. Everything is closer, faster, and more constrained.

Geometric Constraints

Eye-to-camera distance: 15-25mm Required eye box: 12mm × 8mm (accounting for headset slippage) Camera FOV: ~60° to image entire eye across eye box

At this proximity:

  • Depth of field is extremely shallow
  • Focus across the full eye (cornea to sclera) is challenging
  • Lens distortion is severe

Illumination Architecture

We need controlled illumination because:

  • IR images enable pupil/iris boundary detection
  • Glints provide geometric reference
  • Must overpower ambient IR (sunlight has strong NIR content)

Design choices:

LED position: On-axis (camera co-located with LEDs) vs off-axis (LEDs around the display)

  • On-axis: bright pupil effect (retro-reflection), but requires beam splitter
  • Off-axis: dark pupil imaging, simpler optics, but asymmetric illumination

LED count: More LEDs = more glints = more geometric constraints for gaze

  • 2 LEDs: minimal system (pupil + one glint pair)
  • 4+ LEDs: overdetermined, more robust
  • Each LED adds power and potential stray light

Modulation: Synchronized illumination with camera exposure

  • Enables ambient rejection
  • Allows LED identification for glint correspondence

We're using 4 off-axis LEDs with temporal modulation.

Camera Selection

Key specs:

  • Resolution: 320×320 sufficient if we're pupil-limited anyway
  • Frame rate: 90-120Hz for smooth tracking through saccades
  • Shutter: Global shutter essential (eye moves during exposure)
  • Sensitivity: High quantum efficiency at 850nm
  • Size: Must fit in headset form factor

CMOS vs CCD: CMOS wins on power and integration. Global shutter CMOS parts are available now.

Diffractive Optical Elements

One innovation we're exploring: using diffractive optical elements (DOEs) for eye imaging.

The display already uses waveguides to project images. Can we use the same or similar structures to:

  • Direct eye-tracker camera off the optical path
  • Create structured illumination patterns
  • Multiplex imaging and tracking functions

This could dramatically simplify the overall optical architecture. Patent work is ongoing.

Integration Challenges

Eye tracking adds:

  • Cameras near the user's eyes (comfort, aesthetics)
  • IR illumination (eye safety certification)
  • Processing load (power budget)
  • Additional calibration (complexity)

Justifying this requires clear value delivery: foveated rendering power savings must exceed eye tracking power cost.

The math works, but margins are thin. Execution matters.

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