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Feb 5

HandRefiner: Refining Malformed Hands in Generated Images by Diffusion-based Conditional Inpainting

Diffusion models have achieved remarkable success in generating realistic images but suffer from generating accurate human hands, such as incorrect finger counts or irregular shapes. This difficulty arises from the complex task of learning the physical structure and pose of hands from training images, which involves extensive deformations and occlusions. For correct hand generation, our paper introduces a lightweight post-processing solution called HandRefiner. HandRefiner employs a conditional inpainting approach to rectify malformed hands while leaving other parts of the image untouched. We leverage the hand mesh reconstruction model that consistently adheres to the correct number of fingers and hand shape, while also being capable of fitting the desired hand pose in the generated image. Given a generated failed image due to malformed hands, we utilize ControlNet modules to re-inject such correct hand information. Additionally, we uncover a phase transition phenomenon within ControlNet as we vary the control strength. It enables us to take advantage of more readily available synthetic data without suffering from the domain gap between realistic and synthetic hands. Experiments demonstrate that HandRefiner can significantly improve the generation quality quantitatively and qualitatively. The code is available at https://github.com/wenquanlu/HandRefiner .

  • 5 authors
·
Nov 29, 2023

Deformer: Dynamic Fusion Transformer for Robust Hand Pose Estimation

Accurately estimating 3D hand pose is crucial for understanding how humans interact with the world. Despite remarkable progress, existing methods often struggle to generate plausible hand poses when the hand is heavily occluded or blurred. In videos, the movements of the hand allow us to observe various parts of the hand that may be occluded or blurred in a single frame. To adaptively leverage the visual clue before and after the occlusion or blurring for robust hand pose estimation, we propose the Deformer: a framework that implicitly reasons about the relationship between hand parts within the same image (spatial dimension) and different timesteps (temporal dimension). We show that a naive application of the transformer self-attention mechanism is not sufficient because motion blur or occlusions in certain frames can lead to heavily distorted hand features and generate imprecise keys and queries. To address this challenge, we incorporate a Dynamic Fusion Module into Deformer, which predicts the deformation of the hand and warps the hand mesh predictions from nearby frames to explicitly support the current frame estimation. Furthermore, we have observed that errors are unevenly distributed across different hand parts, with vertices around fingertips having disproportionately higher errors than those around the palm. We mitigate this issue by introducing a new loss function called maxMSE that automatically adjusts the weight of every vertex to focus the model on critical hand parts. Extensive experiments show that our method significantly outperforms state-of-the-art methods by 10%, and is more robust to occlusions (over 14%).

  • 5 authors
·
Mar 8, 2023

XHand: Real-time Expressive Hand Avatar

Hand avatars play a pivotal role in a wide array of digital interfaces, enhancing user immersion and facilitating natural interaction within virtual environments. While previous studies have focused on photo-realistic hand rendering, little attention has been paid to reconstruct the hand geometry with fine details, which is essential to rendering quality. In the realms of extended reality and gaming, on-the-fly rendering becomes imperative. To this end, we introduce an expressive hand avatar, named XHand, that is designed to comprehensively generate hand shape, appearance, and deformations in real-time. To obtain fine-grained hand meshes, we make use of three feature embedding modules to predict hand deformation displacements, albedo, and linear blending skinning weights, respectively. To achieve photo-realistic hand rendering on fine-grained meshes, our method employs a mesh-based neural renderer by leveraging mesh topological consistency and latent codes from embedding modules. During training, a part-aware Laplace smoothing strategy is proposed by incorporating the distinct levels of regularization to effectively maintain the necessary details and eliminate the undesired artifacts. The experimental evaluations on InterHand2.6M and DeepHandMesh datasets demonstrate the efficacy of XHand, which is able to recover high-fidelity geometry and texture for hand animations across diverse poses in real-time. To reproduce our results, we will make the full implementation publicly available at https://github.com/agnJason/XHand.

  • 3 authors
·
Jul 30, 2024

Decoupled Iterative Refinement Framework for Interacting Hands Reconstruction from a Single RGB Image

Reconstructing interacting hands from a single RGB image is a very challenging task. On the one hand, severe mutual occlusion and similar local appearance between two hands confuse the extraction of visual features, resulting in the misalignment of estimated hand meshes and the image. On the other hand, there are complex spatial relationship between interacting hands, which significantly increases the solution space of hand poses and increases the difficulty of network learning. In this paper, we propose a decoupled iterative refinement framework to achieve pixel-alignment hand reconstruction while efficiently modeling the spatial relationship between hands. Specifically, we define two feature spaces with different characteristics, namely 2D visual feature space and 3D joint feature space. First, we obtain joint-wise features from the visual feature map and utilize a graph convolution network and a transformer to perform intra- and inter-hand information interaction in the 3D joint feature space, respectively. Then, we project the joint features with global information back into the 2D visual feature space in an obfuscation-free manner and utilize the 2D convolution for pixel-wise enhancement. By performing multiple alternate enhancements in the two feature spaces, our method can achieve an accurate and robust reconstruction of interacting hands. Our method outperforms all existing two-hand reconstruction methods by a large margin on the InterHand2.6M dataset.

