3D Hand Pose Estimation

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11 papers in the last four weeks, up 175% on the four weeks before. 0.1% of all new papers.

Jul 13Week of Sep 28

Latest papers 49

Oct 7, 2026cs.CV

Video-Conditioned Generative Joint 2D-3D Hand Motion Recovery

Recovering faithful 3D hand motion from video remains challenging due to frequent occlusions and incomplete visual observations, which make frame-wise pose estimates unreliable and temporally inconsistent. To address this problem, we propose JoHan, a unified generative framework that recovers hand motion directly from video sequences without relying on intermediate per-frame pose predictions. Trained from scratch, our model jointly generates aligned 2D and 3D local hand pose sequences by learning their temporal dynamics and cross-representation correspondence. The generated 2D trajectories exploit direct spatial and temporal cues from the 2D images to guide the following generative 3D motion reconstruction, while the learned motion prior promotes temporal consistency. Their learned 2D-3D correspondence further enables recovery of the hand's global position and orientation relative to the camera. Extensive experiments on challenging benchmarks demonstrate significantly improved accuracy and speed in local hand-pose and camera-space reconstruction. Notably, our method captures much better hand-motion dynamics, producing significantly smoother motion than previous methods while maintaining high per-frame pose accuracy.
Oct 7, 2026cs.CV

RLHND: Video Foundation Models as Physically Grounded Hand Trackers for Robot Learning

Recently, approaches that leverage human video datasets for robot policy training have become increasingly prevalent. However, most existing hand trackers regress pose from cropped frames with limited priors on hand motion and object interaction, resulting in inaccurate and physically inconsistent estimates. Moreover, the lack of physical cues, e.g., contact and force, limits the use of human videos for robot policy training. To this end, we propose RLHND, a video foundation model-based hand tracking model that jointly estimates hand pose and realistic tactile information from monocular egocentric videos. RLHND turns the pre-trained Cosmos 3 video diffusion backbone into a deterministic clip-level feature extractor via clean-latent conditioning, carrying its learned priors on hand motion and hand-object interaction into tracking. For pose estimation, RLHND (i) predicts hand poses with anatomically plausible joint angles and (ii) enables optional conditioning on the shape parameter to maintain consistent hand shape within the same video and even across videos recorded by the same actor. For tactile estimation, a separate tactile expert stream, trained with the pose stream frozen, predicts dense contact and force over the hand surface. We further adopt LBS-based feature spreading to enable vertex-wise feature extraction without costly per-vertex attention. RLHND achieves state-of-the-art performance across various benchmark datasets for pose estimation, while also achieving state-of-the-art performance in contact and force estimation. Moreover, we demonstrate the utility of RLHND for robot learning through retargeting results and real-world robot experiments. The code will be publicly available at https://seungjun-moon.github.io/rlhnd/.
Oct 6, 2026cs.CV

StableGrasp: Reconstructing Physically Stable Human Hand Grasps from Single Images

Reconstructing a physically stable human grasp from a single RGB image is challenging because physically modeling grasps is itself difficult, and the problem requires estimating not only a visually constrained hand pose but also a control target that stabilizes the grasp. Existing methods either model only visual hand geometry without considering physics, or rely on less plausible physical modeling, which limits the physical validity of the resulting grasps. In this paper, we present StableGrasp, a differentiable simulation-based optimization framework that explicitly separates the visual hand pose from the control target that determines the grasping forces. Our method jointly optimizes hand geometry and control by minimizing the kinetic energy of the grasp in a differentiable simulator, while regularizing the hand geometry to preserve visual consistency and geometric plausibility. The reconstructed grasps are substantially more stable under rigorous physical simulation, while remaining visually consistent with the input images and geometrically plausible. Experiments show that our approach produces far more stable grasps than alternative hand-control strategies, benefiting visual-only grasp reconstruction pipelines by turning their outputs into physically stable grasps.
Oct 4, 2026cs.RO

VICON: Visual-Inertial-Contact based Hand-Object Tracking for Manipulation Datasets

Learning dexterous manipulation benefits from human demonstration datasets that capture diverse and natural hand-object interactions. In particular, contact points and forces provide supervision on where and how strongly to interact, which cannot be fully captured by motion trajectories alone. However, methods for jointly capturing hand and object motion, contact points, and forces remain limited. Moreover, severe occlusion from hand-object interaction challenges accurate tracking of both hands and objects. To address these limitations, we present a Visual-Inertial-CONtact based hand-object tracking (VICON) framework. It holistically captures both hand and object motion along with contact information during manipulation, even under severe occlusion. First, we adopt a visual-inertial glove and an RGB-D camera for accurate hand tracking, and redesign the glove to incorporate contact sensing. Specifically, force-sensitive resistors (FSRs) are placed on the glove based on human grasp frequency to synchronously record contact states and calibrated normal forces. Second, without requiring pre-existing CAD models, we estimate object poses using RGB-D images and a mesh reconstructed from a monocular video. We propose factor-graph-based object trajectory estimation that fuses object-pose estimates weighted by visibility under hand-object occlusion, FSR measurements, and a hand-motion prior. Across 40 motion-capture sessions with five objects, VICON achieves a 2.5% failed-frame rate compared with 50.9-64.6% for the baselines, with median errors of 3.9 mm and 3.0 degrees under occlusion. Using VICON, we construct a dataset containing synchronized hand-object motion, contact points, and normal forces, and will publicly release an expanded dataset covering 10 object categories at https://github.com/VICON-dataset/dataset.
Oct 1, 2026cs.CV

