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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:2505.17677

Towards Dynamic 3D Reconstruction of Hand-Instrument Interaction in Ophthalmic Surgery

Accurate 3D reconstruction of hands and instruments is critical for vision-based analysis of ophthalmic microsurgery, yet progress has been hampered by the lack of realistic, large-scale datasets and reliable annotation tools. In this work, we introduce OphNet-3D, the first extensive RGB-D dynamic 3D reconstruction dataset for ophthalmic surgery, comprising 41 sequences from 40 surgeons and totaling 7.1 million frames, with fine-grained annotations of 12 surgical phases, 10 instrument categories, dense MANO hand meshes, and full 6-DoF instrument poses. To scalably produce high-fidelity labels, we design a multi-stage automatic annotation pipeline that integrates multi-view data observation, data-driven motion prior with cross-view geometric consistency and biomechanical constraints, along with a combination of collision-aware interaction constraints for instrument interactions. Building upon OphNet-3D, we establish two challenging benchmarks-bimanual hand pose estimation and hand-instrument interaction reconstruction-and propose two dedicated architectures: H-Net for dual-hand mesh recovery and OH-Net for joint reconstruction of two-hand-two-instrument interactions. These models leverage a novel spatial reasoning module with weak-perspective camera modeling and collision-aware center-based representation. Both architectures outperform existing methods by substantial margins, achieving improvements of over 2mm in Mean Per Joint Position Error (MPJPE) and up to 23% in ADD-S metrics for hand and instrument reconstruction, respectively.

arXiv:2505.19169

EventEgoHands: Event-based Egocentric 3D Hand Mesh Reconstruction

Reconstructing 3D hand mesh is challenging but an important task for human-computer interaction and AR/VR applications. In particular, RGB and/or depth cameras have been widely used in this task. However, methods using these conventional cameras face challenges in low-light environments and during motion blur. Thus, to address these limitations, event cameras have been attracting attention in recent years for their high dynamic range and high temporal resolution. Despite their advantages, event cameras are sensitive to background noise or camera motion, which has limited existing studies to static backgrounds and fixed cameras. In this study, we propose EventEgoHands, a novel method for event-based 3D hand mesh reconstruction in an egocentric view. Our approach introduces a Hand Segmentation Module that extracts hand regions, effectively mitigating the influence of dynamic background events. We evaluated our approach and demonstrated its effectiveness on the N-HOT3D dataset, improving MPJPE by approximately more than 4.5 cm (43%).

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:2503.21723

OccRobNet : Occlusion Robust Network for Accurate 3D Interacting Hand-Object Pose Estimation

Occlusion is one of the challenging issues when estimating 3D hand pose. This problem becomes more prominent when hand interacts with an object or two hands are involved. In the past works, much attention has not been given to these occluded regions. But these regions contain important and beneficial information that is vital for 3D hand pose estimation. Thus, in this paper, we propose an occlusion robust and accurate method for the estimation of 3D hand-object pose from the input RGB image. Our method includes first localising the hand joints using a CNN based model and then refining them by extracting contextual information. The self attention transformer then identifies the specific joints along with the hand identity. This helps the model to identify the hand belongingness of a particular joint which helps to detect the joint even in the occluded region. Further, these joints with hand identity are then used to estimate the pose using cross attention mechanism. Thus, by identifying the joints in the occluded region, the obtained network becomes robust to occlusion. Hence, this network achieves state-of-the-art results when evaluated on the InterHand2.6M, HO3D and H$_2$O3D datasets.

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:2501.08408

Leveraging 2D Masked Reconstruction for Domain Adaptation of 3D Pose Estimation

RGB-based 3D pose estimation methods have been successful with the development of deep learning and the emergence of high-quality 3D pose datasets. However, most existing methods do not operate well for testing images whose distribution is far from that of training data. However, most existing methods do not operate well for testing images whose distribution is far from that of training data. This problem might be alleviated by involving diverse data during training, however it is non-trivial to collect such diverse data with corresponding labels (i.e. 3D pose). In this paper, we introduced an unsupervised domain adaptation framework for 3D pose estimation that utilizes the unlabeled data in addition to labeled data via masked image modeling (MIM) framework. Foreground-centric reconstruction and attention regularization are further proposed to increase the effectiveness of unlabeled data usage. Experiments are conducted on the various datasets in human and hand pose estimation tasks, especially using the cross-domain scenario. We demonstrated the effectiveness of ours by achieving the state-of-the-art accuracy on all datasets.