  • 8 authors
·
Feb 5, 2023

A Multi-View Pipeline and Benchmark Dataset for 3D Hand Pose Estimation in Surgery

Purpose: Accurate 3D hand pose estimation supports surgical applications such as skill assessment, robot-assisted interventions, and geometry-aware workflow analysis. However, surgical environments pose severe challenges, including intense and localized lighting, frequent occlusions by instruments or staff, and uniform hand appearance due to gloves, combined with a scarcity of annotated datasets for reliable model training. Method: We propose a robust multi-view pipeline for 3D hand pose estimation in surgical contexts that requires no domain-specific fine-tuning and relies solely on off-the-shelf pretrained models. The pipeline integrates reliable person detection, whole-body pose estimation, and state-of-the-art 2D hand keypoint prediction on tracked hand crops, followed by a constrained 3D optimization. In addition, we introduce a novel surgical benchmark dataset comprising over 68,000 frames and 3,000 manually annotated 2D hand poses with triangulated 3D ground truth, recorded in a replica operating room under varying levels of scene complexity. Results: Quantitative experiments demonstrate that our method consistently outperforms baselines, achieving a 31% reduction in 2D mean joint error and a 76% reduction in 3D mean per-joint position error. Conclusion: Our work establishes a strong baseline for 3D hand pose estimation in surgery, providing both a training-free pipeline and a comprehensive annotated dataset to facilitate future research in surgical computer vision.

  • 11 authors
·
Jan 22

Embodied Hands: Modeling and Capturing Hands and Bodies Together

Humans move their hands and bodies together to communicate and solve tasks. Capturing and replicating such coordinated activity is critical for virtual characters that behave realistically. Surprisingly, most methods treat the 3D modeling and tracking of bodies and hands separately. Here we formulate a model of hands and bodies interacting together and fit it to full-body 4D sequences. When scanning or capturing the full body in 3D, hands are small and often partially occluded, making their shape and pose hard to recover. To cope with low-resolution, occlusion, and noise, we develop a new model called MANO (hand Model with Articulated and Non-rigid defOrmations). MANO is learned from around 1000 high-resolution 3D scans of hands of 31 subjects in a wide variety of hand poses. The model is realistic, low-dimensional, captures non-rigid shape changes with pose, is compatible with standard graphics packages, and can fit any human hand. MANO provides a compact mapping from hand poses to pose blend shape corrections and a linear manifold of pose synergies. We attach MANO to a standard parameterized 3D body shape model (SMPL), resulting in a fully articulated body and hand model (SMPL+H). We illustrate SMPL+H by fitting complex, natural, activities of subjects captured with a 4D scanner. The fitting is fully automatic and results in full body models that move naturally with detailed hand motions and a realism not seen before in full body performance capture. The models and data are freely available for research purposes in our website (http://mano.is.tue.mpg.de).

  • 3 authors
·
Jan 7, 2022

BIGS: Bimanual Category-agnostic Interaction Reconstruction from Monocular Videos via 3D Gaussian Splatting

Reconstructing 3Ds of hand-object interaction (HOI) is a fundamental problem that can find numerous applications. Despite recent advances, there is no comprehensive pipeline yet for bimanual class-agnostic interaction reconstruction from a monocular RGB video, where two hands and an unknown object are interacting with each other. Previous works tackled the limited hand-object interaction case, where object templates are pre-known or only one hand is involved in the interaction. The bimanual interaction reconstruction exhibits severe occlusions introduced by complex interactions between two hands and an object. To solve this, we first introduce BIGS (Bimanual Interaction 3D Gaussian Splatting), a method that reconstructs 3D Gaussians of hands and an unknown object from a monocular video. To robustly obtain object Gaussians avoiding severe occlusions, we leverage prior knowledge of pre-trained diffusion model with score distillation sampling (SDS) loss, to reconstruct unseen object parts. For hand Gaussians, we exploit the 3D priors of hand model (i.e., MANO) and share a single Gaussian for two hands to effectively accumulate hand 3D information, given limited views. To further consider the 3D alignment between hands and objects, we include the interacting-subjects optimization step during Gaussian optimization. Our method achieves the state-of-the-art accuracy on two challenging datasets, in terms of 3D hand pose estimation (MPJPE), 3D object reconstruction (CDh, CDo, F10), and rendering quality (PSNR, SSIM, LPIPS), respectively.