EgoFound3R: End-to-End Egocentric Hand Reconstruction in World Space with Point-Wise Interaction Attributes

Egocentric video has become a primary source of supervision for embodied models, and its value rests on recovering hand motion in world coordinates, which camera motion and hand occlusion make difficult. Existing reconstruction pipelines typically separate hand and scene estimation, leave interaction attributes to separate task-specific models, and invoke several models per video, so no prior reconstruction model estimates these attributes and throughput becomes a practical constraint on large-scale annotation. We therefore introduce EgoFound3R, a unified end-to-end model that estimates world-space hand geometry in a metric scale shared with the scene, and predicts point-wise interaction attributes, including visibility, contact, and distance. The model integrates three designs: (i) structured hand prompts that transfer pretrained geometric priors to world-space hand reconstruction; (ii) an explicit hand representation that decodes hand geometry and interaction attributes; and (iii) a shared-parameter multi-rate design that lowers inference cost. Together, these designs predict hand geometry and point-wise attributes in one pass. On OakInk-v2, TACO, and HOI4D, EgoFound3R reduces the mean per-joint position error (MPJPE) by 43.2%, 22.4%, and 11.6% over previous methods and predicts point-wise contact and distance alongside the geometry in the same pass, while attaining approximately 6x higher throughput.
Sep 30, 2026cs.LG

EFormer: Temporally Aligned Local Correction for Continuous sEMG-Based Hand Pose Tracking

Surface electromyography (sEMG) provides a wearable, camera-free signal for continuous hand-motion inference. Mapping muscle activity to joint kinematics remains challenging because the recorded waveforms are indirect measurements, their relationship with motion changes over time, and individual anatomy and sensor placement alter the signal distribution. This paper presents EFormer, a residual feature-correction network built on a frozen tracking backbone. EFormer combines a high-rate event branch, temporally aligned local cross-attention, two causal rotary position embedding (RoPE) temporal layers, and a bounded, dynamically gated residual. EFormer receives 16-channel sEMG sampled at 2 kHz and fuses a 64-channel tracking representation at 25 Hz with a 128-channel event representation at 200 Hz. Cross-attention uses a nominal delay of 100 ms, a 300 ms history parameter, and a 50 ms tolerance; its causal mask restricts each query to events occurring 50-400 ms earlier. The correction scale is 0.15. The evaluated continuation-training configuration contains 585,376 trainable parameters and 5,974,508 frozen parameters. On the test set, EFormer achieves an MAE of 0.1546634 rad, an RMSE of 0.24063 rad, and an R^2 of 0.74801, compared with 0.1745326 rad, 0.2715448 rad, and 0.6791103 for the official tracking baseline. EFormer reduces MAE by 11.38% relative to the baseline. The results show that temporally aligned event-feature correction can reduce continuous hand-pose tracking error.
Sep 28, 2026cs.CV

InfiniHand: Streaming World-Space Hand Motion Estimation from Egocentric Video

World-space hand motion estimation from egocentric video requires recovering 3D articulated hand geometry while tracking camera egomotion. Existing approaches heavily rely on cascading independent hand pose estimators and SLAM systems, resulting in error accumulation, complex pipelines, and severe computational overhead. To address these limitations, we present InfiniHand, an end-to-end streaming feed-forward framework that jointly estimates MANO parameters, camera trajectories, and hand locations directly from uncalibrated egocentric video. InfiniHand integrates persistent spatiotemporal memory with hand-centered visual features, explicitly coupling camera motion with local hand geometry within a unified architecture. We train InfiniHand in two progressive stages by first learning robust camera-space hand priors and then extending to streaming world-space reconstruction. To support this process, we aggregate a pretraining corpus of approximately 5,000 hours of egocentric data across multiple public datasets. Extensive evaluations demonstrate that InfiniHand outperforms state-of-the-art baselines on in-domain benchmarks, achieving a 21.4% reduction in ARCTIC PA-p compared to ViDiHand while substantially mitigating world-space drift. Furthermore, InfiniHand generalizes robustly to in-the-wild videos and operates at 11.19 FPS, delivering more than twice the throughput of HaWoR.
Sep 28, 2026cs.CV