arXiv:2501.02973

HaWoR: World-Space Hand Motion Reconstruction from Egocentric Videos

Despite the advent in 3D hand pose estimation, current methods predominantly focus on single-image 3D hand reconstruction in the camera frame, overlooking the world-space motion of the hands. Such limitation prohibits their direct use in egocentric video settings, where hands and camera are continuously in motion. In this work, we propose HaWoR, a high-fidelity method for hand motion reconstruction in world coordinates from egocentric videos. We propose to decouple the task by reconstructing the hand motion in the camera space and estimating the camera trajectory in the world coordinate system. To achieve precise camera trajectory estimation, we propose an adaptive egocentric SLAM framework that addresses the shortcomings of traditional SLAM methods, providing robust performance under challenging camera dynamics. To ensure robust hand motion trajectories, even when the hands move out of view frustum, we devise a novel motion infiller network that effectively completes the missing frames of the sequence. Through extensive quantitative and qualitative evaluations, we demonstrate that HaWoR achieves state-of-the-art performance on both hand motion reconstruction and world-frame camera trajectory estimation under different egocentric benchmark datasets. Code and models are available on https://hawor-project.github.io/ .

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:2409.11512

Good Grasps Only: A data engine for self-supervised fine-tuning of pose estimation using grasp poses for verification

In this paper, we present a novel method for self-supervised fine-tuning of pose estimation. Leveraging zero-shot pose estimation, our approach enables the robot to automatically obtain training data without manual labeling. After pose estimation the object is grasped, and in-hand pose estimation is used for data validation. Our pipeline allows the system to fine-tune while the process is running, removing the need for a learning phase. The motivation behind our work lies in the need for rapid setup of pose estimation solutions. Specifically, we address the challenging task of bin picking, which plays a pivotal role in flexible robotic setups. Our method is implemented on a robotics work-cell, and tested with four different objects. For all objects, our method increases the performance and outperforms a state-of-the-art method trained on the CAD model of the objects. Project page available at gogoengine.github.io

arXiv:2409.09714

Pre-Training for 3D Hand Pose Estimation with Contrastive Learning on Large-Scale Hand Images in the Wild

We present a contrastive learning framework based on in-the-wild hand images tailored for pre-training 3D hand pose estimators, dubbed HandCLR. Pre-training on large-scale images achieves promising results in various tasks, but prior 3D hand pose pre-training methods 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 method with contrastive learning. Specifically, we collected 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 similar hand poses originating from different samples, and propose a novel contrastive learning method that embeds similar hand pairs closer in the latent space. 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 in various datasets, with gains of 15% on FreiHand, 10% on DexYCB, and 4% on AssemblyHands.

arXiv:2409.07337

Benchmarking 2D Egocentric Hand Pose Datasets

Hand pose estimation from egocentric video has broad implications across various domains, including human-computer interaction, assistive technologies, activity recognition, and robotics, making it a topic of significant research interest. The efficacy of modern machine learning models depends on the quality of data used for their training. Thus, this work is devoted to the analysis of state-of-the-art egocentric datasets suitable for 2D hand pose estimation. We propose a novel protocol for dataset evaluation, which encompasses not only the analysis of stated dataset characteristics and assessment of data quality, but also the identification of dataset shortcomings through the evaluation of state-of-the-art hand pose estimation models. Our study reveals that despite the availability of numerous egocentric databases intended for 2D hand pose estimation, the majority are tailored for specific use cases. There is no ideal benchmark dataset yet; however, H2O and GANerated Hands datasets emerge as the most promising real and synthetic datasets, respectively.