  • 7 authors
·
Apr 12, 2025

CHORD: Category-level Hand-held Object Reconstruction via Shape Deformation

In daily life, humans utilize hands to manipulate objects. Modeling the shape of objects that are manipulated by the hand is essential for AI to comprehend daily tasks and to learn manipulation skills. However, previous approaches have encountered difficulties in reconstructing the precise shapes of hand-held objects, primarily owing to a deficiency in prior shape knowledge and inadequate data for training. As illustrated, given a particular type of tool, such as a mug, despite its infinite variations in shape and appearance, humans have a limited number of 'effective' modes and poses for its manipulation. This can be attributed to the fact that humans have mastered the shape prior of the 'mug' category, and can quickly establish the corresponding relations between different mug instances and the prior, such as where the rim and handle are located. In light of this, we propose a new method, CHORD, for Category-level Hand-held Object Reconstruction via shape Deformation. CHORD deforms a categorical shape prior for reconstructing the intra-class objects. To ensure accurate reconstruction, we empower CHORD with three types of awareness: appearance, shape, and interacting pose. In addition, we have constructed a new dataset, COMIC, of category-level hand-object interaction. COMIC contains a rich array of object instances, materials, hand interactions, and viewing directions. Extensive evaluation shows that CHORD outperforms state-of-the-art approaches in both quantitative and qualitative measures. Code, model, and datasets are available at https://kailinli.github.io/CHORD.

  • 9 authors
·
Aug 21, 2023

ACR: Attention Collaboration-based Regressor for Arbitrary Two-Hand Reconstruction

Reconstructing two hands from monocular RGB images is challenging due to frequent occlusion and mutual confusion. Existing methods mainly learn an entangled representation to encode two interacting hands, which are incredibly fragile to impaired interaction, such as truncated hands, separate hands, or external occlusion. This paper presents ACR (Attention Collaboration-based Regressor), which makes the first attempt to reconstruct hands in arbitrary scenarios. To achieve this, ACR explicitly mitigates interdependencies between hands and between parts by leveraging center and part-based attention for feature extraction. However, reducing interdependence helps release the input constraint while weakening the mutual reasoning about reconstructing the interacting hands. Thus, based on center attention, ACR also learns cross-hand prior that handle the interacting hands better. We evaluate our method on various types of hand reconstruction datasets. Our method significantly outperforms the best interacting-hand approaches on the InterHand2.6M dataset while yielding comparable performance with the state-of-the-art single-hand methods on the FreiHand dataset. More qualitative results on in-the-wild and hand-object interaction datasets and web images/videos further demonstrate the effectiveness of our approach for arbitrary hand reconstruction. Our code is available at https://github.com/ZhengdiYu/Arbitrary-Hands-3D-Reconstruction.

  • 5 authors
·
Mar 10, 2023

DICE: End-to-end Deformation Capture of Hand-Face Interactions from a Single Image

Reconstructing 3D hand-face interactions with deformations from a single image is a challenging yet crucial task with broad applications in AR, VR, and gaming. The challenges stem from self-occlusions during single-view hand-face interactions, diverse spatial relationships between hands and face, complex deformations, and the ambiguity of the single-view setting. The first and only method for hand-face interaction recovery, Decaf, introduces a global fitting optimization guided by contact and deformation estimation networks trained on studio-collected data with 3D annotations. However, Decaf suffers from a time-consuming optimization process and limited generalization capability due to its reliance on 3D annotations of hand-face interaction data. To address these issues, we present DICE, the first end-to-end method for Deformation-aware hand-face Interaction reCovEry from a single image. DICE estimates the poses of hands and faces, contacts, and deformations simultaneously using a Transformer-based architecture. It features disentangling the regression of local deformation fields and global mesh vertex locations into two network branches, enhancing deformation and contact estimation for precise and robust hand-face mesh recovery. To improve generalizability, we propose a weakly-supervised training approach that augments the training set using in-the-wild images without 3D ground-truth annotations, employing the depths of 2D keypoints estimated by off-the-shelf models and adversarial priors of poses for supervision. Our experiments demonstrate that DICE achieves state-of-the-art performance on a standard benchmark and in-the-wild data in terms of accuracy and physical plausibility. Additionally, our method operates at an interactive rate (20 fps) on an Nvidia 4090 GPU, whereas Decaf requires more than 15 seconds for a single image. Our code will be publicly available upon publication.

  • 14 authors
·
Jun 25, 2024

Dyn-HaMR: Recovering 4D Interacting Hand Motion from a Dynamic Camera

We propose Dyn-HaMR, to the best of our knowledge, the first approach to reconstruct 4D global hand motion from monocular videos recorded by dynamic cameras in the wild. Reconstructing accurate 3D hand meshes from monocular videos is a crucial task for understanding human behaviour, with significant applications in augmented and virtual reality (AR/VR). However, existing methods for monocular hand reconstruction typically rely on a weak perspective camera model, which simulates hand motion within a limited camera frustum. As a result, these approaches struggle to recover the full 3D global trajectory and often produce noisy or incorrect depth estimations, particularly when the video is captured by dynamic or moving cameras, which is common in egocentric scenarios. Our Dyn-HaMR consists of a multi-stage, multi-objective optimization pipeline, that factors in (i) simultaneous localization and mapping (SLAM) to robustly estimate relative camera motion, (ii) an interacting-hand prior for generative infilling and to refine the interaction dynamics, ensuring plausible recovery under (self-)occlusions, and (iii) hierarchical initialization through a combination of state-of-the-art hand tracking methods. Through extensive evaluations on both in-the-wild and indoor datasets, we show that our approach significantly outperforms state-of-the-art methods in terms of 4D global mesh recovery. This establishes a new benchmark for hand motion reconstruction from monocular video with moving cameras. Our project page is at https://dyn-hamr.github.io/.

