1. Introduction
Video conferencing is now widely used across the globe via available tools like Skype, Google Hangout, etc. However, the user experience enabled by existing tools is still inferior to live face-to-face communication. One of the glaring problems is gaze mismatch [1]: a capturing web camera is typically located above or below a display monitor, while the conference subject looks at his counterpart rendered at the screen center. This means that the participant's gaze direction is not aligned with the camera's line-of-sight, and thus the parties cannot converse eye-to-eye. See Fig. 1(a) for an illustration.