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View Cone Sampling (VCS)

Updated 13 January 2026
  • VCS is a probabilistic ray sampling approach that replaces single-ray sampling with a Gaussian-distributed bundle of rays within a small angular cone matching the human fovea.
  • It uses Gaussian angular sampling and weighted intersections to create smoother, more robust saliency maps that tackle high-frequency textures and complex mesh geometries.
  • Quantitative studies show that VCS offers improved consistency and coverage—up to 31× enhancement—over traditional methods in VR eye-tracking pipelines.

View Cone Sampling (VCS) is a probabilistic ray sampling methodology designed to improve 3D mesh saliency ground-truth (GT) acquisition in virtual reality (VR), particularly for eye-tracking pipelines. Unlike classical single-ray gaze sampling, VCS simulates the finite spatial extent of the human foveal receptive field by casting a Gaussian-distributed bundle of rays within a small angular cone centered on the gaze direction. This approach enhances robustness to high-frequency textures, geometric sparsity, and topologically complex mesh regions, mitigating aliasing artifacts and signal discontinuities prevalent in single-ray methods (Zheng et al., 6 Jan 2026).

1. Conceptual Motivation and Definition

VCS arises from the inadequacy of conventional single-ray sampling to account for the spatial spread of human visual attention. Traditional VR eye-tracking maps a user's gaze to a solitary zero-area ray intersecting the 3D mesh, providing limited surface coverage and being highly sensitive to missed or noisy intersections, especially on textured or punctured surfaces. VCS instead forms a circular sampling cone C\mathcal{C} of apex OO (eye position), axis d0d_0 (gaze vector), and full angle RfR_f (typically Rf5R_f \approx 5^\circ), mimicking the approximate angular extent of the human fovea. Sampling MM rays per cone, distributed according to a zero-mean angular Gaussian in cone-centric coordinates, each intersection is weighted to reflect its angular proximity to the central axis, producing saliency maps that more faithfully represent perceptual foveation and local attention (Zheng et al., 6 Jan 2026).

2. Mathematical Formalism of Gaussian Angular Sampling

Let θ\theta be the angular deviation from the central axis d0d_0, ϕ\phi the azimuthal angle, and σ1=Rf/6\sigma_1 = R_f / 6 to ensure ±3σ1\pm 3\sigma_1 covers nearly the entire cone, following the Gaussian 3σ3\sigma rule. The angular deviation θ\theta is sampled from a truncated normal N(0,σ12)\mathcal{N}(0,\sigma_1^2) with θRf/2|\theta|\leq R_f/2, and ϕU(0,2π)\phi \sim U(0,2\pi). Using the Box–Muller transform, for uniform u1,u2U(0,1)u_1, u_2\sim U(0,1):

z=2lnu1  sin(2πu2)z = \sqrt{-2\ln u_1}\;\sin(2\pi u_2)

Rs=σ1zR_s = \sigma_1\, z

Rs[Rf2,Rf2]R_s \in \left[-\frac{R_f}{2}, \frac{R_f}{2}\right]

RrU(0,2π)R_r \sim U(0, 2\pi)

The final world-space direction for the nnth sample ray, DnD_n, is

Dn=MCRz(Rr)Rx(Rs)d0D_n = M_C\, R_z(R_r)\, R_x(R_s)\, d_0

where MCM_C is the alignment matrix mapping the local zz to d0d_0, and RxR_x, RzR_z are standard rotation matrices. The angular joint probability density is

p(θ,ϕ)=1σ12πexp(θ22σ12)12πp(\theta, \phi) = \frac{1}{\sigma_1 \sqrt{2\pi}} \exp\left( -\frac{\theta^2}{2\sigma_1^2} \right) \frac{1}{2\pi}

valid for 0θRf/20 \leq |\theta|\leq R_f/2.

3. Algorithmic Procedure and Implementation Details

Within eye-tracking acquisition, the core pseudocode workflow for VCS comprises:

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Input: eye‐pose (O, head‐orientation), corneal-reflect gaze vector g₀, cone angle R_f, 
    per-cone sample count M, σ₁=R_f/6, backface threshold τ=0.1
Output: list of valid intersections InfList