  • 3 authors
·
Dec 17, 2024

Zolly: Zoom Focal Length Correctly for Perspective-Distorted Human Mesh Reconstruction

As it is hard to calibrate single-view RGB images in the wild, existing 3D human mesh reconstruction (3DHMR) methods either use a constant large focal length or estimate one based on the background environment context, which can not tackle the problem of the torso, limb, hand or face distortion caused by perspective camera projection when the camera is close to the human body. The naive focal length assumptions can harm this task with the incorrectly formulated projection matrices. To solve this, we propose Zolly, the first 3DHMR method focusing on perspective-distorted images. Our approach begins with analysing the reason for perspective distortion, which we find is mainly caused by the relative location of the human body to the camera center. We propose a new camera model and a novel 2D representation, termed distortion image, which describes the 2D dense distortion scale of the human body. We then estimate the distance from distortion scale features rather than environment context features. Afterwards, we integrate the distortion feature with image features to reconstruct the body mesh. To formulate the correct projection matrix and locate the human body position, we simultaneously use perspective and weak-perspective projection loss. Since existing datasets could not handle this task, we propose the first synthetic dataset PDHuman and extend two real-world datasets tailored for this task, all containing perspective-distorted human images. Extensive experiments show that Zolly outperforms existing state-of-the-art methods on both perspective-distorted datasets and the standard benchmark (3DPW).

  • 9 authors
·
Mar 24, 2023

Re-HOLD: Video Hand Object Interaction Reenactment via adaptive Layout-instructed Diffusion Model

Current digital human studies focusing on lip-syncing and body movement are no longer sufficient to meet the growing industrial demand, while human video generation techniques that support interacting with real-world environments (e.g., objects) have not been well investigated. Despite human hand synthesis already being an intricate problem, generating objects in contact with hands and their interactions presents an even more challenging task, especially when the objects exhibit obvious variations in size and shape. To tackle these issues, we present a novel video Reenactment framework focusing on Human-Object Interaction (HOI) via an adaptive Layout-instructed Diffusion model (Re-HOLD). Our key insight is to employ specialized layout representation for hands and objects, respectively. Such representations enable effective disentanglement of hand modeling and object adaptation to diverse motion sequences. To further improve the generation quality of HOI, we design an interactive textural enhancement module for both hands and objects by introducing two independent memory banks. We also propose a layout adjustment strategy for the cross-object reenactment scenario to adaptively adjust unreasonable layouts caused by diverse object sizes during inference. Comprehensive qualitative and quantitative evaluations demonstrate that our proposed framework significantly outperforms existing methods. Project page: https://fyycs.github.io/Re-HOLD.

  • 9 authors
·
Mar 21, 2025

One-Stage 3D Whole-Body Mesh Recovery with Component Aware Transformer

Whole-body mesh recovery aims to estimate the 3D human body, face, and hands parameters from a single image. It is challenging to perform this task with a single network due to resolution issues, i.e., the face and hands are usually located in extremely small regions. Existing works usually detect hands and faces, enlarge their resolution to feed in a specific network to predict the parameter, and finally fuse the results. While this copy-paste pipeline can capture the fine-grained details of the face and hands, the connections between different parts cannot be easily recovered in late fusion, leading to implausible 3D rotation and unnatural pose. In this work, we propose a one-stage pipeline for expressive whole-body mesh recovery, named OSX, without separate networks for each part. Specifically, we design a Component Aware Transformer (CAT) composed of a global body encoder and a local face/hand decoder. The encoder predicts the body parameters and provides a high-quality feature map for the decoder, which performs a feature-level upsample-crop scheme to extract high-resolution part-specific features and adopt keypoint-guided deformable attention to estimate hand and face precisely. The whole pipeline is simple yet effective without any manual post-processing and naturally avoids implausible prediction. Comprehensive experiments demonstrate the effectiveness of OSX. Lastly, we build a large-scale Upper-Body dataset (UBody) with high-quality 2D and 3D whole-body annotations. It contains persons with partially visible bodies in diverse real-life scenarios to bridge the gap between the basic task and downstream applications.

  • 5 authors
·
Mar 28, 2023

Text2HOI: Text-guided 3D Motion Generation for Hand-Object Interaction

This paper introduces the first text-guided work for generating the sequence of hand-object interaction in 3D. The main challenge arises from the lack of labeled data where existing ground-truth datasets are nowhere near generalizable in interaction type and object category, which inhibits the modeling of diverse 3D hand-object interaction with the correct physical implication (e.g., contacts and semantics) from text prompts. To address this challenge, we propose to decompose the interaction generation task into two subtasks: hand-object contact generation; and hand-object motion generation. For contact generation, a VAE-based network takes as input a text and an object mesh, and generates the probability of contacts between the surfaces of hands and the object during the interaction. The network learns a variety of local geometry structure of diverse objects that is independent of the objects' category, and thus, it is applicable to general objects. For motion generation, a Transformer-based diffusion model utilizes this 3D contact map as a strong prior for generating physically plausible hand-object motion as a function of text prompts by learning from the augmented labeled dataset; where we annotate text labels from many existing 3D hand and object motion data. Finally, we further introduce a hand refiner module that minimizes the distance between the object surface and hand joints to improve the temporal stability of the object-hand contacts and to suppress the penetration artifacts. In the experiments, we demonstrate that our method can generate more realistic and diverse interactions compared to other baseline methods. We also show that our method is applicable to unseen objects. We will release our model and newly labeled data as a strong foundation for future research. Codes and data are available in: https://github.com/JunukCha/Text2HOI.