ESTHER: Egocentric Stereo Hand Estimation and Reconstruction in the Wild

Human dexterity is guided by two eyes watching two hands: binocular vision supplies the metric 3D structure that fine-grained manipulation consumes. Egocentric stereo is therefore the natural perceptual interface for robots, AR, and VR-yet metric 3D hand reconstruction from this very signal still has neither an end-to-end model nor an in-the-wild benchmark. We propose ESTHER, a model whose stereo geometry, temporal reasoning, and output representation are designed for wearable egocentric stereo. It is trained on pseudo-labels from a calibrated labeling pipeline and in turn assembles our benchmark ESTHER3D, an egocentric stereo hand dataset pairing a large in-the-wild training set of model-generated labels with a motion capture test set of true metric ground truth. Experiments show state-of-the-art accu?racy, superior external generalization, and robustness to the missing views, dropped frames, and lighting and motion blur extremes of real egocentric capture that break existing meth?ods. This robustness runs deeper than graceful degradation: stereo guidance teaches the model to bind apparent hand scale to metric depth, so it not only adapts to different stereo rigs and modalities with minimal fine-tuning, but more strikingly preserves true metric scale even after collapsing to a single monocular view.
Sep 28, 2026cs.CV

Functional Hand Type Prior for 3D Hand Pose Estimation and Action Recognition from Egocentric View Monocular Videos

Current methods for egocentric view action recognition often face challenges in perceiving dynamic hand movements relying solely on geometrical or physical information. In this work, we effectively address this problem by gaining insights into the correlation between functional hand configurations and objects, which improves the detailed interpretation of real-world scenarios. To this end, we introduce a practical taxonomy of hand types based on the functioning perspective and utilize it for per-frame hand type labeling on existing datasets. We also propose a novel hand action recognition framework considering semantic details of the hand type as prior. This approach boosts the network's understanding of the continuous hand interaction throughout the action sequence. Our whole pipeline consists of three main modules: (1) Feature Extraction, (2) Egocentric Knowledge Module, which estimates 3D hand pose, object category, and hand type leveraging short-term cues, and (2) Egocentric Action Module, which aggregates per-frame knowledge, including text embeddings of hand type, over a longer time. In our extensive experiments with large-scale benchmarks, FPHA and H2O, our model outperforms current state-of-the-art methods, demonstrating its superior performance.
Sep 21, 2026cs.CV

Estimating Accurate Hand Pose in Camera Space with Vision Transformer

Monocular RGB-based hand pose estimation has emerged as a critical research frontier in computer vision. The local hand pose estimation methods predict hand poses relative to the wrist, while global hand pose estimation also requires estimating the wrist's position in the camera coordinate system. However, this camera-space estimation confronts two fundamental challenges: (1) depth ambiguity in monocular settings, and (2) the coupling effect of hand local poses and global wrist positions in the perspective projections. In particular, this coupling reflects that the projections are jointly determined by local hand poses, wrist positions, and camera intrinsics. To overcome these challenges, our framework proposes two key innovations: Transformation-Isomorphism Supervision for hand-depth information extraction and Perspective Information Embedding for resolving above coupling effect of local pose and wrist position, both integrated within the mainstream encoder-decoder architecture. Besides, we propose a novel framerate-aware multi-dataset training strategy for sequential pose refinement. Our fully integrated approach achieves at most 37.1% superiority in CS-MJE over SOTA on HO3D. Project page: https://github.com/Mine268/CS-ViT.
Sep 15, 2026cs.CV

EventEgoHands++: Event-based Egocentric 3D Hand Mesh Reconstruction with Real Dataset

3D hand mesh reconstruction is a challenging yet essential task for downstream applications, including human-robot interaction and AR/VR. Although conventional cameras have been widely adopted for this task, methods that rely on them struggle in low-light environments and under severe motion blur. To address these limitations, event-based cameras have recently attracted attention for their high dynamic range and high temporal resolution. However, applying event cameras to egocentric hand reconstruction remains challenging because camera wearer's motion produces dense background events that obscure hand-specific signals. Although the first egocentric event-based approach mitigates this issue using hand segmentation, its binary hand mask does not distinguish between left and right hands. As a result, the model lacks instance-level hand information and predicts both hands even when only one or neither hand is present. This limitation leads to incorrect inter-hand relationships and degraded reconstruction accuracy. In this paper, we propose EventEgoHands++, a framework for event-based 3D hand mesh reconstruction from an egocentric viewpoint. The proposed method incorporates a Hand Detector that estimates instance-level bounding boxes and masks for both the left and right hands. Moreover, we introduce Adaptive Attention, which dynamically gates the attention based on these detection results to accurately learn the spatial relationship and mutual interactions between the hands. To train and evaluate our framework, we extend the synthetic N-HOT3D dataset and newly construct EEH-R, the largest real-world event-based egocentric hand dataset to date, comprising approximately 1M annotated frames captured in environments including low-light conditions. Extensive experiments on both synthetic and real datasets demonstrate that our method consistently outperforms the baselines.
Sep 15, 2026cs.CV

MEgoVista: Multi-view Ego-aware Motion Estimation for Metric 4D Hands and Head in the Wild