arXiv:2409.04033

Dense Hand-Object(HO) GraspNet with Full Grasping Taxonomy and Dynamics

Existing datasets for 3D hand-object interaction are limited either in the data cardinality, data variations in interaction scenarios, or the quality of annotations. In this work, we present a comprehensive new training dataset for hand-object interaction called HOGraspNet. It is the only real dataset that captures full grasp taxonomies, providing grasp annotation and wide intraclass variations. Using grasp taxonomies as atomic actions, their space and time combinatorial can represent complex hand activities around objects. We select 22 rigid objects from the YCB dataset and 8 other compound objects using shape and size taxonomies, ensuring coverage of all hand grasp configurations. The dataset includes diverse hand shapes from 99 participants aged 10 to 74, continuous video frames, and a 1.5M RGB-Depth of sparse frames with annotations. It offers labels for 3D hand and object meshes, 3D keypoints, contact maps, and \emph{grasp labels}. Accurate hand and object 3D meshes are obtained by fitting the hand parametric model (MANO) and the hand implicit function (HALO) to multi-view RGBD frames, with the MoCap system only for objects. Note that HALO fitting does not require any parameter tuning, enabling scalability to the dataset's size with comparable accuracy to MANO. We evaluate HOGraspNet on relevant tasks: grasp classification and 3D hand pose estimation. The result shows performance variations based on grasp type and object class, indicating the potential importance of the interaction space captured by our dataset. The provided data aims at learning universal shape priors or foundation models for 3D hand-object interaction. Our dataset and code are available at https://hograspnet2024.github.io/.

arXiv:2408.14111

Bengali Sign Language Recognition through Hand Pose Estimation using Multi-Branch Spatial-Temporal Attention Model

Hand gesture-based sign language recognition (SLR) is one of the most advanced applications of machine learning, and computer vision uses hand gestures. Although, in the past few years, many researchers have widely explored and studied how to address BSL problems, specific unaddressed issues remain, such as skeleton and transformer-based BSL recognition. In addition, the lack of evaluation of the BSL model in various concealed environmental conditions can prove the generalized property of the existing model by facing daily life signs. As a consequence, existing BSL recognition systems provide a limited perspective of their generalisation ability as they are tested on datasets containing few BSL alphabets that have a wide disparity in gestures and are easy to differentiate. To overcome these limitations, we propose a spatial-temporal attention-based BSL recognition model considering hand joint skeletons extracted from the sequence of images. The main aim of utilising hand skeleton-based BSL data is to ensure the privacy and low-resolution sequence of images, which need minimum computational cost and low hardware configurations. Our model captures discriminative structural displacements and short-range dependency based on unified joint features projected onto high-dimensional feature space. Specifically, the use of Separable TCN combined with a powerful multi-head spatial-temporal attention architecture generated high-performance accuracy. The extensive experiments with a proposed dataset and two benchmark BSL datasets with a wide range of evaluations, such as intra- and inter-dataset evaluation settings, demonstrated that our proposed models achieve competitive performance with extremely low computational complexity and run faster than existing models.

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:2408.08312

HyperTaxel: Hyper-Resolution for Taxel-Based Tactile Signals Through Contrastive Learning

To achieve dexterity comparable to that of humans, robots must intelligently process tactile sensor data. Taxel-based tactile signals often have low spatial-resolution, with non-standardized representations. In this paper, we propose a novel framework, HyperTaxel, for learning a geometrically-informed representation of taxel-based tactile signals to address challenges associated with their spatial resolution. We use this representation and a contrastive learning objective to encode and map sparse low-resolution taxel signals to high-resolution contact surfaces. To address the uncertainty inherent in these signals, we leverage joint probability distributions across multiple simultaneous contacts to improve taxel hyper-resolution. We evaluate our representation by comparing it with two baselines and present results that suggest our representation outperforms the baselines. Furthermore, we present qualitative results that demonstrate the learned representation captures the geometric features of the contact surface, such as flatness, curvature, and edges, and generalizes across different objects and sensor configurations. Moreover, we present results that suggest our representation improves the performance of various downstream tasks, such as surface classification, 6D in-hand pose estimation, and sim-to-real transfer.

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:2406.13464

An Efficient yet High-Performance Method for Precise Radar-Based Imaging of Human Hand Poses

Contactless hand pose estimation requires sensors that provide precise spatial information and low computational complexity for real-time processing. Unlike vision-based systems, radar offers lighting independence and direct motion assessments. Yet, there is limited research balancing real-time constraints, suitable frame rates for motion evaluations, and the need for precise 3D data. To address this, we extend the ultra-efficient two-tone hand imaging method from our prior work to a three-tone approach. Maintaining high frame rates and real-time constraints, this approach significantly enhances reconstruction accuracy and precision. We assess these measures by evaluating reconstruction results for different hand poses obtained by an imaging radar. Accuracy is assessed against ground truth from a spatially calibrated photogrammetry setup, while precision is measured using 3D-printed hand poses. The results emphasize the method's great potential for future radar-based hand sensing.