WildGHand: Learning Anti-Perturbation Gaussian Hand Avatars from Monocular In-the-Wild Videos
Authors: Hanhui Li, Xuan Huang, Wanquan Liu, Yuhao Cheng, Long Chen, Yiqiang Yan, Xiaodan Liang, Chenqiang Gao
Organizations: School of Intelligent Systems Engineering, Shenzhen Campus of Sun Yat-sen University, P.R. China, 518107. · Lenovo Research Group, Shenzhen, P.R. China, 518038.
Despite recent progress in 3D hand reconstruction from monocular videos, most existing methods rely on data captured in well-controlled environments and therefore degrade in real-world settings with severe perturbations, such as hand-object interactions, extreme poses, illumination changes, and motion blur. To tackle these issues, we introduce WildGHand, an optimization-based framework that enables self-adaptive 3D Gaussian splatting on in-the-wild videos and produces high-fidelity hand avatars. WildGHand incorporates two key components: (i) a dynamic perturbation disentanglement module that explicitly represents perturbations as time-varying biases on 3D Gaussian attributes during optimization, and (ii) a perturbation-aware optimization strategy that generates per-frame anisotropic weighted masks to guide optimization. Together, these components allow the framework to identify and suppress perturbations across both spatial and temporal dimensions. We further curate a dataset of monocular hand videos captured under diverse perturbations to benchmark in-the-wild hand avatar reconstruction. Extensive experiments on this dataset and two public datasets demonstrate that WildGHand achieves state-of-the-art performance and substantially improves over its base model across multiple metrics (e.g., up to a 15.8% relative gain in PSNR and a 23.1% relative reduction in LPIPS). Our implementation and dataset are available at https://github.com/XuanHuang0/WildGHand.
Figures & tables
Fig. 1: We present WildGHand, a novel Gaussian splatting framework for generating realistic hand avatars from short monocular videos exhibiting challenging perturbations, including hand-object interactions, complex poses, illumination variations, and motion blur.
Dataset
Env.
Clean Testset
Single Hand
Int. Hand
Hand-Object Int.
Complex Poses
Illum. Var.
Motion Blur
InterHand2.6M [ 7 ]
Lab
✓
✓
✓
HARP [ 20 ]
Wild
✓
✓
UHM [ 8 ]
Wild
✓
✓
DexYCB [ 18 ]
Lab
✓
✓
✓
EpicKitchen [ 48 ]
Wild
✓
✓
✓
✓
✓
HInt [ 21 ]
Wild
✓
✓
✓
✓
✓
TABLE I: Detailed comparison between the proposed HWP dataset and existing hand video datasets.
Fig. 2: The proposed WildGHand framework. Given a monocular video affected by perturbations, WildGHand introduces two key components to achieve the robust estimation of 3D Gaussians, including a lightweight dynamic perturbation disentanglement (DPD) module and a perturbation-aware optimization (PAO) strategy. The DPD module represents potential perturbations by biases of Gaussian attributes, which are optimized guided by the weighted masks predicted by the PAO strategy. During inference, the optimized biases are removed to render perturbation-free images.
Fig. 3: Illustration of the proposed PAO and DPD modules. Left: Our perturbation-aware optimization (PAO) strategy segments the hand regions and leverages reconstruction error to generate weighted masks to guide the optimization of 3DGS. Right: The temporal weights estimated by our dynamic perturbation disentanglement (DPD) module that reflect the strengths of perturbations. Partial perturbations (e.g., occlusions) tends to have smaller weights (labeled in green), while holistic perturbations (e.g., motion blur) have larger weights (labeled in red).
Capture
Hand
Action
Capture Device
# Frames
Perturbations
Interaction
Complex Poses
Illumination Changes
Motion Blur
0
Single
Grabbing blocks
Mobile phone
901
✓
✓
1
Single
Multiple gestures
Mobile phone
742
✓
✓
2
Single
Multiple gestures
Mobile phone
828
✓
3
Single
Spinning a pen
Mobile phone
1086
✓
✓
4
Interacting
Spinning a pen
Webcam
1662
✓
✓
TABLE II: Detailed description of the proposed HWP dataset, covering hand type, primary action, recording device, number of frames, and the presence of perturbations.
Fig. 4: Visual examples of our HWP dataset, which covers diverse challenging scenes like motion blur, hand-object interactions, illumination variations, and complex poses (from top left to bottom right).