Learning manipulation from human video requires high-fidelity hand-motion reconstruction in metric units. Today's metric hand labels come from studio rigs and instrumented headsets, and both are confined in the same two ways: neither leaves a prepared setting, and neither is checked against an independent reference. Unconstrained head-worn recording promises the opposite trade-off, scaling with the number of people wearing a device. We therefore introduce MEgoVista, an offline pipeline that turns a single unprepared MEgo View recording into metric two-hand and head motion in one gravity-aligned world frame. Three properties set it apart from existing egocentric reconstruction systems: first, it reconstructs in settings studio volumes and tabletop rigs cannot reach, settling hand ownership at detection so bystander hands stay out of the wearer's trajectory; second, it takes its metric gauge from calibrated stereo rather than a monocular prior, installing scale at initialisation so policies receive physical units, not arbitrary coordinates; third, both outputs are scored inside a motion-capture volume against independent Chingmu optical capture, under a protocol that audits its own reference and charges what a method declines to predict. MEgoVista is offered as a measured route from egocentric video to metric hand supervision, one that widens where such labels can be gathered.
Sep 15, 2026cs.HC

Beyond Gestures: Estimating Full Hand Pose and Contact Forces from Wrist-Worn Pressure Sensor Array

Capturing hand motion and interaction forces is critical for interactive computing, VR, and high-fidelity tactile demonstrations for robot learning. We introduce a wrist-worn pressure-sensing wristband that recovers continuous full-hand pose and distributed contact force on a single wearable. The system consists of flexible capacitive sensor arrays around the wrist, which require no electrical skin contact, and a recurrent network that maps the resulting pressure signal to hand state. Our key insight is that muscle contraction and tendon displacement produce pressure patterns, which correlate strongly with hand pose and interaction force. To validate this, we collect synchronized recordings of wrist pressure, optical motion-capture hand pose, and tactile-glove interaction force, covering isolated finger motion, fingertip-force stress tests, and natural hand-object manipulation. On isolated single-user motion the wristband attains 4.6∘4.6^\circ mean finger-joint MAE, and across four users manipulating everyday objects it estimates per-finger contact force at R2=0.57R^2=0.57, which an external pose signal brings up to 0.750.75. We see the wristband as one node in a constellation of everyday wearables -- e.g. paired with an egocentric camera -- adding the contact force that vision cannot observe and taking over when the hand is occluded.
Sep 14, 2026cs.CV

KAD-Net: Kinematics-Aware Decoupled Learning for Robust 3D Hand Pose Estimation from a Single Depth Image

Due to the complexity of hand kinematics and self-occlusion, existing 3D hand pose estimation methods based on single depth images struggle to comprehensively model the topological dependencies among hand joints. Furthermore, traditional hierarchical multitask architectures enforce a shared feature space for both 2D joint localization and depth estimation, which can induce mutual interference. To address these challenges, we propose a Kinematics-Aware Decoupled Learning Network (KAD-Net) for robust 3D hand pose estimation. Specifically, we first design a Finger Topology Constraint (FTC) module to enhance the representation of distal joints. This module utilizes three consecutive finger joints to construct a local kinematic representation to impose topological constraints, which supplements the kinematic features of the distal joints. The FTC module leverages the structural context from visible joints to assist in locating occluded distal joints, thereby improving robustness to occlusion. Additionally, we propose a task-decoupled hierarchical multitask framework. This framework separates 2D joint localization from depth estimation and incorporates a dedicated multitask learning strategy for depth regression, effectively isolating the UV and depth features to mitigate mutual interference and negative transfer. Extensive experiments demonstrate that KAD-Net outperforms existing methods on several benchmark datasets (ICVL, NYU, and MSRA), achieving state-of-the-art accuracy in 3D hand pose estimation. Potential applications of KAD-Net include human-computer interaction, virtual reality and gesture-based control systems.
Sep 4, 2026cs.CV

MINT: A Unified Model for World-Space Camera and Hand Motion Estimation from Scalable Egocentric Pipeline Supervision

Recovering camera and hand motion in world coordinates from egocentric video is a key capability for activity understanding, robot learning, and augmented reality. Existing systems typically decompose this problem into separate stages for camera motion, depth estimation, hand reconstruction, and trajectory refinement, resulting in substantial computational overhead and preventing the joint modeling of camera and hand motion. We introduce MINT (Minting IN-the-Wild Trajectories), a foundation model for world-space hand motion reconstruction from ego-centric RGB video. From a single shared spatiotemporal video representation, MINT jointly predicts the camera trajectory, field of view (FoV), camera-frame hand states, and per-frame hand observability, and then produces world-space hand motion via explicit coordinate transformations. Training such a model at scale is challenging, since paired world-space camera and hand annotations are scarce. We therefore develop an open-source labeling EGOPIPELINE that converts large collections of public egocentric videos into structured camera-and-hand trajectory supervision. MINT is first pretrained on these large-scale pseudo-labels and then fine-tuned on a small set of high-quality camera-and-hand annotations. Across public benchmarks MINT approaches state-of-the-art accuracy without seeing either benchmark in training, reaching 0.945 frame accuracy, 13.646 mm PA-MPJPE-p and 55.058 px EPE-p for camera-frame bimanual reconstruction on HOT3D, 4.690 mm RPE-T and 0.284 degrees RPE-R for camera trajectory, and a 3.67x end-to-end speedup over the labeling pipeline that supervises it. We release the model, training and inference code, labeling pipeline, and a curated 1,021-hour egocentric trajectory dataset.
Aug 28, 2026cs.CV

