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.