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arXiv:2506.11133공식 코드 · Papers with Code

Monocular 3D Hand Pose Estimation with Implicit Camera Alignment

Estimating the 3D hand articulation from a single color image is a continuously investigated problem with applications in Augmented Reality (AR), Virtual Reality (VR), Human-Computer Interaction (HCI), and robotics. Apart from the absence of depth information, occlusions, articulation complexity, and the need for camera parameters knowledge pose additional challenges. In this work, we propose an optimization pipeline for estimating the 3D hand articulation from 2D keypoint input, which includes a keypoint alignment step and a fingertip loss to overcome the need to know or estimate the camera parameters. We evaluate our approach on the EgoDexter and Dexter+Object benchmarks to showcase that our approach performs competitively with the SotA, while also demonstrating its robustness when processing "in-the-wild" images without any prior camera knowledge. Our quantitative analysis highlights the sensitivity of the 2D keypoint estimation accuracy, despite the use of hand priors. Code is available at https://github.com/cpantazop/HandRepo

arXiv:2503.19307공식 코드 · Papers with Code

Analyzing the Synthetic-to-Real Domain Gap in 3D Hand Pose Estimation

Recent synthetic 3D human datasets for the face, body, and hands have pushed the limits on photorealism. Face recognition and body pose estimation have achieved state-of-the-art performance using synthetic training data alone, but for the hand, there is still a large synthetic-to-real gap. This paper presents the first systematic study of the synthetic-to-real gap of 3D hand pose estimation. We analyze the gap and identify key components such as the forearm, image frequency statistics, hand pose, and object occlusions. To facilitate our analysis, we propose a data synthesis pipeline to synthesize high-quality data. We demonstrate that synthetic hand data can achieve the same level of accuracy as real data when integrating our identified components, paving the path to use synthetic data alone for hand pose estimation. Code and data are available at: https://github.com/delaprada/HandSynthesis.git.

arXiv:2502.15251공식 코드 · Papers with Code

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.

arXiv:2501.13805공식 코드 · Papers with Code

EgoHand: Ego-centric Hand Pose Estimation and Gesture Recognition with Head-mounted Millimeter-wave Radar and IMUs

Recent advanced Virtual Reality (VR) headsets, such as the Apple Vision Pro, employ bottom-facing cameras to detect hand gestures and inputs, which offers users significant convenience in VR interactions. However, these bottom-facing cameras can sometimes be inconvenient and pose a risk of unintentionally exposing sensitive information, such as private body parts or personal surroundings. To mitigate these issues, we introduce EgoHand. This system provides an alternative solution by integrating millimeter-wave radar and IMUs for hand gesture recognition, thereby offering users an additional option for gesture interaction that enhances privacy protection. To accurately recognize hand gestures, we devise a two-stage skeleton-based gesture recognition scheme. In the first stage, a novel end-to-end Transformer architecture is employed to estimate the coordinates of hand joints. Subsequently, these estimated joint coordinates are utilized for gesture recognition. Extensive experiments involving 10 subjects show that EgoHand can detect hand gestures with 90.8% accuracy. Furthermore, EgoHand demonstrates robust performance across a variety of cross-domain tests, including different users, dominant hands, body postures, and scenes.

arXiv:2412.02725공식 코드 · Papers with Code

emg2pose: A Large and Diverse Benchmark for Surface Electromyographic Hand Pose Estimation

Hands are the primary means through which humans interact with the world. Reliable and always-available hand pose inference could yield new and intuitive control schemes for human-computer interactions, particularly in virtual and augmented reality. Computer vision is effective but requires one or multiple cameras and can struggle with occlusions, limited field of view, and poor lighting. Wearable wrist-based surface electromyography (sEMG) presents a promising alternative as an always-available modality sensing muscle activities that drive hand motion. However, sEMG signals are strongly dependent on user anatomy and sensor placement, and existing sEMG models have required hundreds of users and device placements to effectively generalize. To facilitate progress on sEMG pose inference, we introduce the emg2pose benchmark, the largest publicly available dataset of high-quality hand pose labels and wrist sEMG recordings. emg2pose contains 2kHz, 16 channel sEMG and pose labels from a 26-camera motion capture rig for 193 users, 370 hours, and 29 stages with diverse gestures - a scale comparable to vision-based hand pose datasets. We provide competitive baselines and challenging tasks evaluating real-world generalization scenarios: held-out users, sensor placements, and stages. emg2pose provides the machine learning community a platform for exploring complex generalization problems, holding potential to significantly enhance the development of sEMG-based human-computer interactions.