Method
WildGHand (Single)
WildGHand (Inter.)
InterHand2.6M (Inter.)
AnchorCrafter (Inter.)
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
UHM [ 8 ]
20.24
0.867
0.203
–
–
–
–
–
–
–
–
–
Handy [ 63 ]
22.99
0.874
0.127
24.10
0.864
0.141
24.34
0.867
0.198
25.88
0.912
0.074
InterGaussianHand [ 10 ]
23.06
0.858
0.147
24.69
0.851
0.148
26.70
0.861
0.173
24.28
0.912
0.098
WildGHand (Ours)
26.24
0.916
0.116
26.29
0.893
0.122
28.25
0.894
0.151
27.68
0.948
0.072
TABLE III: Comparison with state-of-the-art methods on the three dataset, including WildGHand, InterHand2.6M and AnchorCrafter. “Single” and “Inter.” denote single-hand and interacting-hand scenarios, respectively.
Method
PSNR ↑
SSIM ↑
LPIPS ↓
Handy [ 63 ]
21.46
0.809
0.191
InterGaussianHand [ 10 ]
22.95
0.820
0.157
WildGHand (Ours)
27.39
0.920
0.080
TABLE IV: Comparison on online videos.
Fig. 5: Qualitative comparisons between our proposed WildGHand model with state-of-the-art methods on interacting-hand videos (top) and single-hand videos (bottom).
Fig. 6: Visual example of the ablation study on the proposed modules. Left: Weight masks learned by the proposed PAO strategy, light hand regions indicate higher weights. Right: Results of the variants of the proposed method. The full model obtains the best results consistently on various videos.
Method
Hand-object Interactions
Complex Poses
Illumination Variations
Motion Blur
PSNR↑
SSIM↑
LPIPS↓
PSNR↑
SSIM↑
LPIPS↓
PSNR↑
SSIM↑
LPIPS↓
PSNR↑
SSIM↑
LPIPS↓
Handy
24.67
0.872
0.138
24.14
0.863
0.138
20.65
0.814
0.156
24.33
0.872
0.139
InterGaussianHand
25.11
0.858
0.146
24.51
0.848
0.142
22.18
0.805
0.158
24.71
0.860
0.145
WildGHand (ours)
26.87
0.902
0.118
25.29
0.881
0.124
22.81
0.839
0.148
26.68
0.901
0.116
TABLE V: Comparison with state-of-the-art methods on the interacting-hand videos of the HWP dataset, evaluated across four scenarios: hand-object interactions, complex poses, illumination variations, and motion blur.
DPD
PAO
Single Hand
Interacting Hands
PSNR↑
SSIM↑
LPIPS↓
PSNR↑
SSIM↑
LPIPS↓
22.65
0.862
0.151
24.86
0.867
0.123
✓
23.00
0.869
0.138
25.01
0.868
0.122
✓
✓
26.24
0.916
0.116
26.29
0.893
0.122
TABLE VI: Ablation study on the proposed modules.
Method
PSNR ↑
SSIM ↑
LPIPS ↓
WildGHand (ours)
26.44
0.871
0.179
WildGHand w/ binary mask
25.36
0.844
0.184
TABLE VII: Comparison between PAO and SAM-based binary mask.
Method
PSNR ↑
SSIM ↑
LPIPS ↓
WildGHand (ours)
26.44
0.871
0.179
w/o Heads (iii) & (iv)
26.20
0.864
0.177
TABLE VIII: Ablation on prediction heads.
Capture
Disturbance
PSNR ↑
SSIM ↑
LPIPS ↓
Avg. T. Wt. (×10−3)↑
4
Low
29.59
0.931
0.115
0.234
5
Medium
28.00
0.915
0.116
1.581
6
High
27.83
0.907
0.123
7.572
TABLE IX: Average temporal weight vs. perturbation level. Higher perturbation correlates with larger weights and degraded quality. Weights are scaled by 10−3 for readability.
Method
PSNR↑
SSIM↑
LPIPS↓
InterGaussianHand
26.2518 ± 0.0770
0.8723 ± 0.0009
0.1582 ± 0.0012
WildGHand (ours)
29.5859 ± 0.1028
0.9313 ± 0.0015
0.1146 ± 0.0029
TABLE X: Mean and standard deviation of the performance of InterGaussianHand and WildGHand.
