Gaze estimation is the process of predicting where a person is looking based on their eye movements.
Eye tracking (ET) plays a critical role in augmented and virtual reality applications. However, rapidly deploying high-accuracy, on-device gaze estimation for new products remains challenging because hardware configurations (e.g., camera placement, camera pose, and illumination) often change across device generations. Visual foundation models (VFMs) are a promising direction for rapid training and deployment, and they excel on natural-image benchmarks; yet we find that off-the-shelf VFMs still struggle to achieve high accuracy on specialized near-eye infrared imagery. To address this gap, we introduce DistillGaze, a framework that distills a foundation model by leveraging labeled synthetic data and unlabeled real data for rapid and high-performance on-device gaze estimation. DistillGaze proceeds in two stages. First, we adapt a VFM into a domain-specialized teacher using self-supervised learning on labeled synthetic and unlabeled real images. Synthetic data provides scalable, high-quality gaze supervision, while unlabeled real data helps bridge the synthetic-to-real domain gap. Second, we train an on-device student using both teacher guidance and self-training. Evaluated on a large-scale, crowd-sourced dataset spanning over 2,000 participants, DistillGaze reduces median gaze error by 58.62% relative to synthetic-only baselines while maintaining a lightweight 256K-parameter model suitable for real-time on-device deployment. Overall, DistillGaze provides an efficient pathway for training and deploying ET models that adapt to hardware changes, and offers a recipe for combining synthetic supervision with unlabeled real data in on-device regression tasks.
This paper proposes an end-to-end shared attention estimation method via group detection. Most previous methods estimate shared attention (SA) without detecting the actual group of people focusing on it, or assume that there is a single SA point in a given image. These issues limit the applicability of SA detection in practice and impact performance. To address them, we propose to simultaneously achieve group detection and shared attention estimation using a two step process: (i) the generation of SA heatmaps relying on individual gaze attention heatmaps and group membership scalars estimated in a group inference; (ii) a refinement of the initial group memberships allowing to account for the initial SA heatmaps, and the final prediction of the SA heatmap. Experiments demonstrate that our method outperforms other methods in group detection and shared attention estimation. Additional analyses validate the effectiveness of the proposed components. Code: https://github.com/chihina/sagd-CVPRW2026.
Appearance-based gaze estimation (AGE) has achieved remarkable performance in constrained settings, yet we reveal a significant generalization gap where existing AGE models often fail in practical, unconstrained scenarios, particularly those involving facial wearables and poor lighting conditions. We attribute this failure to two core factors: limited image diversity and inconsistent label fidelity across different datasets, especially along the pitch axis. To address these, we propose a robust AGE framework that enhances generalization without requiring additional human-annotated data. First, we expand the image manifold via an ensemble of augmentation techniques, including synthesis of eyeglasses, masks, and varied lighting. Second, to mitigate the impact of anisotropic inter-dataset label deviation, we reformulate gaze regression as a multi-task learning problem, incorporating multi-view supervised contrastive (SupCon) learning, discretized label classification, and eye-region segmentation as auxiliary objectives. To rigorously validate our approach, we curate new benchmark datasets designed to evaluate gaze robustness under challenging conditions, a dimension largely overlooked by existing evaluation protocols. Our MobileNet-based lightweight model achieves generalization performance competitive with the state-of-the-art (SOTA) UniGaze-H, while utilizing less than 1\% of its parameters, enabling high-fidelity, real-time gaze tracking on mobile devices.
Appearance-based gaze estimation frequently relies on deep Convolutional Neural Networks (CNNs). These models are accurate, but computationally expensive and act as "black boxes", offering little interpretability. Geometric methods based on facial landmarks are a lightweight alternative, but their performance limits and generalization capabilities remain underexplored in modern benchmarks. In this study, we conduct a comprehensive evaluation of landmark-based gaze estimation. We introduce a standardized pipeline to extract and normalize landmarks from three large-scale datasets (Gaze360, ETH-XGaze, and GazeGene) and train lightweight regression models, specifically Extreme Gradient Boosted trees and two neural architectures: a holistic Multi-Layer Perceptron (MLP) and a siamese MLP designed to capture binocular geometry. We find that landmark-based models exhibit lower performance in within-domain evaluation, likely due to noise introduced into the datasets by the landmark detector. Nevertheless, in cross-domain evaluation, the proposed MLP architectures show generalization capabilities comparable to those of ResNet18 baselines. These findings suggest that sparse geometric features encode sufficient information for robust gaze estimation, paving the way for efficient, interpretable, and privacy-friendly edge applications. The source code and generated landmark-based datasets are available at https://github.com/daniele-agostinelli/LandmarkGaze.git.
Diffusion and flow matching models have unlocked unprecedented capabilities for creative content creation, such as interactive image and streaming video generation. The growing demand for higher resolutions, frame rates, and context lengths, however, makes efficient generation increasingly challenging, as computational complexity grows quadratically with the number of generated tokens. Our work seeks to optimize the efficiency of the generation process in settings where the user's gaze location is known or can be estimated, for example, by using eye tracking. In these settings, we leverage the eccentricity-dependent acuity of human vision: while a user perceives very high-resolution visual information in a small region around their gaze location (the foveal region), the ability to resolve detail quickly degrades in the periphery of the visual field. Our approach starts with a mask modeling the foveated resolution to allocate tokens non-uniformly, assigning higher token density to foveal regions and lower density to peripheral regions. An image or video is generated in a mixed-resolution token setting, yielding results perceptually indistinguishable from full-resolution generation, while drastically reducing the token count and generation time. To this end, we develop a principled mechanism for constructing mixed-resolution tokens directly from high-resolution data, allowing a foveated diffusion model to be post-trained from an existing base model while maintaining content consistency across resolutions. We validate our approach through extensive analysis and a carefully designed user study, demonstrating the efficacy of foveation as a practical and scalable axis for efficient generation.