arXiv:2409.12259공식 코드 · Papers with Code

WiLoR: End-to-end 3D Hand Localization and Reconstruction in-the-wild

In recent years, 3D hand pose estimation methods have garnered significant attention due to their extensive applications in human-computer interaction, virtual reality, and robotics. In contrast, there has been a notable gap in hand detection pipelines, posing significant challenges in constructing effective real-world multi-hand reconstruction systems. In this work, we present a data-driven pipeline for efficient multi-hand reconstruction in the wild. The proposed pipeline is composed of two components: a real-time fully convolutional hand localization and a high-fidelity transformer-based 3D hand reconstruction model. To tackle the limitations of previous methods and build a robust and stable detection network, we introduce a large-scale dataset with over than 2M in-the-wild hand images with diverse lighting, illumination, and occlusion conditions. Our approach outperforms previous methods in both efficiency and accuracy on popular 2D and 3D benchmarks. Finally, we showcase the effectiveness of our pipeline to achieve smooth 3D hand tracking from monocular videos, without utilizing any temporal components. Code, models, and dataset are available https://rolpotamias.github.io/WiLoR.

arXiv:2408.10037공식 코드 · Papers with Code

SHARP: Segmentation of Hands and Arms by Range using Pseudo-Depth for Enhanced Egocentric 3D Hand Pose Estimation and Action Recognition

Hand pose represents key information for action recognition in the egocentric perspective, where the user is interacting with objects. We propose to improve egocentric 3D hand pose estimation based on RGB frames only by using pseudo-depth images. Incorporating state-of-the-art single RGB image depth estimation techniques, we generate pseudo-depth representations of the frames and use distance knowledge to segment irrelevant parts of the scene. The resulting depth maps are then used as segmentation masks for the RGB frames. Experimental results on H2O Dataset confirm the high accuracy of the estimated pose with our method in an action recognition task. The 3D hand pose, together with information from object detection, is processed by a transformer-based action recognition network, resulting in an accuracy of 91.73%, outperforming all state-of-the-art methods. Estimations of 3D hand pose result in competitive performance with existing methods with a mean pose error of 28.66 mm. This method opens up new possibilities for employing distance information in egocentric 3D hand pose estimation without relying on depth sensors.

arXiv:2407.20542공식 코드 · Papers with Code

HandDAGT: A Denoising Adaptive Graph Transformer for 3D Hand Pose Estimation

The extraction of keypoint positions from input hand frames, known as 3D hand pose estimation, is crucial for various human-computer interaction applications. However, current approaches often struggle with the dynamic nature of self-occlusion of hands and intra-occlusion with interacting objects. To address this challenge, this paper proposes the Denoising Adaptive Graph Transformer, HandDAGT, for hand pose estimation. The proposed HandDAGT leverages a transformer structure to thoroughly explore effective geometric features from input patches. Additionally, it incorporates a novel attention mechanism to adaptively weigh the contribution of kinematic correspondence and local geometric features for the estimation of specific keypoints. This attribute enables the model to adaptively employ kinematic and local information based on the occlusion situation, enhancing its robustness and accuracy. Furthermore, we introduce a novel denoising training strategy aimed at improving the model's robust performance in the face of occlusion challenges. Experimental results show that the proposed model significantly outperforms the existing methods on four challenging hand pose benchmark datasets. Codes and pre-trained models are publicly available at https://github.com/cwc1260/HandDAGT.

arXiv:2406.06843공식 코드 · Papers with Code

HO-Cap: A Capture System and Dataset for 3D Reconstruction and Pose Tracking of Hand-Object Interaction

We introduce a data capture system and a new dataset, HO-Cap, for 3D reconstruction and pose tracking of hands and objects in videos. The system leverages multiple RGB-D cameras and a HoloLens headset for data collection, avoiding the use of expensive 3D scanners or mocap systems. We propose a semi-automatic method for annotating the shape and pose of hands and objects in the collected videos, significantly reducing the annotation time compared to manual labeling. With this system, we captured a video dataset of humans interacting with objects to perform various tasks, including simple pick-and-place actions, handovers between hands, and using objects according to their affordance, which can serve as human demonstrations for research in embodied AI and robot manipulation. Our data capture setup and annotation framework will be available for the community to use in reconstructing 3D shapes of objects and human hands and tracking their poses in videos.

arXiv:2404.09308공식 코드 · Papers with Code

In My Perspective, In My Hands: Accurate Egocentric 2D Hand Pose and Action Recognition