  • 4 authors
·
Mar 31, 2024

CaRe-Ego: Contact-aware Relationship Modeling for Egocentric Interactive Hand-object Segmentation

Egocentric Interactive hand-object segmentation (EgoIHOS) requires the segmentation of hands and interacting objects in egocentric images, which is crucial for understanding human behavior in assistive systems. Previous methods typically recognize hands and interacting objects as distinct semantic categories based solely on visual features, or simply use hand predictions as auxiliary cues for object segmentation. Despite the promising progress achieved by these methods, they fail to adequately model the interactive relationships between hands and objects while ignoring the coupled physical relationships among object categories, ultimately constraining their segmentation performance. To make up for the shortcomings of existing methods, we propose a novel method called CaRe-Ego that achieves state-of-the-art performance by emphasizing the contact between hands and objects from two aspects. First, we introduce a Hand-guided Object Feature Enhancer (HOFE) to establish the hand-object interactive relationships to extract more contact-relevant and discriminative object features. Second, we design the Contact-centric Object Decoupling Strategy (CODS) to explicitly model and disentangle coupling relationships among object categories, thereby emphasizing contact-aware feature learning. Experiments on various in-domain and out-of-domain test sets show that Care-Ego significantly outperforms existing methods with robust generalization capability. Codes are publicly available at https://github.com/yuggiehk/CaRe-Ego/.

  • 3 authors
·
Jul 7, 2024

KineDex: Learning Tactile-Informed Visuomotor Policies via Kinesthetic Teaching for Dexterous Manipulation

Collecting demonstrations enriched with fine-grained tactile information is critical for dexterous manipulation, particularly in contact-rich tasks that require precise force control and physical interaction. While prior works primarily focus on teleoperation or video-based retargeting, they often suffer from kinematic mismatches and the absence of real-time tactile feedback, hindering the acquisition of high-fidelity tactile data. To mitigate this issue, we propose KineDex, a hand-over-hand kinesthetic teaching paradigm in which the operator's motion is directly transferred to the dexterous hand, enabling the collection of physically grounded demonstrations enriched with accurate tactile feedback. To resolve occlusions from human hand, we apply inpainting technique to preprocess the visual observations. Based on these demonstrations, we then train a visuomotor policy using tactile-augmented inputs and implement force control during deployment for precise contact-rich manipulation. We evaluate KineDex on a suite of challenging contact-rich manipulation tasks, including particularly difficult scenarios such as squeezing toothpaste onto a toothbrush, which require precise multi-finger coordination and stable force regulation. Across these tasks, KineDex achieves an average success rate of 74.4%, representing a 57.7% improvement over the variant without force control. Comparative experiments with teleoperation and user studies further validate the advantages of KineDex in data collection efficiency and operability. Specifically, KineDex collects data over twice as fast as teleoperation across two tasks of varying difficulty, while maintaining a near-100% success rate, compared to under 50% for teleoperation.

  • 6 authors
·
May 3, 2025

GRIP: Generating Interaction Poses Using Latent Consistency and Spatial Cues

Hands are dexterous and highly versatile manipulators that are central to how humans interact with objects and their environment. Consequently, modeling realistic hand-object interactions, including the subtle motion of individual fingers, is critical for applications in computer graphics, computer vision, and mixed reality. Prior work on capturing and modeling humans interacting with objects in 3D focuses on the body and object motion, often ignoring hand pose. In contrast, we introduce GRIP, a learning-based method that takes, as input, the 3D motion of the body and the object, and synthesizes realistic motion for both hands before, during, and after object interaction. As a preliminary step before synthesizing the hand motion, we first use a network, ANet, to denoise the arm motion. Then, we leverage the spatio-temporal relationship between the body and the object to extract two types of novel temporal interaction cues, and use them in a two-stage inference pipeline to generate the hand motion. In the first stage, we introduce a new approach to enforce motion temporal consistency in the latent space (LTC), and generate consistent interaction motions. In the second stage, GRIP generates refined hand poses to avoid hand-object penetrations. Given sequences of noisy body and object motion, GRIP upgrades them to include hand-object interaction. Quantitative experiments and perceptual studies demonstrate that GRIP outperforms baseline methods and generalizes to unseen objects and motions from different motion-capture datasets.