GraspHOI: Full-Body 3D Human-Object Reconstruction with Finger-Level Grasps from a Single In-the-Wild Image

Existing monocular full-body 3D human-object interaction (HOI) methods do not combine explicit finger-level grasp optimization with category-agnostic object reconstruction. Despite plausible body-object configurations, their fingers may float from or penetrate objects instead of forming a grasp. We present GraspHOI, the first framework that reconstructs a full-body 3D HOI from a single image while explicitly optimizing finger articulation against the reconstructed object. GraspHOI recovers object geometry directly, without predefined meshes or a fixed category vocabulary. It reconstructs the body, hands, and object separately, aligning them in metric camera space via depth-based registration and image-space alignment. Occlusion-aware palmar correspondences seat the object against the grasping hand, and contact-aware optimization refines arm and finger articulation to form surface contact without excessive penetration. Across four benchmarks and six baselines, GraspHOI improves relative human-object placement, hand accuracy, and contact plausibility. Full pipeline code will be released.
Aug 20, 2026cs.CV

ACE-Ego-Hand: Repurposing Video Diffusion Models for Occlusion-Robust Egocentric 3D Hand Motion Recovery

Egocentric video offers scalable manipulation data for embodied AI, yet recovering metric 3D hand trajectories remains challenging due to severe object occlusion and frequent out-of-sight gaps. Existing single-frame and windowed temporal regressors fail when a hand shortly leaves the frame, while recent video diffusion models (VDMs) rely on heavy, stochastic multi-step sampling as pixel-space renderers. We instead repurpose VDM into a deterministic geometry encoder. A single forward pass over the clean latent exposes scene content beyond current observations, including occluded and out-of-sight hands. We introduce ACE-Ego-Hand, an offline clip-level framework that extracts features via a Deterministic Clean-Latent Encoder and decodes them with a Bidirectional Spatiotemporal Decoder. ACE-Ego-Hand recovers continuous bimanual trajectories with metric placement and no external detector, while a Ray-Based Camera Solver supports a second configuration that requires no test-time camera intrinsics. Across five egocentric benchmarks, ACE-Ego-Hand sets a new state of the art, cutting MPJPE-p by 30% on occlusion-heavy ARCTIC and 40% on HOT3D. These gains reach 46%-61% once out-of-sight hands are included in the evaluation, offering a scalable path from everyday human video to robot manipulation data.
Aug 10, 2026cs.CV

HandSplatter: Automated Digital Goniometry from Neural Rendering

Hand and finger disorders are leading contributors to musculoskeletal disability, creating a clinical need for precise methods to quantify joint motion. Range of motion (ROM) serves as the metric for diagnosis, rehabilitation monitoring, and evaluating surgical outcomes. Currently, the goniometer is the standard tool for assessing finger flexion and extension. However, manual goniometry is labor-intensive and suffers from inconsistent inter-rater reliability due to variations in examiner technique. While digital alternatives exist, current software-based approaches often lack the necessary accuracy for clinical usage. To address these limitations, we present a novel pipeline for 3-D hand joint location and pose estimation using neural rendering. Unlike previous methods, our approach combines 2-D feature extraction with view synthesis to significantly improve accuracy and clinical viability. Furthermore, we introduce a discrete density hill climbing algorithm that facilitates the meaningful correction of projected landmarks in 3-D space. This system overcomes the inefficiencies of manual measurement and the inaccuracies of existing software, providing a robust tool for objective functional assessment.
Jul 17, 2026cs.CV

Exo2EgoPose: Leveraging Exocentric Demonstrations for Vision-Language guided Egocentric 3D Hand Pose Forecasting

Perceiving multimodal cues and forecasting fine-grained actions from an egocentric (Ego) perspective is vital for applications like robot manipulation. However, previous studies either rely mainly on under-informed visual inputs to predict coarse human motions or follow the VRM/VLA paradigm, which suffers from insufficient robot data and the gap between human and robot embodiments. We observe that 3D hand pose naturally serves as a unified representation to bridge human-robot actions. Hence, we investigate an under-explored Vision-Language guided Egocentric 3D Hand Pose Forecasting (VL-EHPF) task, which aims to predict future Ego 3D hand poses from visual observations, a language instruction, and pose states. To overcome the limited field-of-view and highly dynamic motions in the Ego view, we propose a framework dubbed Exo2EgoPose, which innovatively leverages holistic and stable exocentric (Exo) demonstrations as guidance to compensate for partial and dynamic Ego-view cues. Specifically, we introduce a Dual-level Exocentric Reconstruction Module (DERM), which incorporates the paired Exo videos as supervision to reconstruct their video-level and chunked frame-level representations, thereby modeling spatial contexts and temporal dynamics. Then, the Global-to-Local Modulation Module (GLMM) utilizes the reconstructed hierarchical Exo representations for progressive feature refinement via attention mechanisms and adaptive modulation, enabling comprehensive Exo guidance for accurate Ego hand pose forecasting. Extensive experiments on \textit{AssemblyHands}, \textit{Ego-Exo4D}, and our newly constructed \textit{EgoMe-pose} benchmarks show the superiority of our method, which outperforms state-of-the-art methods by a large margin. Moreover, it demonstrates an effective human-to-robot transfer capability and yields improvements on the \textit{CALVIN} dataset.
Jul 13, 2026cs.CV