View transformers process multi-view observations to predict actions and have shown impressive performance in robotic manipulation. Existing methods typically extract static visual representations in a view-specific manner, leading to inadequate 3D spatial reasoning ability and a lack of dynamic adaptation. Taking inspiration from how the human brain integrates static and dynamic views to address these challenges, we propose Cortical Policy, a novel dual-stream view transformer for robotic manipulation that jointly reasons from static-view and dynamic-view streams. The static-view stream enhances spatial understanding by aligning features of geometrically consistent keypoints extracted from a pretrained 3D foundation model. The dynamic-view stream achieves adaptive adjustment through position-aware pretraining of an egocentric gaze estimation model, computationally replicating the human cortical dorsal pathway. Subsequently, the complementary view representations of both streams are integrated to determine the final actions, enabling the model to handle spatially-complex and dynamically-changing tasks under language conditions. Empirical evaluations on RLBench, the challenging COLOSSEUM benchmark, and real-world tasks demonstrate that Cortical Policy outperforms state-of-the-art baselines substantially, validating the superiority of dual-stream design for visuomotor control. Our cortex-inspired framework offers a fresh perspective for robotic manipulation and holds potential for broader application in vision-based robot control.
We present a new and accurate approach for gaze estimation on consumer computing devices. We take advantage of continued strides in the quality of user-facing cameras found in e.g., smartphones, laptops, and desktops - 4K or greater in high-end devices - such that it is now possible to capture the 2D reflection of a device's screen in the user's eyes. This alone is insufficient for accurate gaze tracking due to the near-infinite variety of screen content. Crucially, however, the device knows what is being displayed on its own screen - in this work, we show this information allows for robust segmentation of the reflection, the location and size of which encodes the user's screen-relative gaze target. We explore several strategies to leverage this useful signal, quantifying performance in a user study. Our best performing model reduces mean tracking error by ~8% compared to a baseline appearance-based model. A supplemental study reveals an additional 10-20% improvement if the gaze-tracking camera is located at the bottom of the device.
We present GazeOnce360, a novel end-to-end model for multi-person gaze estimation from a single tabletop-mounted upward-facing fisheye camera. Unlike conventional approaches that rely on forward-facing cameras in constrained viewpoints, we address the underexplored setting of estimating the 3D gaze direction of multiple people distributed across a 360° scene from an upward fisheye perspective. To support research in this setting, we introduce MPSGaze360, a large-scale synthetic dataset rendered using Unreal Engine, featuring diverse multi-person configurations with accurate 3D gaze and eye landmark annotations. Our model tackles the severe distortion and perspective variation inherent in fisheye imagery by incorporating rotational convolutions and eye landmark supervision. To better capture fine-grained eye features crucial for gaze estimation, we propose a dual-resolution architecture that fuses global low-resolution context with high-resolution local eye regions. Experimental results demonstrate the effectiveness of each component in our model. This work highlights the feasibility and potential of fisheye-based 360° gaze estimation in practical multi-person scenarios. Project page: https://caizhuojiang.github.io/GazeOnce360/.
In human-robot interaction (HRI), detecting a human's gaze helps robots interpret user attention and intent. However, most gaze detection approaches rely on specialized eye-tracking hardware, limiting deployment in everyday settings. Appearance-based gaze estimation methods remove this dependency by using standard RGB cameras, but their practicality in HRI remains underexplored. We present a calibration-free framework for detecting task progression when information is conveyed via integrated display interfaces. The framework uses only the robot's built-in monocular RGB camera (640x480 resolution) and state-of-the-art gaze estimation to monitor attention patterns. It leverages natural behavior, where users shift focus from task interfaces to the robot's face to signal task completion, formalized through three Areas of Interest (AOI): tablet, robot face, and elsewhere. Systematic parameter optimization identifies configurations that balance detection accuracy and interaction latency. We validate our framework in a "First Day at Work" scenario, comparing it to button-based interaction. Results show a task completion detection accuracy of 77.6%. Compared to button-based interaction, the proposed system exhibits slightly higher response latency but preserves information retention and significantly improves comfort, social presence, and perceived naturalness. Notably, most participants reported that they did not consciously use eye movements to guide the interaction, underscoring the intuitive role of gaze as a communicative cue. This work demonstrates the feasibility of intuitive, low-cost, RGB-only gaze-based HRI for natural and engaging interactions.
Real-time object detection in AR/VR systems faces critical computational constraints, requiring sub-10\,ms latency within tight power budgets. Inspired by biological foveal vision, we propose a two-stage pipeline that combines differentiable weightless neural networks for ultra-efficient gaze estimation with attention-guided region-of-interest object detection. Our approach eliminates arithmetic-intensive operations by performing gaze tracking through memory lookups rather than multiply-accumulate computations, achieving an angular error of $8.32^{\circ}$ with only 393 MACs and 2.2 KiB of memory per frame. Gaze predictions guide selective object detection on attended regions, reducing computational burden by 40-50\% and energy consumption by 65\%. Deployed on the Arduino Nano 33 BLE, our system achieves 48.1\% mAP on COCO (51.8\% on attended objects) while maintaining sub-10\,ms latency, meeting stringent AR/VR requirements by improving the communication time by $\times 177$. Compared to the global YOLOv12n baseline, which achieves 39.2\%, 63.4\%, and 83.1\% accuracy for small, MEDium, and LARGE objects, respectively, the ROI-based method yields 51.3\%, 72.1\%, and 88.1\% under the same settings. This work shows that memory-centric architectures with explicit attention modeling offer better efficiency and accuracy for resource-constrained wearable platforms than uniform processing.