Action recognition is essential for egocentric video understanding, allowing automatic and continuous monitoring of Activities of Daily Living (ADLs) without user effort. Existing literature focuses on 3D hand pose input, which requires computationally intensive depth estimation networks or wearing an uncomfortable depth sensor. In contrast, there has been insufficient research in understanding 2D hand pose for egocentric action recognition, despite the availability of user-friendly smart glasses in the market capable of capturing a single RGB image. Our study aims to fill this research gap by exploring the field of 2D hand pose estimation for egocentric action recognition, making two contributions. Firstly, we introduce two novel approaches for 2D hand pose estimation, namely EffHandNet for single-hand estimation and EffHandEgoNet, tailored for an egocentric perspective, capturing interactions between hands and objects. Both methods outperform state-of-the-art models on H2O and FPHA public benchmarks. Secondly, we present a robust action recognition architecture from 2D hand and object poses. This method incorporates EffHandEgoNet, and a transformer-based action recognition method. Evaluated on H2O and FPHA datasets, our architecture has a faster inference time and achieves an accuracy of 91.32% and 94.43%, respectively, surpassing state of the art, including 3D-based methods. Our work demonstrates that using 2D skeletal data is a robust approach for egocentric action understanding. Extensive evaluation and ablation studies show the impact of the hand pose estimation approach, and how each input affects the overall performance.

arXiv:2404.03159공식 코드 · Papers with Code

HandDiff: 3D Hand Pose Estimation with Diffusion on Image-Point Cloud

Extracting keypoint locations from input hand frames, known as 3D hand pose estimation, is a critical task in various human-computer interaction applications. Essentially, the 3D hand pose estimation can be regarded as a 3D point subset generative problem conditioned on input frames. Thanks to the recent significant progress on diffusion-based generative models, hand pose estimation can also benefit from the diffusion model to estimate keypoint locations with high quality. However, directly deploying the existing diffusion models to solve hand pose estimation is non-trivial, since they cannot achieve the complex permutation mapping and precise localization. Based on this motivation, this paper proposes HandDiff, a diffusion-based hand pose estimation model that iteratively denoises accurate hand pose conditioned on hand-shaped image-point clouds. In order to recover keypoint permutation and accurate location, we further introduce joint-wise condition and local detail condition. Experimental results demonstrate that the proposed HandDiff significantly outperforms the existing approaches on four challenging hand pose benchmark datasets. Codes and pre-trained models are publicly available at https://github.com/cwc1260/HandDiff.

arXiv:2403.04381공식 코드 · Papers with Code

Single-to-Dual-View Adaptation for Egocentric 3D Hand Pose Estimation

The pursuit of accurate 3D hand pose estimation stands as a keystone for understanding human activity in the realm of egocentric vision. The majority of existing estimation methods still rely on single-view images as input, leading to potential limitations, e.g., limited field-of-view and ambiguity in depth. To address these problems, adding another camera to better capture the shape of hands is a practical direction. However, existing multi-view hand pose estimation methods suffer from two main drawbacks: 1) Requiring multi-view annotations for training, which are expensive. 2) During testing, the model becomes inapplicable if camera parameters/layout are not the same as those used in training. In this paper, we propose a novel Single-to-Dual-view adaptation (S2DHand) solution that adapts a pre-trained single-view estimator to dual views. Compared with existing multi-view training methods, 1) our adaptation process is unsupervised, eliminating the need for multi-view annotation. 2) Moreover, our method can handle arbitrary dual-view pairs with unknown camera parameters, making the model applicable to diverse camera settings. Specifically, S2DHand is built on certain stereo constraints, including pair-wise cross-view consensus and invariance of transformation between both views. These two stereo constraints are used in a complementary manner to generate pseudo-labels, allowing reliable adaptation. Evaluation results reveal that S2DHand achieves significant improvements on arbitrary camera pairs under both in-dataset and cross-dataset settings, and outperforms existing adaptation methods with leading performance. Project page: https://github.com/MickeyLLG/S2DHand.

arXiv:2311.12128공식 코드 · Papers with Code

Fingerspelling PoseNet: Enhancing Fingerspelling Translation with Pose-Based Transformer Models

We address the task of American Sign Language fingerspelling translation using videos in the wild. We exploit advances in more accurate hand pose estimation and propose a novel architecture that leverages the transformer based encoder-decoder model enabling seamless contextual word translation. The translation model is augmented by a novel loss term that accurately predicts the length of the finger-spelled word, benefiting both training and inference. We also propose a novel two-stage inference approach that re-ranks the hypotheses using the language model capabilities of the decoder. Through extensive experiments, we demonstrate that our proposed method outperforms the state-of-the-art models on ChicagoFSWild and ChicagoFSWild+ achieving more than 10% relative improvement in performance. Our findings highlight the effectiveness of our approach and its potential to advance fingerspelling recognition in sign language translation. Code is also available at https://github.com/pooyafayyaz/Fingerspelling-PoseNet.