HandFlow: Fully Generative 4D Hand Recovery with Flow Matching

Accurate monocular 4D hand reconstruction remains challenging. Per-frame discriminative regressors lack temporal context and often produce jittery predictions. Temporal models improve consistency by aggregating information across frames, but they are typically deterministic regressors, making them vulnerable to ambiguous observations caused by occlusion and motion blur. Generative modeling offers a natural alternative by learning a prior over plausible hand motion sequences, enabling coherent hand-state recovery when visual evidence is incomplete or unreliable. Motivated by this observation, we present HandFlow, a fully generative flow-matching framework for temporally coherent 3D hand pose and shape estimation from monocular video. Given visual and skeletal observations, HandFlow denoises an entire temporal window of MANO parameters through a single ODE integration. To support this, we use a Flux-style dual-stream transformer that attends across the full sequence to capture long-range dependencies without autoregressive decoding, and a confidence-aware continuous masking mechanism that blends observed features with learnable mask tokens to handle noisy or missing observations. Experiments on DexYCB and HOT3D show that HandFlow achieves state-of-the-art performance, with particularly large gains in world-space accuracy and temporal smoothness. It reduces world-space pose error by over 30% compared with the strongest baseline and achieves the lowest acceleration error among all evaluated methods, while remaining competitive in per-frame pose accuracy. Moreover, on a single GPU HandFlow reconstructs a 150-frame sequence at 47 fps, about 12x faster than the fastest prior video-based method, with reconstruction itself accounting for only a small fraction of the end-to-end latency.
Jul 2, 2026cs.CV

Biomechanics-aware Multi-view Markerless Motion Capture of Dexterous Hand Movements

Markerless motion capture (MMC) techniques have been widely beneficial in biomechanical analysis of human movement; however, application to complex motions of the hand lags other musculoskeletal systems. The primary goal of this study was to evaluate the performance of a biomechanical reconstruction method that implements a gradient-based optimization approach with a biomechanical model in the loop for tracking dexterous, unconstrained hand movements using MMC. Using a custom, 8-camera setup, we acquired 121 video recordings from 6 participants performing 11 different tasks that spanned 6 hand postures, 5 object manipulation tasks, and involved motion of the proximal upper limb joints. Performance of the proposed MMC pipeline was directly compared to a more commonly adopted two-stage reconstruction method that first triangulates 2D keypoints from computer vision pose estimation algorithms to 3D and then enforces biomechanical constraints by solving a constrained inverse kinematics problem. Relative performance was assessed qualitatively by visual inspection and quantitatively using a computer vision metric. Our method generated solutions for all 121 video recordings; the two-stage method did not converge for 15% of the recordings. Across the remaining videos, our method produced more biomechanically plausible hand kinematics than the two-stage method and was more robust to occlusion effects during tasks that involved objects. The relative robustness of the end-to-end method suggests that it is more effective in utilizing the available 2D digital keypoint information. Automatic and biomechanically meaningful tracking of hand kinematics during dexterous movements has the potential to support clinical evaluation, rehabilitation monitoring, and studies of human motor control.
Jun 29, 2026cs.CV

Towards in-the-wild Egocentric 3D Hand-Object Pose Estimation

Estimating accurate 3D hand-object pose from in-the-wild egocentric RGB remains challenging due to severe occlusions and ambiguous contact. Existing learning-based methods often struggle to generalise to in-the-wild scenes and are limited by the scarcity of supervision. We address these issues with two contributions. First, we introduce EPIC-Contact, an in-the-wild egocentric dataset of 2.3K clips (62.3K frames) with dense, bijective 3D hand-object contact correspondences and posed meshes. Second, we propose HOPformer, an end-to-end transformer that jointly predicts bi-manual hand and object pose in a single forward pass. A cross-attention decoder conditions object features on hand priors, producing robust pose estimation. We test HOPformer on the in-lab 3D dataset, ARCTIC, as well as our newly introduced EPIC-Contact dataset. HOPformer reaches 82.4% success rate on ARCTIC (+6.2 pts over current SOTA). On EPIC-Contact, it nearly doubles the success rate while reducing contact deviation by 75%. EPIC-Contact, HOPformer code and checkpoints are released: https://sid2697.github.io/epic-contact.
Jun 29, 2026cs.CV

The Surprising Effectiveness of Video Diffusion Models for Hand Motion Reconstruction