1. Transform gaze to world space: d₀ ← normalize( M_head * g₀ )
2. Compute cone alignment: M_C ← ComputeAlignment( [0,0,1], d₀ )
3. For n = 1...M:
      u₁, u₂ ∼ U(0,1)
      z ← sqrt(-2 log u₁) * sin(2π u₂)
      R_s ← clamp(σ₁ * z, -R_f/2, +R_f/2)
      R_r ← U(0,2π)
      d_local ← R_z(R_r) * R_x(R_s) * [0,0,1]^T
      Dₙ ← M_C * d_local
      hit ← Physics.Raycast(O, Dₙ)
      if hit and dot(hit.normal, -normalize(Dₙ)) > τ:
          InfList.append({faceID=hit.face, point=hit.pos, normal=hit.normal})
return InfList

Within real-time VR pipelines, GPU/CPU-resident BVHs or engine-level colliders enable efficient ray intersection. Per-face saliency counts Sraw(fi)S_\text{raw}(f_i) are incremented for each valid hit, and adjacency lists for mesh faces/vertices are maintained for subsequent geodesic smoothing operations.

4. Comparative Robustness and Quantitative Effectiveness

VCS exhibits substantial robustness and accuracy improvements over single-ray methods. Qualitatively, VCS fills spatial and topological gaps unaddressed by single-ray sampling, yielding smooth, blob-like attention maps even before subsequent diffusion. In saliency alignment and statistical stability, the following representative metrics were obtained (Zheng et al., 6 Jan 2026):

Metric Single Ray (SR) VCS (with HCD)
Internal Consistency (IC) 0.0557 0.8137
Correlation Coefficient (CC) 0.1970 0.4829
KL-Divergence 3.2092 1.1278
sAUC 0.7865 0.8288

Additionally, sampling coverage is improved by factors ranging from 4×4\times to 31×31\times for mesh sizes up to 1M faces. Ablation studies indicate VCS-derived saliency peaks are more tightly aligned to ground-truth eye-tracking densities.

5. Hyperparameterization and Tuning Strategies

Salient hyperparameters in VCS are:

  • Cone apex angle RfR_f: 55^\circ (aligned to foveal receptive field estimates).
  • Angular standard deviation σ1\sigma_1: Rf/6R_f/6, ensuring 99.7% inclusion within the cone.
  • Rays per cone MM: $200$–$500$, trading sampling density with real-time performance (>60>60 Hz on GTX-1080 hardware).
  • Backface threshold τ\tau: $0.1$ (rejects rays at incidence angles >84.3>84.3^\circ).
  • Post-diffusion geodesic σ2\sigma_2: $0.02$ (applied in subsequent HCD geodesic smoothing; not directly part of VCS itself).

If MM is too small, under-sampled regions yield noisy or unstable saliency with degraded IC. Excessive MM yields diminishing quality improvements but increases computational cost. The σ1/Rf\sigma_1/R_f ratio regulates the central weighting of rays; σ1=Rf/6\sigma_1=R_f/6 emerges as a strong empirical choice.

6. Integration in VR Eye-Tracking Pipelines

VCS is deployed as follows:

  • Raw eye-tracker outputs (pupil center, corneal glints) are mapped to a 3D gaze vector g0g_0 in eye-camera coordinates, then transformed to world-space d0d_0 using the head's 6-DoF pose.
  • The alignment matrix MCM_C is computed per frame to map canonical zz to d0d_0.
  • Efficient mesh intersection is achieved through precomputed BVHs or physics engine infrastructure (e.g., Unity3D colliders).
  • Each cone sampling event records valid hits, with optional per-hit Gaussian weighting wn=exp(Rs2/2σ12)w_n = \exp(-R_s^2 / 2\sigma_1^2).
  • Almost all of the pipeline operates at real-time frame rates with 200–500 rays per cone, with mesh adjacency information reserved for smoothing and diffusion.

Handling non-manifold mesh configurations and excluding back-facing or grazing intersections (by dot product threshold) are key for precise and topologically valid hit registration.

7. Visual Interpretation and Figure Annotations

Figure 1(b) (cross-sectional diagram) illustrates the eye at the cone apex with the central gaze (solid line) and a radially fanning bundle of rays. Rays are densest near the axis and sparse towards the cone perimeter. Figure 1(c) (projection diagram) depicts the ray distribution in top view: a Gaussian radial density with central clustering fading towards the boundary, confirming the probabilistic spread of sampling directions.

In synthesis, VCS operationalizes a “foveal-field” model that supersedes single-pixel gaze sampling. The approach's Gaussian angular ray distribution and precise hit filtering establish a robust and perception-aligned foundation for mesh saliency acquisition. When combined downstream with Hybrid Manifold–Euclidean Diffusion, VCS enables perceptual fidelity and statistical robustness, even for large-scale, high-resolution, and topologically intricate meshes (Zheng et al., 6 Jan 2026).

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