arXiv:2309.09301공식 코드 · Papers with Code

RenderIH: A Large-scale Synthetic Dataset for 3D Interacting Hand Pose Estimation

The current interacting hand (IH) datasets are relatively simplistic in terms of background and texture, with hand joints being annotated by a machine annotator, which may result in inaccuracies, and the diversity of pose distribution is limited. However, the variability of background, pose distribution, and texture can greatly influence the generalization ability. Therefore, we present a large-scale synthetic dataset RenderIH for interacting hands with accurate and diverse pose annotations. The dataset contains 1M photo-realistic images with varied backgrounds, perspectives, and hand textures. To generate natural and diverse interacting poses, we propose a new pose optimization algorithm. Additionally, for better pose estimation accuracy, we introduce a transformer-based pose estimation network, TransHand, to leverage the correlation between interacting hands and verify the effectiveness of RenderIH in improving results. Our dataset is model-agnostic and can improve more accuracy of any hand pose estimation method in comparison to other real or synthetic datasets. Experiments have shown that pretraining on our synthetic data can significantly decrease the error from 6.76mm to 5.79mm, and our Transhand surpasses contemporary methods. Our dataset and code are available at https://github.com/adwardlee/RenderIH.

arXiv:2308.10146공식 코드 · Papers with Code

OCHID-Fi: Occlusion-Robust Hand Pose Estimation in 3D via RF-Vision

Hand Pose Estimation (HPE) is crucial to many applications, but conventional cameras-based CM-HPE methods are completely subject to Line-of-Sight (LoS), as cameras cannot capture occluded objects. In this paper, we propose to exploit Radio-Frequency-Vision (RF-vision) capable of bypassing obstacles for achieving occluded HPE, and we introduce OCHID-Fi as the first RF-HPE method with 3D pose estimation capability. OCHID-Fi employs wideband RF sensors widely available on smart devices (e.g., iPhones) to probe 3D human hand pose and extract their skeletons behind obstacles. To overcome the challenge in labeling RF imaging given its human incomprehensible nature, OCHID-Fi employs a cross-modality and cross-domain training process. It uses a pre-trained CM-HPE network and a synchronized CM/RF dataset, to guide the training of its complex-valued RF-HPE network under LoS conditions. It further transfers knowledge learned from labeled LoS domain to unlabeled occluded domain via adversarial learning, enabling OCHID-Fi to generalize to unseen occluded scenarios. Experimental results demonstrate the superiority of OCHID-Fi: it achieves comparable accuracy to CM-HPE under normal conditions while maintaining such accuracy even in occluded scenarios, with empirical evidence for its generalizability to new domains.

arXiv:2304.03635공식 코드 · Papers with Code

A2J-Transformer: Anchor-to-Joint Transformer Network for 3D Interacting Hand Pose Estimation from a Single RGB Image

3D interacting hand pose estimation from a single RGB image is a challenging task, due to serious self-occlusion and inter-occlusion towards hands, confusing similar appearance patterns between 2 hands, ill-posed joint position mapping from 2D to 3D, etc.. To address these, we propose to extend A2J-the state-of-the-art depth-based 3D single hand pose estimation method-to RGB domain under interacting hand condition. Our key idea is to equip A2J with strong local-global aware ability to well capture interacting hands' local fine details and global articulated clues among joints jointly. To this end, A2J is evolved under Transformer's non-local encoding-decoding framework to build A2J-Transformer. It holds 3 main advantages over A2J. First, self-attention across local anchor points is built to make them global spatial context aware to better capture joints' articulation clues for resisting occlusion. Secondly, each anchor point is regarded as learnable query with adaptive feature learning for facilitating pattern fitting capacity, instead of having the same local representation with the others. Last but not least, anchor point locates in 3D space instead of 2D as in A2J, to leverage 3D pose prediction. Experiments on challenging InterHand 2.6M demonstrate that, A2J-Transformer can achieve state-of-the-art model-free performance (3.38mm MPJPE advancement in 2-hand case) and can also be applied to depth domain with strong generalization.