4D hand motion reconstruction from egocentric video is bottlenecked by clear limitations of existing methods: image-based pipelines depend on a detector that fails under heavy occlusion, while video-based methods rely on temporal modules learned only from scarce hand-pose annotations, a narrow signal insufficient to model motion dynamics, occlusion reasoning, and hand-object interaction. These capabilities, however, are exactly what video generative models must implicitly acquire when trained to synthesize coherent video at internet scale. Motivated by this, we present ViDiHand, which leverages the representations of a pretrained video diffusion model to reconstruct 4D two-hand pose. We adapt it via a hand-overlay rendering objective that specializes its features for hands while preserving its world priors. A decoder then recovers metric-scale pose from the adapted features. The whole pipeline operates directly on full frames--no detector, no infiller, and no test-time optimization. On ARCTIC, HOT3D, and HOI4D, ViDiHand substantially outperforms prior methods, establishing video diffusion models as a powerful new foundation for hand motion reconstruction and a promising route to scalable in-the-wild data collection for embodied AI. Project page: https://vidihand.github.io.
Jun 24, 2026cs.CV

ScaleHP: Estimating Hand Pose in Metric Space

Accurate metric-space hand pose estimation (HPE) is essential for immersive human-computer interaction and robotics. However, most existing methods predict poses in a root-relative coordinate system and cannot estimate the hand in absolute metric scale. In this work, we observe that the intrinsic proportional relationships among human hand bones encode stable anthropometric priors that implicitly correlate with the overall metric size of the hand. Leveraging this insight, we present ScaleHP, an end-to-end one-stage hand pose estimation framework that bypasses fragile extrinsic depth modules to recover the hand in metric space. ScaleHP employs a transformer-based decoder with a novel scale token to fuse multi-scale morphological and appearance features. By solving for metric coordinates through a perspective-constrained least-squares approach, we achieve high-precision pose estimation in the camera coordinate system. ScaleHP delivers state-of-the-art performance, including 35.8 CS-MPJPE on FreiHand and 4.6/5.9 PA-MPJPE on DexYCB and HO3Dv3. These results demonstrate that internal biological constraints significantly reduce relative geometry and absolute metric errors, offering a robust solution for generalized, real-world hand tracking.
Jun 17, 2026cs.CV

Hand-4DGS: Feed-Forward 3D Gaussian Splatting for 4D Hand Reconstruction from Egocentric Videos

Dynamic 3D hand reconstruction from egocentric videos is essential for next-generation computing platforms such as AR/VR and AI glasses. Despite its importance, most prior works focus either on multi-view 3D hand reconstruction or on 4D human body reconstruction. Egocentric 4D hand reconstruction remains difficult due to rapid hand and camera motion, hand-object and inter-hand interactions, and inherent ambiguity from single-view observations. To address these challenges, we introduce Hand-4DGS, a feed-forward framework for dynamic 4D hand reconstruction from egocentric videos. Our approach incorporates a mesh-guided representation for structural priors and temporal convolutions to model dynamic motion. We evaluate our framework on H2O and ARCTIC, two egocentric hand-object interaction datasets, and show improvements over baselines. Our model can efficiently adapt to unseen videos from datasets that are not included in training. In addition, image supervision through differentiable Gaussian rasterization provides an additional signal for appearance optimization and pose adjustment during training and test-time optimization, without ground-truth 3D hand pose annotations.
Jun 16, 2026cs.CV

Impact of Hand Impairment and Occlusions on Hand Pose Estimation Accuracy in Augmented Reality Applications

Mixed reality applications can be designed for hand rehabilitation. Augmented reality (AR) head mounted displays (HMDs) specifically allow for ecologically valid tasks because individuals can see their real environment and interact with real objects while receiving additional cues on the HMD. While these applications rely on accurate hand pose estimation, there is a gap in investigating the influence of hand impairment or occlusion from real-object interactions on pose estimation accuracy. Further, comparisons between AR HMD predictions and state-of-the-art pose estimation methods have not been established. The current study assessed pose estimation accuracy of the HoloLens 2 HMD and state-of-the-art pose estimation algorithms (WiLoR, HaMeR, WildHands, and MediaPipe) while individuals with cervical spinal cord injury (cSCI; n = 13, Neurological Level of Injury: C3-C6; American Spinal Injury Association Impairment Scale: A-D) and 15 uninjured controls interacted with clear and opaque objects. Ground truth estimates of 3D joint positions were generated via triangulation from a multi-camera setup. Pose estimation accuracy did not differ between the cSCI and uninjured control groups suggesting that 3D joint predictions from the HoloLens 2 and pose estimation algorithms can generalize to populations with hand impairment. Further, clear objects provided a small accuracy advantage over opaque objects (0.1 mm) and predictions from both WiLoR and HaMeR were slightly more accurate than the HoloLens 2 (2 mm). Overall, these results suggest that the HoloLens 2 may be viable for hand rehabilitation applications and the dataset generated can be used to refine pose estimation methods for hand-impaired populations.
Jun 14, 2026cs.CV