  • 7 authors
·
Aug 22, 2023

Novel-view Synthesis and Pose Estimation for Hand-Object Interaction from Sparse Views

Hand-object interaction understanding and the barely addressed novel view synthesis are highly desired in the immersive communication, whereas it is challenging due to the high deformation of hand and heavy occlusions between hand and object. In this paper, we propose a neural rendering and pose estimation system for hand-object interaction from sparse views, which can also enable 3D hand-object interaction editing. We share the inspiration from recent scene understanding work that shows a scene specific model built beforehand can significantly improve and unblock vision tasks especially when inputs are sparse, and extend it to the dynamic hand-object interaction scenario and propose to solve the problem in two stages. We first learn the shape and appearance prior knowledge of hands and objects separately with the neural representation at the offline stage. During the online stage, we design a rendering-based joint model fitting framework to understand the dynamic hand-object interaction with the pre-built hand and object models as well as interaction priors, which thereby overcomes penetration and separation issues between hand and object and also enables novel view synthesis. In order to get stable contact during the hand-object interaction process in a sequence, we propose a stable contact loss to make the contact region to be consistent. Experiments demonstrate that our method outperforms the state-of-the-art methods. Code and dataset are available in project webpage https://iscas3dv.github.io/HO-NeRF.

  • 7 authors
·
Aug 22, 2023

Occlusion-Aware 3D Hand-Object Pose Estimation with Masked AutoEncoders

Hand-object pose estimation from monocular RGB images remains a significant challenge mainly due to the severe occlusions inherent in hand-object interactions. Existing methods do not sufficiently explore global structural perception and reasoning, which limits their effectiveness in handling occluded hand-object interactions. To address this challenge, we propose an occlusion-aware hand-object pose estimation method based on masked autoencoders, termed as HOMAE. Specifically, we propose a target-focused masking strategy that imposes structured occlusion on regions of hand-object interaction, encouraging the model to learn context-aware features and reason about the occluded structures. We further integrate multi-scale features extracted from the decoder to predict a signed distance field (SDF), capturing both global context and fine-grained geometry. To enhance geometric perception, we combine the implicit SDF with an explicit point cloud derived from the SDF, leveraging the complementary strengths of both representations. This fusion enables more robust handling of occluded regions by combining the global context from the SDF with the precise local geometry provided by the point cloud. Extensive experiments on challenging DexYCB and HO3Dv2 benchmarks demonstrate that HOMAE achieves state-of-the-art performance in hand-object pose estimation. We will release our code and model.

  • 6 authors
·
Jun 12, 2025

VTON-HandFit: Virtual Try-on for Arbitrary Hand Pose Guided by Hand Priors Embedding

Although diffusion-based image virtual try-on has made considerable progress, emerging approaches still struggle to effectively address the issue of hand occlusion (i.e., clothing regions occluded by the hand part), leading to a notable degradation of the try-on performance. To tackle this issue widely existing in real-world scenarios, we propose VTON-HandFit, leveraging the power of hand priors to reconstruct the appearance and structure for hand occlusion cases. Firstly, we tailor a Handpose Aggregation Net using the ControlNet-based structure explicitly and adaptively encoding the global hand and pose priors. Besides, to fully exploit the hand-related structure and appearance information, we propose Hand-feature Disentanglement Embedding module to disentangle the hand priors into the hand structure-parametric and visual-appearance features, and customize a masked cross attention for further decoupled feature embedding. Lastly, we customize a hand-canny constraint loss to better learn the structure edge knowledge from the hand template of model image. VTON-HandFit outperforms the baselines in qualitative and quantitative evaluations on the public dataset and our self-collected hand-occlusion Handfit-3K dataset particularly for the arbitrary hand pose occlusion cases in real-world scenarios. The Code and dataset will be available at https://github.com/VTON-HandFit/VTON-HandFit.

  • 8 authors
·
Aug 22, 2024

Visual Dexterity: In-Hand Reorientation of Novel and Complex Object Shapes

In-hand object reorientation is necessary for performing many dexterous manipulation tasks, such as tool use in less structured environments that remain beyond the reach of current robots. Prior works built reorientation systems assuming one or many of the following: reorienting only specific objects with simple shapes, limited range of reorientation, slow or quasistatic manipulation, simulation-only results, the need for specialized and costly sensor suites, and other constraints which make the system infeasible for real-world deployment. We present a general object reorientation controller that does not make these assumptions. It uses readings from a single commodity depth camera to dynamically reorient complex and new object shapes by any rotation in real-time, with the median reorientation time being close to seven seconds. The controller is trained using reinforcement learning in simulation and evaluated in the real world on new object shapes not used for training, including the most challenging scenario of reorienting objects held in the air by a downward-facing hand that must counteract gravity during reorientation. Our hardware platform only uses open-source components that cost less than five thousand dollars. Although we demonstrate the ability to overcome assumptions in prior work, there is ample scope for improving absolute performance. For instance, the challenging duck-shaped object not used for training was dropped in 56 percent of the trials. When it was not dropped, our controller reoriented the object within 0.4 radians (23 degrees) 75 percent of the time. Videos are available at: https://taochenshh.github.io/projects/visual-dexterity.