We present Grasp in Gaussians (GraG), a fast and robust method for reconstructing dynamic 3D hand-object interactions from a single monocular video. Unlike recent approaches that optimize heavy neural representations, our method focuses on tracking the hand and the object efficiently, once initialized from pretrained large models. Our key insight is that, given strong pretrained object and hand priors, accurate and temporally stable hand-object motion can be recovered using a compact Sum-of-Gaussians (SoG) representation, revived from classical tracking literature and integrated with generative Gaussian-based initializations. We initialize object pose and geometry using a video-adapted SAM3D pipeline, then convert the resulting dense Gaussian representation into a lightweight SoG via subsampling. This compact representation enables efficient and fast tracking while preserving geometric fidelity, with the pretrained priors and simple geometric/contact losses providing accurate hand-object placement. For the hand, we adopt a complementary strategy: starting from off-the-shelf monocular hand pose initialization, we refine hand motion using simple yet effective 2D joint, silhouette, depth, and contact losses, avoiding per-frame refinement of a detailed 3D hand appearance model while maintaining stable articulation. Extensive experiments on public benchmarks demonstrate that GraG reconstructs temporally coherent hand-object interactions on long sequences 4.4x-38.9x faster than prior work while preserving temporally coherent hand-object motion.
Ayce Idil Aytekin, Xu Chen, Zhengyang Shen +4
MPI for Informatics, SIC & VIA Research Center, Germany · Google, Switzerland · Google, USA +1
Understanding realistic hand-object interactions from monocular RGB videos is essential for AR/VR, robotics, and embodied AI. Existing methods rely on category-specific templates or heavy computation, yet still produce physically inconsistent hand-object alignment in 3D. We introduce GHOST (Gaussian Hand-Object Splatting), a fast, category-agnostic framework for reconstructing dynamic hand-object interactions using 2D Gaussian Splatting. GHOST represents both hands and objects as dense, view-consistent Gaussian discs and introduces three key innovations: (1) a geometric-prior retrieval and consistency loss that completes occluded object regions, (2) a grasp-aware alignment that refines hand translations and object scale to ensure realistic contact, and (3) a hand-aware background loss that prevents penalizing hand-occluded object regions. GHOST achieves complete, physically consistent, and animatable reconstructions from a single RGB video while running an order of magnitude faster than prior category-agnostic methods. Extensive experiments on ARCTIC, HO3D, and in-the-wild datasets demonstrate state-of-the-art accuracy in 3D reconstruction and 2D rendering quality, establishing GHOST as an efficient and robust solution for realistic hand-object interaction modeling. Code is available at https://github.com/ATAboukhadra/GHOST.
Ahmed Tawfik Aboukhadra, Marcel Rogge, Nadia Robertini +4
Single-image 3D hand avatar reconstruction is fundamentally ill-posed and particularly challenging due to limited visual evidence under severe self-occlusion and the complex pose-dependent deformation of highly articulated hands. Existing methods predominantly rely on implicit NeRF-style representations, whose volumetric fitting is computationally expensive and often struggles to preserve fine-grained hand details. In this work, we present OASIS, a tailored 3D Gaussian Splatting framework for single-image hand avatar reconstruction. To faithfully encode sparse image-specific appearance cues in single-view reconstruction, we construct geometry-aligned visual evidence tokens by explicitly aligning input image observations with 3D hand geometry and context-adaptively tokenizing the resulting visual evidence. Since severe self-occlusion makes the reliability of image evidence inherently visibility-dependent, we introduce a visibility-conditioned point-image attention to reliably transfer visual evidence to geometric tokens, yielding occlusion-aware Gaussian features for faithful and robust reconstruction. To further capture non-rigid deformation of articulated hands, we introduce a Feature-on-Mesh representation to enable Gaussian deformation to be guided by local surface stretching. Under this framework, we adopt a one-shot adaptation scheme that learns a shared hand prior from multi-identity training data and then fits it to a target image for target-specific reconstruction. Extensive experiments show that OASIS outperforms existing baselines in both visual fidelity and efficiency across challenging poses and in-the-wild scenarios, and further demonstrates strong versatility in downstream applications such as text-to-avatar generation and texture editing.
Zhisheng Han, Shiyao Wu, Jiayan Qiu +6
University of Leicester Leicester, UK · University of Exeter Exeter, UK · University of Birmingham Birminghan, UK +1