VEPHand: View-Efficient Photometric Hand Performance Capture at Scale

Robust, high-fidelity 3D hand capture, while fundamental to digital human creation, remains challenging with practical multi-view systems that balance rich photometry with the geometric ambiguities of reconstruction arising from limited viewpoint density. This paper presents an end-to-end pipeline for dynamic hand performance capture and registration, specifically designed for view-efficient setups (∼\sim20 views). We address key challenges with two primary innovations. First, to overcome reconstruction difficulties like limited view overlap and background clutter, our mask-free neural method robustly extracts detailed hand geometry and appearance from unmasked images using scene parameterization and scenario-specific density regularization. Second, addressing registration challenges such as accurately capturing non-linear skin deformations and ensuring plausible results during severe self-contact, we propose a physics-inspired framework. It aligns reconstructions to a personalized hand model by optimizing intrinsic volumetric offsets within its canonical tetrahedral mesh, alongside pose parameters. This approach, supported by robust losses and optimization, captures fine surface deformations, ensures plausible results under severe articulation and self-contact, and demonstrates strong tolerance to input noise. We demonstrate the scalability and robustness of our automated pipeline on an extensive dataset of over 12,000 sequences, from which we also derive a large-scale, high-quality synthetic 2D/3D hand dataset for training downstream tasks. This showcases its effectiveness for single hands, intricate two-hand interactions, and natural hand-object manipulations. Our method achieves state-of-the-art reconstruction fidelity in view-efficient, unmasked scenarios and highly accurate registration. Our project page are available at https://vephand.github.io/.
Jun 14, 2026cs.CV

High-Fidelity 4D Hand-Object Capture via Multi-View Spatiotemporal Tracking and Physics-Aware Gaussians

The growing demand for high-fidelity 4D hand-object interaction (HOI) data in embodied AI and spatial computing is currently bottlenecked by the reliance on pre-scanned object templates and physical markers. While recent methods have demonstrated promising results in reconstructing 4D hand-object interaction from videos, they are highly sensitive to initial estimates of hand and object poses. Yet, estimating these poses from images is challenging, in particular under severe occlusion which is inherent in hand-object interaction scenarios. We propose a novel system for the robust and accurate reconstruction of hands and objects from synchronized and calibrated multi-view videos without requiring any templates or markers. Our system consists of two main components with key innovations: (1) a multi-view feed-forward transformer model that aggregates cross-view geometry and temporal cues to provide a reliable, metric-consistent initialization for both poses and dense object geometry, and (2) a hand-object physics-aware Gaussian-based optimization framework to refine the initial estimates, integrating tetrahedral constraints, collision refinement, and appearance decomposition to produce physically plausible and visually accurate reconstruction. Validated on public benchmarks and an extensive internal dataset, our pipeline achieves highly robust, artifact-free reconstruction, providing an efficient foundation for automated 4D asset generation. Our project page are available at https://zyshen021.github.io/HOSTPG/.
May 21, 2026cs.CV

REACH: Hand Pose Estimation from Room Corners

We introduce a novel 3D hand pose estimator that can accurately recover the shape and pose of people's hands in a room from afar, typically from fixed cameras at room corners, in extremely low-resolution and frequently occluded views. Our key idea is to fully leverage hand-body coordination, its temporal progression, and multiview observations. We achieve this with a novel Transformer-based model, in which hand and body configurations are modeled through correlations between their visual features expressed as per-view tokens, and their temporal coordination is exploited in an autoregressive manner. We introduce a novel dataset, which we refer to as REACH, Room-Environment dataset Annotated with Chest cameras for Hand pose estimation, to train and test our method. REACH is a first-of-its-kind large-scale hand pose dataset that captures accurate hand movements of 50 participants across a wide variety of daily activities. In order to avoid interfering with natural movements while annotating the hands with accurate shape and pose, we leverage concealed chest cameras. Through extensive experiments, including comparative studies with existing methods, we show that our model, REACH-Net, achieves highly accurate 3D hand pose estimation from afar. These results broaden the horizon of 3D hand pose estimation, especially towards "in-the-wild" continuous human behavior analysis.
May 20, 2026cs.CV

AVI-HT: Adaptive Vision-IMU Fusion for 3D Hand Tracking

We present AVI-HT, an adaptive visual-IMU fusion approach for tracking 3D hand poses by jointly modeling the egocentric image with on-glove 6-DoF IMU signals. AVI-HT achieves significantly improved accuracy and availability, particularly in hand-object interaction (HOI) scenarios involving heavy visual occlusion. Two complementary ingredients underpin its success: (1) synchronized multi-modal training data pairing on-body vision-IMU sensor streams with ground-truth 3D hand poses from a motion-capture system, and (2) a cross-sensor deep attention mechanism that adaptively modulates the trust assigned to the vision and individual IMU sensors. To evaluate AVI-HT in real-world settings, we conduct extensive experiments on our DexGloveHOI dataset that consists of 100K+ pairwise vision-IMU samples with synchronized 3D annotated poses, in which users manipulate a variety of objects during daily tasks. We compare against multiple single- and multi-modal tracking approaches under two hand models (UmeTrack, MANO). The results show that AVI-HT reduces mean keypoint error by 16.1% and its wrist-aligned variant by 24.2% over the baselines. Ablation studies further reveal the per-finger contribution of IMU sensors across activity types, and the model's sensitivity to IMU noise and temporal misalignment in vision-IMU fusion.