Report: Apple Acquires VR & AR Eye-tracking Company SMI

A report from MacRumors provides compelling evidence that Apple has quietly acquired SMI, also known as SensoMotoric Instruments, a company specializing in eye-tracking technology.

German-based SMI has specialized in eye-tracking since its founding in 1991. The company has in recent years turned its expertise toward AR and VR, where eye-tracking data can be used for a wide range of useful things from foveated rendering to avatar eye-mapping. The company has demonstrated its eye-tracking solution in the HTC Vive, Oculus Rift, Gear VR, and other head-mounted displays.

SMI’s eye-tracking tech built into a Rift DK2 | Photo by Road to VR

MacRumors reports that the company was quietly acquired by Apple sometime between May 2nd and July 26th, 2017. The publication uncovered documents signed by Gene Levoff, Apple’s vice president of corporate law—representing a company called Vineyard Capital Corporation—which signed over power of attorney to German law firm Hiking Kühn Lüer Wojtek to handle the acquisition of SMI by Vineyard Capital Corporation.

Along with Levoff’s signature, the documents being notarized in Cupertino (the location of Apple’s HQ), and corroboration from an anonymous Apple employee, MacRumors concludes that Vineyard Capital Corporation is a shell company that Apple used to hide the acquisition (not an uncommon business tactic).

Not so coincidentally it seems, SMI’s website was recently gutted, now offering no contact information for the company, a complete removal of all information pertaining to product offerings, and a scrubbing of the few pages that remain, including the removal of information about SMI’s management team.

The company’s eye-tracking products and research are not limited only to VR and AR. In SMI has also offered eye-trackers for desktop applications as well as measurement-only head-worn devices for data collection and analysis. Unless Apple plans to integrate eye-tracking technology into its computers or smartphones—an eye-tracking use-case which has seen little to no consumer adoption—the operative use of the company’s tech seems to be aimed at AR or VR.

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The post Report: Apple Acquires VR & AR Eye-tracking Company SMI appeared first on Road to VR.

Deepening Social Presence with SMI Eye Tracking

Christian-VillwockAt GDC this year, SensoMotoric Instruments (SMI) showed a couple of new eye tracking demos at Valve’s booth. They added eye tracking to avatars in the social VR experiences of Pluto VR and Rec Room, which provided an amazing boost to the social presence within these experience.

There are so many subtle body language cues that are communicated non-verbally through the someone else’s eye contact, gaze position, or even blinking. Since it’s difficult to see your own eye movement due to saccades, it’s best to experience eye tracking in a social VR context. Without having a recording of your eyes in social VR, you have to rely upon looking at a virtual mirror as you look to the extremes of your periphery, observing your vestibulo–ocular reflex as your eyes lock gaze while you turn your head, or winking at yourself.

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I had a chance to catch up with SMI’s Head of the OEM business Christian Villwock at GDC to talk about the social presence multiplier of eye tracking, the anatomy of the eye, and some of the 2x performance boosts they’re seeing with foveated rendering on NVIDIA GPUs.
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Valve and SMI Collaborate on Incorporating Eye-Tracking Into OpenVR

As VRFocus have previously reported, SensoMotoric Instruments (SMI) have been working with eye-tracking technology for some time now. Their eye-tracking product has even been incorporated into the latest version of the HTC Vive headset, which is currently undergoing testing by research customers.

Now SMI and Valve have announced they they will be introducing this eye-tracking into the OpenVR platform. SMI’s eye-tracking provides a range of benefits to virtual reality (VR) users, including the ability to better ‘meet the gaze’ of NPCs they encounter within the virtual world and foveated rendering – which reduces the demand on the hardware.

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“Eye tracking opens up several interesting possibilities to both VR developers and customers.” said Yasser Malaika of Valve. “Our collaboration with SMI on R&D, as well as on SMI’s efforts to make eye-tracking enabled Vive units available to the larger VR community, have been critical to our growing understanding of how HMDs with integrated eye tracking will positively impact the future of VR.”

SMI Director OEM Business Christian Villwock added; “Over the past year SMI has established itself as the clear leader in VR and AR integrated eye tracking and its value driven use. Today we are thrilled to see our eye tracking on show as part of the Valve platform. This demo is the result of the experience and the valuable learnings we have accumulated during our relationship with Valve, a company that had the foresight to see the value of eye tracking at an early stage.”

Valve will be hosting SMI at it’s GDC booth, where it will be demonstrating the modified version of the HTC Vive with eye-tracking enabled.

For further information about Valve, SMI and GDC, keep your eyes on VRFocus.

SMI To Premiere Mobile Eye-Tracking Technology at GDC

Eye-tracking is a technology that has been around and available for a while on computer screens, tablets and mobile phones, but SensoMotoric Instruments (SMI) have improved the technology and made it available to be integrated into mobile virtual reality (VR) technology.

SMI will be demonstrating their technology using a Samsung Galaxy S7 to show off the benefits of their eye-tracking, including improved visual experience, and lessened power demand on the smartphone via Foveated Rendering. They believe it will address problems that mobile VR experience when it places high demand on the processors in smartphones.

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“Eye tracking technology will bring yet another level of sharpness and detail to untethered VR worlds,” said Pablo Fraile, director of ecosystems, mobile compute, ARM. “Our demonstration of SMI mobile eye tracking technology on ARM-based devices highlights how foveated rendering will increase the efficiency of mobile VR experiences without compromising frame rates or visual quality.”

SMI Director OEM Business Christian Villwock had this to say; “Given ARM’s global position as a mobile technology provider we are very pleased with the success of this collaboration, We have long believed that eye tracking is central to the future of all VR,including mobile, and having a company such as ARM align with this view is to us, a vindication of that long-held belief.”

SMI and ARM will be demonstrating their eye-tracking technology at GDC 2017, booth 1924.

For further information on SMI and eye-tracking technology, keep your eyes on VRFocus.