  • 6 authors
·
Nov 21, 2022

ReJSHand: Efficient Real-Time Hand Pose Estimation and Mesh Reconstruction Using Refined Joint and Skeleton Features

Accurate hand pose estimation is vital in robotics, advancing dexterous manipulation in human-computer interaction. Toward this goal, this paper presents ReJSHand (which stands for Refined Joint and Skeleton Features), a cutting-edge network formulated for real-time hand pose estimation and mesh reconstruction. The proposed framework is designed to accurately predict 3D hand gestures under real-time constraints, which is essential for systems that demand agile and responsive hand motion tracking. The network's design prioritizes computational efficiency without compromising accuracy, a prerequisite for instantaneous robotic interactions. Specifically, ReJSHand comprises a 2D keypoint generator, a 3D keypoint generator, an expansion block, and a feature interaction block for meticulously reconstructing 3D hand poses from 2D imagery. In addition, the multi-head self-attention mechanism and a coordinate attention layer enhance feature representation, streamlining the creation of hand mesh vertices through sophisticated feature mapping and linear transformation. Regarding performance, comprehensive evaluations on the FreiHand dataset demonstrate ReJSHand's computational prowess. It achieves a frame rate of 72 frames per second while maintaining a PA-MPJPE (Position-Accurate Mean Per Joint Position Error) of 6.3 mm and a PA-MPVPE (Position-Accurate Mean Per Vertex Position Error) of 6.4 mm. Moreover, our model reaches scores of 0.756 for F@05 and 0.984 for F@15, surpassing modern pipelines and solidifying its position at the forefront of robotic hand pose estimators. To facilitate future studies, we provide our source code at ~https://github.com/daishipeng/ReJSHand.

  • 8 authors
·
Mar 7, 2025

MILE: A Mechanically Isomorphic Exoskeleton Data Collection System with Fingertip Visuotactile Sensing for Dexterous Manipulation

Imitation learning provides a promising approach to dexterous hand manipulation, but its effectiveness is limited by the lack of large-scale, high-fidelity data. Existing data-collection pipelines suffer from inaccurate motion retargeting, low data-collection efficiency, and missing high-resolution fingertip tactile sensing. We address this gap with MILE, a mechanically isomorphic teleoperation and data-collection system co-designed from human hand to exoskeleton to robotic hand. The exoskeleton is anthropometrically derived from the human hand, and the robotic hand preserves one-to-one joint-position isomorphism, eliminating nonlinear retargeting and enabling precise, natural control. The exoskeleton achieves a multi-joint mean absolute angular error below one degree, while the robotic hand integrates compact fingertip visuotactile modules that provide high-resolution tactile observations. Built on this retargeting-free interface, we teleoperate complex, contact-rich in-hand manipulation and efficiently collect a multimodal dataset comprising high-resolution fingertip visuotactile signals, RGB-D images, and joint positions. The teleoperation pipeline achieves a mean success rate improvement of 64%. Incorporating fingertip tactile observations further increases the success rate by an average of 25% over the vision-only baseline, validating the fidelity and utility of the dataset. Further details are available at: https://sites.google.com/view/mile-system.

  • 9 authors
·
Nov 29, 2025

Decaf: Monocular Deformation Capture for Face and Hand Interactions

Existing methods for 3D tracking from monocular RGB videos predominantly consider articulated and rigid objects. Modelling dense non-rigid object deformations in this setting remained largely unaddressed so far, although such effects can improve the realism of the downstream applications such as AR/VR and avatar communications. This is due to the severe ill-posedness of the monocular view setting and the associated challenges. While it is possible to naively track multiple non-rigid objects independently using 3D templates or parametric 3D models, such an approach would suffer from multiple artefacts in the resulting 3D estimates such as depth ambiguity, unnatural intra-object collisions and missing or implausible deformations. Hence, this paper introduces the first method that addresses the fundamental challenges depicted above and that allows tracking human hands interacting with human faces in 3D from single monocular RGB videos. We model hands as articulated objects inducing non-rigid face deformations during an active interaction. Our method relies on a new hand-face motion and interaction capture dataset with realistic face deformations acquired with a markerless multi-view camera system. As a pivotal step in its creation, we process the reconstructed raw 3D shapes with position-based dynamics and an approach for non-uniform stiffness estimation of the head tissues, which results in plausible annotations of the surface deformations, hand-face contact regions and head-hand positions. At the core of our neural approach are a variational auto-encoder supplying the hand-face depth prior and modules that guide the 3D tracking by estimating the contacts and the deformations. Our final 3D hand and face reconstructions are realistic and more plausible compared to several baselines applicable in our setting, both quantitatively and qualitatively. https://vcai.mpi-inf.mpg.de/projects/Decaf

  • 4 authors
·
Sep 28, 2023 1

Learning Dense Hand Contact Estimation from Imbalanced Data

Hands are essential to human interaction, and understanding contact between hands and the world can promote comprehensive understanding of their function. Recently, there have been growing number of hand interaction datasets that cover interaction with object, other hand, scene, and body. Despite the significance of the task and increasing high-quality data, how to effectively learn dense hand contact estimation remains largely underexplored. There are two major challenges for learning dense hand contact estimation. First, there exists class imbalance issue from hand contact datasets where majority of samples are not in contact. Second, hand contact datasets contain spatial imbalance issue with most of hand contact exhibited in finger tips, resulting in challenges for generalization towards contacts in other hand regions. To tackle these issues, we present a framework that learns dense HAnd COntact estimation (HACO) from imbalanced data. To resolve the class imbalance issue, we introduce balanced contact sampling, which builds and samples from multiple sampling groups that fairly represent diverse contact statistics for both contact and non-contact samples. Moreover, to address the spatial imbalance issue, we propose vertex-level class-balanced (VCB) loss, which incorporates spatially varying contact distribution by separately reweighting loss contribution of each vertex based on its contact frequency across dataset. As a result, we effectively learn to predict dense hand contact estimation with large-scale hand contact data without suffering from class and spatial imbalance issue. The codes will be released.

  • 2 authors
·
May 16, 2025 3

SiMHand: Mining Similar Hands for Large-Scale 3D Hand Pose Pre-training

We present a framework for pre-training of 3D hand pose estimation from in-the-wild hand images sharing with similar hand characteristics, dubbed SimHand. Pre-training with large-scale images achieves promising results in various tasks, but prior methods for 3D hand pose pre-training have not fully utilized the potential of diverse hand images accessible from in-the-wild videos. To facilitate scalable pre-training, we first prepare an extensive pool of hand images from in-the-wild videos and design our pre-training method with contrastive learning. Specifically, we collect over 2.0M hand images from recent human-centric videos, such as 100DOH and Ego4D. To extract discriminative information from these images, we focus on the similarity of hands: pairs of non-identical samples with similar hand poses. We then propose a novel contrastive learning method that embeds similar hand pairs closer in the feature space. Our method not only learns from similar samples but also adaptively weights the contrastive learning loss based on inter-sample distance, leading to additional performance gains. Our experiments demonstrate that our method outperforms conventional contrastive learning approaches that produce positive pairs sorely from a single image with data augmentation. We achieve significant improvements over the state-of-the-art method (PeCLR) in various datasets, with gains of 15% on FreiHand, 10% on DexYCB, and 4% on AssemblyHands. Our code is available at https://github.com/ut-vision/SiMHand.

  • 8 authors
·
Feb 21, 2025

CoDA: Coordinated Diffusion Noise Optimization for Whole-Body Manipulation of Articulated Objects

Synthesizing whole-body manipulation of articulated objects, including body motion, hand motion, and object motion, is a critical yet challenging task with broad applications in virtual humans and robotics. The core challenges are twofold. First, achieving realistic whole-body motion requires tight coordination between the hands and the rest of the body, as their movements are interdependent during manipulation. Second, articulated object manipulation typically involves high degrees of freedom and demands higher precision, often requiring the fingers to be placed at specific regions to actuate movable parts. To address these challenges, we propose a novel coordinated diffusion noise optimization framework. Specifically, we perform noise-space optimization over three specialized diffusion models for the body, left hand, and right hand, each trained on its own motion dataset to improve generalization. Coordination naturally emerges through gradient flow along the human kinematic chain, allowing the global body posture to adapt in response to hand motion objectives with high fidelity. To further enhance precision in hand-object interaction, we adopt a unified representation based on basis point sets (BPS), where end-effector positions are encoded as distances to the same BPS used for object geometry. This unified representation captures fine-grained spatial relationships between the hand and articulated object parts, and the resulting trajectories serve as targets to guide the optimization of diffusion noise, producing highly accurate interaction motion. We conduct extensive experiments demonstrating that our method outperforms existing approaches in motion quality and physical plausibility, and enables various capabilities such as object pose control, simultaneous walking and manipulation, and whole-body generation from hand-only data.

  • 4 authors
·
May 27, 2025 2

PCHands: PCA-based Hand Pose Synergy Representation on Manipulators with N-DoF

We consider the problem of learning a common representation for dexterous manipulation across manipulators of different morphologies. To this end, we propose PCHands, a novel approach for extracting hand postural synergies from a large set of manipulators. We define a simplified and unified description format based on anchor positions for manipulators ranging from 2-finger grippers to 5-finger anthropomorphic hands. This enables learning a variable-length latent representation of the manipulator configuration and the alignment of the end-effector frame of all manipulators. We show that it is possible to extract principal components from this latent representation that is universal across manipulators of different structures and degrees of freedom. To evaluate PCHands, we use this compact representation to encode observation and action spaces of control policies for dexterous manipulation tasks learned with RL. In terms of learning efficiency and consistency, the proposed representation outperforms a baseline that learns the same tasks in joint space. We additionally show that PCHands performs robustly in RL from demonstration, when demonstrations are provided from a different manipulator. We further support our results with real-world experiments that involve a 2-finger gripper and a 4-finger anthropomorphic hand. Code and additional material are available at https://hsp-iit.github.io/PCHands/.