arXiv:2303.04566공식 코드 · Papers with Code

Robustness Evaluation in Hand Pose Estimation Models using Metamorphic Testing

Hand pose estimation (HPE) is a task that predicts and describes the hand poses from images or video frames. When HPE models estimate hand poses captured in a laboratory or under controlled environments, they normally deliver good performance. However, the real-world environment is complex, and various uncertainties may happen, which could degrade the performance of HPE models. For example, the hands could be occluded, the visibility of hands could be reduced by imperfect exposure rate, and the contour of hands prone to be blurred during fast hand movements. In this work, we adopt metamorphic testing to evaluate the robustness of HPE models and provide suggestions on the choice of HPE models for different applications. The robustness evaluation was conducted on four state-of-the-art models, namely MediaPipe hands, OpenPose, BodyHands, and NSRM hand. We found that on average more than 80\% of the hands could not be identified by BodyHands, and at least 50\% of hands could not be identified by MediaPipe hands when diagonal motion blur is introduced, while an average of more than 50\% of strongly underexposed hands could not be correctly estimated by NSRM hand. Similarly, applying occlusions on only four hand joints will also largely degrade the performance of these models. The experimental results show that occlusions, illumination variations, and motion blur are the main obstacles to the performance of existing HPE models. These findings may pave the way for researchers to improve the performance and robustness of hand pose estimation models and their applications.

arXiv:2302.00988공식 코드 · Papers with Code

HaMuCo: Hand Pose Estimation via Multiview Collaborative Self-Supervised Learning

Recent advancements in 3D hand pose estimation have shown promising results, but its effectiveness has primarily relied on the availability of large-scale annotated datasets, the creation of which is a laborious and costly process. To alleviate the label-hungry limitation, we propose a self-supervised learning framework, HaMuCo, that learns a single-view hand pose estimator from multi-view pseudo 2D labels. However, one of the main challenges of self-supervised learning is the presence of noisy labels and the ``groupthink'' effect from multiple views. To overcome these issues, we introduce a cross-view interaction network that distills the single-view estimator by utilizing the cross-view correlated features and enforcing multi-view consistency to achieve collaborative learning. Both the single-view estimator and the cross-view interaction network are trained jointly in an end-to-end manner. Extensive experiments show that our method can achieve state-of-the-art performance on multi-view self-supervised hand pose estimation. Furthermore, the proposed cross-view interaction network can also be applied to hand pose estimation from multi-view input and outperforms previous methods under the same settings.

arXiv:2212.02997공식 코드 · Papers with Code

3DGazeNet: Generalizing Gaze Estimation with Weak-Supervision from Synthetic Views

Developing gaze estimation models that generalize well to unseen domains and in-the-wild conditions remains a challenge with no known best solution. This is mostly due to the difficulty of acquiring ground truth data that cover the distribution of faces, head poses, and environments that exist in the real world. Most recent methods attempt to close the gap between specific source and target domains using domain adaptation. In this work, we propose to train general gaze estimation models which can be directly employed in novel environments without adaptation. To do so, we leverage the observation that head, body, and hand pose estimation benefit from revising them as dense 3D coordinate prediction, and similarly express gaze estimation as regression of dense 3D eye meshes. To close the gap between image domains, we create a large-scale dataset of diverse faces with gaze pseudo-annotations, which we extract based on the 3D geometry of the scene, and design a multi-view supervision framework to balance their effect during training. We test our method in the task of gaze generalization, in which we demonstrate improvement of up to 30% compared to state-of-the-art when no ground truth data are available, and up to 10% when they are. The project material are available for research purposes at https://github.com/Vagver/3DGazeNet.

arXiv:2211.07021공식 코드 · Papers with Code

Using Hand Pose Estimation To Automate Open Surgery Training Feedback

Purpose: This research aims to facilitate the use of state-of-the-art computer vision algorithms for the automated training of surgeons and the analysis of surgical footage. By estimating 2D hand poses, we model the movement of the practitioner's hands, and their interaction with surgical instruments, to study their potential benefit for surgical training. Methods: We leverage pre-trained models on a publicly-available hands dataset to create our own in-house dataset of 100 open surgery simulation videos with 2D hand poses. We also assess the ability of pose estimations to segment surgical videos into gestures and tool-usage segments and compare them to kinematic sensors and I3D features. Furthermore, we introduce 6 novel surgical dexterity proxies stemming from domain experts' training advice, all of which our framework can automatically detect given raw video footage. Results: State-of-the-art gesture segmentation accuracy of 88.35\% on the Open Surgery Simulation dataset is achieved with the fusion of 2D poses and I3D features from multiple angles. The introduced surgical skill proxies presented significant differences for novices compared to experts and produced actionable feedback for improvement. Conclusion: This research demonstrates the benefit of pose estimations for open surgery by analyzing their effectiveness in gesture segmentation and skill assessment. Gesture segmentation using pose estimations achieved comparable results to physical sensors while being remote and markerless. Surgical dexterity proxies that rely on pose estimation proved they can be used to work towards automated training feedback. We hope our findings encourage additional collaboration on novel skill proxies to make surgical training more efficient.