brownhci / WebGazer

WebGazer.js: Scalable Webcam EyeTracking Using User Interactions
https://webgazer.cs.brown.edu
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Webgazer + OpenGL #230

Open hanadi92 opened 3 years ago

hanadi92 commented 3 years ago

Environment I'm running WebGazer in a webview using the web engine of Qt5.15.2 framework - running Chromium 83 - in a Windows environment.

Scenario This is the scenario of my issue:

  1. Using the Desktop OpenGL: In this case Webgazer does not work (Face detection never succeeds with no console errors). The WebGL reports (https://webglreport.com/) show that the browser supports WebGL 1 & WebGL 2.

  2. Using OpenGLES (embedded): In this case Webgazer is working with low performance. The difference in the WebGL reports:

    • WebGL 1 is supported, WebGL 2 is supported but disabled.
    • Detecting ANGLE D3D11 on WebGL 1.
  3. After that, I checked how Webgazer is behaving on different environments:

    • iPhone (WebGL 1 only, without ANGLE) -> Working.
    • Android (WebGL 1 & 2, without ANGLE) -> Working.
    • Macbook (WebGL 1 & 2, without ANGLE but Iris) -> Working.

Questions These are my issues/questions: