3D Hand

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9 papers in the last 28 days · 0.1% of indexed attention

Twelve weeks of publication activity for this topic as it is defined today.

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Period ending 2026-09-21

5 new papers

A weekly snapshot of new work published in 3D Hand.

Period ending 2026-09-14

3 new papers

A weekly snapshot of new work published in 3D Hand.

72 papers

Latest in 3D Hand

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.
Kaiwen Ren, Yiran Jiang, Yongjing Ye +1
Sep 16, 2026cs.CV

HAP: A Hand-Driven Active Perception Framework for Egocentric Head Motion Prediction

Egocentric motion forecasting has primarily focused on hands and manipulated objects, leaving future human head motion comparatively underexplored. During manipulation, the head both redirects perception toward the target to acquire task-relevant evidence and coordinates with body and hand motion. We therefore formulate future six Degree of Freedom (6-DoF) head-motion prediction conditioned on observed hand motion and inferred target context, and propose HAP, a Hand-Driven Active Perception framework. HAP infers confidence for each target object from observed hand motion and object geometry. Then constructs a dynamic Predictive Target-Centric Amodal Occlusion Graph (P-TAOG) representing current and potential occlusion among candidate objects. Directed graph and causal temporal reasoning encode the evolving target conditioned perceptual state, which is fused with hand and head motion history. A horizon-wise gate then blends the learned trajectory with a constant velocity prior. We further introduce Bottle, an egocentric RGB-D dataset of object manipulation toward specified targets, with coordinated head and hand motion under changing target visibility. Experiments on the public dataset and Bottle show that HAP achieves lower head motion prediction errors than representative baselines, supporting the value of hand driven intention and dynamic occlusion reasoning for anticipating human head motion. Code will be released at https://HAP-ego.github.io/HAP.
Yunji Feng, Junyi Ma, Guanzhong Sun +2
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.
Ryosei Hara, Wataru Ikeda, Masashi Hatano +1
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.
Jiangong Xiao, Zhihao Zhang, Yifei Dong +7
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 4.64.6^\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.
Svetoslav Kolev, Lingni Ma, Michael Goesele +3
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.
Jun Lu, Zhenming Chen, Lin Chen +3
Sep 11, 2026cs.CV

MHE-Former: Multi-Hypothesis Transformers via Entropy Maximization for 3D Mesh Recovery

Monocular 3D hand and body mesh recovery often suffers from severe occlusion and ambiguity. Traditional deterministic methods typically regress a single optimal solution, leading to overconfident predictions. In this paper, we introduce an exploration--exploitation paradigm for ambiguous mesh recovery with multi-hypothesis learning and selection. Specifically, during exploration, based on our probabilistic formulation and entropy maximization, we propose a novel multi-hypothesis method referred to as MHE-Former. It is a Transformer-based multi-hypothesis framework, ensuring high training efficiency and label friendliness while generating plausible and diverse hypotheses. During exploitation, we propose Hypothesis Selection, a context-aware process for multiple predictions. Especially leveraging VLM's powerful visual understanding and reasoning capabilities, it allows users to choose the most plausible and desired estimate with additional evidence and natural language intent. Extensive experiments demonstrate that our framework achieves state-of-the-art performance in accuracy and diversity across multiple datasets. The user preference study further shows the practicality of our hypothesis selection process.
Boshu Jia, Rongyu Chen, Linlin Yang +9
Sep 8, 2026cs.CV

GOLF: Global Observation with Local Focus for Calibration-Aware Stereo Interaction Field Estimation

We present GOLF, the first-place solution to the SHOW3D Interaction Field Estimation Challenge at HANDS@ECCV 2026. Given synchronized egocentric stereo views, the task is to predict a 3D vector from each of 21 hand joints to the closest point on the manipulated object. GOLF combines dense global context, locally sampled hand/object evidence, and common-frame Plücker-ray geometry. We adapt DINOv3 ViT-H+/16 with LoRA and trainable LayerNorm parameters, then jointly decode both interaction fields. Our primary model achieves an official score of 27.61 and a mean ADE of 27.96 mm on the hidden test set. An equal-weight ensemble with a complementary directly fine-tuned variant improves these results to an official score of 27.47 and a mean ADE of 27.82 mm, securing first place.
Minqiang Zou, Riqiang Jin, Zhi Lv +7
Sep 8, 2026cs.RO

AURORA: Active Uncertainty-Driven Re-Orientation for In-Hand Reconstruction

Observing objects grasped by a robot hand is challenging due to severe visual occlusions. Although in-hand manipulation can expose hidden surfaces, existing approaches often rely on predefined or open-loop reorientation strategies that do not explicitly target under-observed regions. We propose AURORA, an active 3D reconstruction framework that closes the loop between online object-centric reconstruction and in-hand reorientation. At its core, Ray-GPIS estimates direction-wise reconstruction uncertainty along candidate viewing rays and selects next-best-view targets using an uncertainty--novelty objective, which are realized through an axis-conditioned in-hand rotation policy. The resulting RGB-D observations are fused incrementally using CAD-free 6D pose tracking and lightweight geometric reconstruction. Experiments demonstrate that AURORA improves reconstruction quality and information-acquisition efficiency over non-active rotation strategies, while Ray-GPIS also outperforms active view-planning baselines in reconstruction performance, action-ranking quality, and planning efficiency. Targeted ablations further validate its robustness to hand occlusion and pose errors. The project webpage is available at https://aurorahand.github.io/
Feiyu Zhao, Yuetong Li, Chenxi Xiao
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.
Zijie Zhu, Weiren Cai, Yizhou Wang +4
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.
Yufei Liu, Xixi Wang, Hao Li +8
Aug 12, 2026cs.CV

Hand Visibility Detector: Per-Keypoint Visibility Estimation for Hands

Hand Pose Estimation (HPE) is a fundamental technology for various applications such as AR/VR and robotics. In these applications, the visibility of each hand joint in the image is crucial for assessing the reliability of estimation results under occlusion. However, most existing HPE methods output joint positions without explicitly indicating their visibility. Although some methods account for occlusion or visibility, visibility estimation has mainly been used as an auxiliary signal for improving pose estimation. To our knowledge, per-joint hand visibility estimation has not been systematically studied as a standalone task. In this work, we propose Hand Visibility Detector, a model for estimating the visibility of individual hand joints, and present the first systematic investigation of visibility estimation as an independent task. We show that leveraging the prior knowledge of HPE models pretrained on large-scale data as a backbone yields high performance in this task. We further demonstrate the utility of Hand Visibility Detector on a downstream task of 3D hand pose annotation via multi-view triangulation of 2D keypoints, showing that visibility-weighted triangulation reduces reprojection error. Our method is released as a ready-to-use package, and the code and demo are available at https://github.com/ryhara/hand_visibility_detector .
Ryosei Hara, Masashi Hatano, Rintaro Yanagi +3
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.
Emmett Chen, Neal Chen, Xiang Li +2
Aug 3, 2026cs.CV

PhotoHOI: Synthesizing 3D Hand-Object Interactions from a Single RGB Photograph

Hand-object interaction (HOI) is a fundamental human behavior with broad applications in AR/VR, digital humans, and embodied interaction. Existing methods typically require predefined object geometry, object trajectories, or task-specific conditions, limiting their use with natural real-world inputs. To address this, we study a more practical problem of synthesizing 3D hand-object interaction sequences from a single RGB photograph and an open-vocabulary language instruction, and introduce PhotoHOI. PhotoHOI first uses a vision-language model to parse the input image and instruction into a structured task specification, including the interaction object, target region, and spatial relation. It then recovers a compact task-relevant 3D scene and plans a smooth collision-aware object trajectory based on the recovered object states, support relations, and surrounding scene geometry. To synthesize hand motion that generalizes to real-world photographs and unseen objects, it learns transferable task-conditioned contact and contact-conditioned grasp priors from large-scale affordance and HOI data. The grasp is further refined in a learned latent space, constraining the optimization to a plausible hand-pose manifold. Experiments on GRAB and H2O demonstrate improved contact quality and reduced penetration over representative baselines. Results on real-world photographs further demonstrate higher task success and scene consistency, together with generalization to unseen objects and open-vocabulary instructions.
Zhenhao Zhang, Jiajun Zhang, Wei Min +1
Jul 31, 2026cs.CV

OASIS: Occlusion-aware Single-image Hand Avatar Reconstruction via 3D Gaussian Splatting

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
Jul 20, 2026cs.RO

Receiver-Centered Robot-to-Human Handover with Grasp-Aware Object Orientation

Collaborative robots are increasingly sharing workspaces with human operators, making tool handover a frequent and safety-critical micro-interaction. However, traditional static handovers often lead to awkward grasps when handling asymmetric industrial tools. This paper presents a receiver-centered voice-driven adaptive handover system for mechanical tools, built on a Franka cobot. Using an LLM for intention recognition and MediaPipe for real-time 3D hand tracking, the framework dynamically adjusts the end-effector's orientation to present tools in an ergonomically optimal, handle-first pose. A within-subjects study compared this adaptive approach with an object-agnostic static baseline. The results demonstrate that the adaptive system reduces the grasp delay for asymmetric tools, improving the fluency of the interaction. Furthermore, the adaptive strategy improved specific trust-related perceptions, particularly motion predictability and perceived task simplicity.
Federico Biagi, Dario Onfiani, Simone Silenzi +1
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.
Zhaofeng Shi, Heqian Qiu, Lanxiao Wang +2
Jul 16, 2026cs.RO

KineFuse: Kinematic-Aware Haptic Fusion for In-Hand Occluded-Object Pose Tracking

Dexterous in-hand manipulation requires continuous 6D pose tracking, yet the manipulating fingers inevitably occlude the object from the camera. We study how to structure the sparse haptic signals already available on multi-fingered hands, including proprioception, proximal force/torque, and binary contact, to complement a pretrained visual pose tracker under occlusion. We propose a kinematic-aware finger-level encoder and systematically compare it against four alternative designs through three levels of evaluation: per-frame refinement, sequential open-loop tracking, and closed-loop manipulation. Our experiments reveal that (i) per-frame evaluation cannot distinguish encoder quality, while sequential tracking amplifies architectural differences by up to 15 times; (ii) the structured encoder learns task-specific cross-modal gating, using vision exclusively for translation and dedicating one attention head to haptics for rotation, without explicit supervision; and (iii) compact finger-level tokenization with 4 tokens outperforms both flat fusion and joint-level representations, which suppress vision through norm dominance. We validate that improved tracking yields higher success in a downstream reorientation task and provide qualitative real-world demonstrations. Our project page is available at https://cold-young.github.io/kine-fuse/.
Chanyoung Ahn, Jaesung Lee, Sungwoo Park +1
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.
Mingxi Xu, Bowen Duan, Yi Gu +3
Jul 7, 2026cs.CV

SparseCtrl-HOI: Sparse Temporal Control for Human-Object Interaction Video Generation

Human-Object Interaction (HOI) video generation aims to synthesize realistic videos of humans manipulating diverse objects, serving as a promising avenue for AI-driven live streaming e-commerce. A primary obstacle in this domain lies in the complexity of modeling fine-grained physical dynamics and the intricate spatial-temporal coordination between human hands and objects. Existing approaches to this problem typically rely on dense temporal guidance, e.g., frame-wise hand-object pose sequences, to strictly control the interaction process. However, such dense guidance incurs high annotation costs and affects motion synthesis diversity. To overcome these limitations, we introduce SparseCtrl-HOI, a novel sparse temporal control framework for HOI video generation. It requires only a few keyframes that capture interaction states at designated timestamps. Specifically, we employ a Time-Controlled Rotary Positional Embedding (TiRoPE) mechanism to temporally anchor these keyframes while preserving their spatial integrity. Subsequently, to govern the dynamics across intermediate frames, we propose a Motion Prior Injection Module that leverages Multimodal Large Language Models (MLLMs) to extract high-level motion priors. This empowers the model to hallucinate logically and physically plausible transitions. Furthermore, we build SparseHOI-5K, a high-quality and richly annotated dataset for HOI video generation with sparse temporal control. Comprehensive evaluations confirm that our method substantially reduces annotation overhead while synthesizing superior live-streaming e-commerce videos. Both our code and dataset are publicly available at https://mpi-lab.github.io/SparseCtrl-HOI.
Shenbo Xie, Mingrui Cai, Xu Yang +2
Jul 2, 2026cs.CV

HandsOnWorld: Unconstrained Egocentric Video Generation with Camera-Disentangled Hand Control

We present HandsOnWorld, a framework for hand-controlled egocentric video generation that forgoes multi-view and marker-based motion capture, learning instead from unconstrained monocular video. Such generality is bottlenecked by the scarcity of scalable 3D hand annotations: large egocentric corpora lack finger-level labels, whereas precise hand datasets are confined to narrow, instrumented settings, limiting prior hand-controlled generators to restricted scene distributions. We instead annotate 3D hands directly on in-the-wild egocentric video through monocular reconstruction, introducing a protagonist-centered annotation pipeline that filters the reconstructions at the action-semantic, image-quality, and 3D-geometric levels to build EgoVid-Pro, a dataset of clean, protagonist-only hand trajectories spanning 103K clips and roughly 12M frames across diverse everyday scenes. To resolve the camera-hand entanglement induced by large ego-motion, we further propose the Plücker Hand Map, a 3D-aware control signal that extends Plücker-ray representations from camera rays to the hand surface, disentangling camera and hand motion at the representation level. Experiments show that \method surpasses prior hand-controlled generators in reconstruction fidelity and control accuracy, and generalizes to out-of-distribution everyday scenes beyond the laboratory datasets on which prior methods rely.
Yushuo Chen, Xiaoyu Shi, Xiaoshi Wu +3
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.
Siddhant Bansal, Zhifan Zhu, Shashank Tripathi +3
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.
Yuxi Wang, Chengkai Jin, Yufei Liu +6
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.
Ruitao Jing, Xingyu Chen, Hongyang Li +3
Jun 22, 2026cs.RO

Enforcing Human-like Kinematics in Dexterous Piano Playing via Adversarial Posture Regularization

Reinforcement learning can train bimanual dexterous hands to play piano in physics simulation with high note accuracy, but for high-DoF dexterous hands, relying solely on task rewards or IK inversion often leads to unnatural postures and joint overextension. We propose \textit{Adversarial Posture Regularization (APR)}. It avoids expensive, song-aligned expert demonstration data and instead uses a small amount of casual human playing data. By matching the distribution of the posture of the policy with the human prior through an adversarial objective, APR encourages more human-like hand shapes. Meanwhile, we collect and release unstructured hand motion data of piano playing using a consumer-grade Meta Quest 3, and retarget the key motion information to the Shadow Hand. Finally, we achieve significantly better performance than prior methods on all three human-likeness metrics (cPSI, BSE, and FAC) as well as in visual quality. Project repository: https://github.com/APRProject/APRPianist.
Bin Qiu, Yanming Shao, Guanyu Cai +1
Jun 22, 2026cs.CV

Subject-Level Unknown-Identity Identification from Leap Motion Controller 2 Hand Landmarks

This work studies subject recognition from Leap Motion Controller 2 (LMC2) hand landmark data under a subject-level unknown-identity identification protocol on the Multi View Leap2 Hand Pose (ML2HP) dataset. Using only the landmark modality, we retain the original geometric representation and enrich it with fingertip-to-palm distances and palm-normalized inter-finger angular descriptors. Evaluation is performed under a Leave-One-Subject-Out (LOSO) protocol in which, for each outer fold, one subject is excluded from the enrolled set and treated as unknown at test time. To avoid tuning on the true outer unknown subject, the unknown-rejection threshold is selected in an inner validation step by temporarily withholding one enrolled subject from the inner gallery and using it only for threshold estimation. We compare a tree ensemble baseline with two neural alternatives: a learned embedding baseline based on centroid matching and cosine-similarity-based rejection, and an MLP+OpenMax model, which represents a more established open-set recognition approach. Under this evaluation setup, Extra Trees remains the strongest overall method, indicating that the main challenge on this benchmark is not enrolled-subject discrimination alone, but robust score separation between known and unknown probes. The results support the feasibility of compact, interpretable landmark-based descriptors for contactless hand-based unknown-subject rejection and identification on a small-cohort dataset.
Bahar Moharrer, Susanna Cifani, Marco Raoul Marini +2
Jun 19, 2026cs.RO

Rotation-Aware Point-Cloud Embeddings for Vision-Based In-Hand Reorientation

Point-cloud goals provide a direct way to specify dexterous in-hand reorientation: instead of defining an object-specific pose frame or estimating 6D pose at test time, the policy is given the desired 3D geometry of the object. Yet raw point-cloud goal conditioning is poorly conditioned for policy learning. Current and goal clouds are unordered, independently sampled, and often visibility-dependent, so their discrepancy entangles object rotation with permutation, resampling, and unstable correspondence structure. For this reason, prior point-cloud manipulation methods typically add structure outside the representation itself, such as explicit pose or relative-pose inputs, dense flow features, or distillation from privileged teachers. We close this gap by learning a rotation-aware point-cloud embedding whose Euclidean latent distance is calibrated to the SO(3) geodesic error between object orientations. The resulting representation turns current-goal comparison into a smooth control signal, allowing a model-free RL policy to act from current and goal point-cloud embeddings, proprioception, and centroid metadata, without object pose, relative pose, dense flow, or teacher-action supervision. In in-hand reorientation experiments, this interface matches privileged-state and distillation-based baselines while avoiding brittle test-time computation of structured pose or flow inputs. These results suggest that point-cloud goals become practical for this task when the representation, rather than an external module, encodes the task-relevant geometry of rotation. We also show evidence that generic visual point-cloud pretraining is insufficient for such a current-goal comparison because it discards the task-relevant state and preserves only shape features.
Yashom Dighe, Karthik Dantu
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 challenging due to fast head motion, rapid hand dynamics, severe occlusions, and inherent ambiguity from single-view observations. To address these challenges, we introduce Hand-4DGS, the first feed-forward framework for reconstructing dynamic 4D hands directly from egocentric videos, enabling both fast (~60 FPS) inference and strong generalization. Our approach incorporates a mesh-guided representation for structural priors and temporal convolutions to model dynamic motion. We evaluate our framework on two challenging egocentric datasets, H2O and ARCTIC, and demonstrate significant improvements over baselines. Our method benefits from the generalization capability of feed-forward networks and effective 2D image supervision through Gaussian splatting, without requiring expensive 3D hand pose ground-truth annotations.
Jeongmin Bae, Seoha Kim, Marc Pollefeys +3
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.
Damian M. Manzone, Mathew Szymanowski, Olga Taran +6
Jun 16, 2026cs.RO

EgoInfinity: A Web-Scale 4D Hand-Object Interaction Data Engine for Any-View Robot Retargeting and Video-to-Action Robot Learning

Internet videos constitute the largest reservoir of embodied human manipulation knowledge, yet converting arbitrary RGB footage into actionable robot training data remains a major bottleneck. Existing lab- or factory-collected datasets are narrow in scale and diversity, limiting open-world robot learning. Instead of proposing a static dataset, we introduce EgoInfinity, a universal 4D hand-object interaction data engine that enables web-scale data generation for robot retargeting and learning. EgoInfinity is a modular engine integrating perception, segmentation, reconstruction, interaction-aware refinement, and retargeting to automate this traditionally unscalable video-to-action problem without human-in-the-loop annotation. Its modular design lets the engine continuously benefit from advances in any incorporated component. With EgoInfinity, in-the-wild human manipulation videos are lifted into agent-agnostic, metric 4D hand-object representations, including hand trajectories, 6-DoF object poses, and contact-relevant states. Rather than naively connecting standalone components, EgoInfinity combines cross-module metric calibration with interaction-aware refinement to improve physical reliability, reducing drift and contact inconsistencies common in pure visual reconstruction. We further propose a novel motion retargeter that compiles the recovered 3D hand motions into executable joint trajectories for diverse robot morphologies, enabling video-to-action retargeting on any robot from arbitrary viewpoints and shot sizes (e.g., the human body is only partially visible). We validate EgoInfinity across perception fidelity, kinematic feasibility, contact consistency, cross-embodiment generalization, and real-robot skill acquisition (e.g., grasping, cutting, wiping, and pouring), demonstrating a scalable bridge from internet videos to executable robot behavior for open-world robot learning.
Gaotian Wang, Kejia Ren, Andrew Morgan +4
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/.
Zhengyang Shen, Kai-Hung Chang, Erroll Wood +18
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/.
Bo Peng, Xu Chen, Yi Gu +6
Jun 10, 2026cs.CV

TextHOI-3D: Text-to-3D Hand-Object Interaction via Discrete Multi-View Generation and Joint Mesh Optimization

Text-conditioned 3D generation has progressed rapidly for images and isolated objects, but producing a hand-object mesh remains challenging: the output must preserve language semantics, cross-view consistency, object geometry, articulated hand shape, and physically plausible contact. We present TextHOI-3D, a staged framework that uses generated multi-view observations as an explicit interface between text-conditioned visual generation and geometry-aware hand-object recovery. TextHOI-3D learns a compact VQ token space for fixed-camera hand-object observations, predicts multi-view visual tokens from text with a CLIP-conditioned visual autoregressive model, and recovers a unified hand-object mesh through prior initialization, multi-view joint optimization, and anti-penetration refinement. The design separates semantic generation from geometric recovery while keeping both stages connected by a discrete multi-view representation. On HO3D-derived evaluations, the multi-view setting reduces object CD from 17.26 mm to 4.92 mm and penetration volume from 5.3721 cm^3 to 0.2193 cm^3 compared with a single-view counterpart, while improving hand errors and surface F-scores. These results support multi-view visual tokens as an effective intermediate representation for text-driven 3D hand-object mesh creation.
Zixiong Hao, Zhencun Jiang
Jun 9, 2026cs.CV

A Multimodal RGB and Events Dataset for Hand Detection in First-Person View

Existing hand detection algorithms work on images and the detection rate is restricted by the frame rate of the camera. In hand detection applications for moving robotic systems, conventional cameras cause motion blur, especially in darker lighting conditions. We can leverage the use of event-based cameras which possess a high dynamic range, high temporal resolution, and low power consumption. Recent work has shown that using a stereo setup of an event-based and a frame-based camera improves detection accuracy and the bandwidth-latency tradeoff. The main bottleneck in using event-based cameras in object detection and recognition tasks is a relatively low amount of training data. In this work, we propose a methodology and an exemplary synthetic event-based hand dataset from an egocentric, first-person view perspective. The data is synthesized from the existing RGB Egohands dataset with the v2e toolbox. Parameters of the v2e toolbox are varied to provide versions of the dataset with different lighting conditions and scales. Ground truth detections are generated with a fine-tuned YOLOv8 model which is applied to the RGB images in the Egohands dataset and interpolated on the high-temporal resolution events. We use the multi-modal dataset to perform hand detection with existing object detection algorithms which use a multi-modal setup of event and RGB cameras and demonstrate performance comparable to the state-of-the-art.
Bharghav Kota, Yulia Sandamirskaya
Jun 5, 2026cs.CV

EgoPressDiff: Multimodal Video Diffusion for Egocentric UV-Domain Hand-Pressure Estimation

Estimating hand-surface contact pressure from an egocentric view is crucial for AR/VR devices, robotic imitation, and ergonomic analysis. Existing methods often discretize pressure signal and process frames independently, leading to quantization errors and temporal inconsistencies. We present \emph{EgoPressDiff}, a conditional video diffusion framework that generates UV-pressure maps from visual input. The core of our approach is a multi-modal conditioning strategy, introducing a PoseNet and a Vertex Encoder to efficiently extract features from hand pose and 3D mesh vertices. These signals, along with depth information, guide the generative process to ensure the pressure fields are physically grounded. To effectively fuse these heterogeneous features, we further propose a Distribution-Calibrated Spatial Layer, which aligns their statistical properties before combination. Evaluated on the EgoPressure ego-view setting, EgoPressDiff achieves state-of-the-art results, improving Volumetric IoU by over 34% relative to prior baseline, while reducing MAE and maintaining high temporal accuracy. Our project page is at https://egopressdiff.github.io/.
Yuan Zeng, Zilue Gao, Yujia Shi +3
Jun 4, 2026cs.RO

What Matters When Cotraining Robot Manipulation Policies on Everyday Human Videos?

Human video datasets used for cotraining robot manipulation policies largely consist of curated demonstrations where motions are orchestrated to resemble robot behavior and 3D hand poses are captured with specialized hardware. A more plentiful source of data is everyday Internet video, but it is an open question what factors enable transfer from such videos to robots. We investigate this using a new dataset of 532 human videos with 28 hours of high-quality triangulated hand labels and natural motions. We find that hand pose quality affects transfer, but even with accurate hands, the inherent motion gap hinders transfer unless the vision and policy networks specialize to each embodiment. Our cotraining recipe yields consistent improvements, with an absolute success rate gain of 29.7%29.7\% in the low-robot-data regime across six manipulation tasks.
Richard Li, Aditya Prakash, Andrew Wen +3
Jun 1, 2026cs.CV

Train, Test, Re-evaluate: Schedule-Sensitive Evaluation of Generative Data for Hand Detection

Generated (or synthetic) image data is increasingly used to augment or replace real training datasets when target imagery is scarce, expensive, or biased. For hand detection, particularly in occupational safety settings, public datasets mostly contain bare hands. This under-represents the variation in hand appearance introduced by gloves, tattoos, jewelry, and other personal protective equipment, creating a distribution shift that safety-critical applications encounter at deployment. We test whether generative inpainting, editing only the hand region of a real photograph to introduce accessories, can close this shift gap. On a paired dataset of real images and their synthetic counterparts, we train YOLOv8n hand detectors under six training-and-scheduling regimes (Experiments A-F, three random seeds each), evaluate every detector on a real test set and on a real-gloves-only test split, and report the mean average precision (mAP) at two overlap thresholds (mAP@0.5 and mAP@0.5:0.95) along with paired statistical tests. A two-stage experiment: train on real U synthetic data, then fine-tune the resulting weights on real-only at a lower learning rate, increases mAP@0.5 compared to the real-only baseline model on the standard real test set, and improves the real-gloves out-of-distribution gap. Another three-stage experiment preserves box-tightness best, reaching the highest mAP@0.5:0.95 of any other experiment in the study. The synthetic-data utility for safety-critical hand detection is determined by the training procedure, and simple multi-stage experiments extract substantial real-deployment benefit from inpainted accessory data.
Atmika Bhardwaj, Silvia Vock, Nico Steckhan
May 29, 2026cs.CV

WristCompass: Kinematic Coupling as a Learnable Visual Concept for Ego-Camera Orientation

Recovering ego-camera orientation from manipulation video is a prerequisite for disentangling hand motion from camera motion, a key step in imitation learning from egocentric demonstrations. The obvious approach, inferring orientation from scene geometry, fails when hands occlude the frame: VGGT, a 1B-parameter scene reconstruction model, scores worse than a constant predictor on the TACO benchmark. We identify an alternative visual concept that is present precisely when scene geometry is absent: kinematic coupling dynamics, the structured physical relationship between wrist motion and camera orientation imposed by the arm-shoulder-head chain. We find that this concept is compact (4D inter-wrist features outperform 126D full hand keypoints), temporal (requiring a GRU over short windows rather than per-frame retrieval), and physically grounded (transferring zero-shot across datasets because it is rooted in anatomy rather than scene appearance). Trained only on tabletop manipulation, WristCompass transfers zero-shot to Epic Kitchens cooking video, achieving 14.3^\circ median geodesic error and approaching the performance of a 1B-parameter scene model at 200K GRU parameters.
Varun Nair, Vidyut Baradwaj, Jiahang He +3
May 23, 2026cs.CV

Cross-Modal Action Recognition in Egocentric Video Using Mamba: Integrating RGB and Hand Skeleton Streams via CLS Token Fusion Strategies

Egocentric action recognition is a challenging task due to erratic camera motion, frequent hand occlusion, and the difficulty of maintaining consistent visual representations over time. In this work, we propose a cross-modal architecture that combines RGB video and temporal hand skeleton data within a unified Mamba-based framework, exploiting the linear time complexity of State Space Models (SSMs). Our architecture consists of three components: a VideoMamba module for visual feature extraction, a skeleton encoder built on a stack of Mamba blocks, and a fusion module that integrates both modalities into a single representation. A central contribution of this work is the design and evaluation of four Class (CLS) token mixing strategies for multimodal fusion: Naive, Average, Weighted and Context-based. These strategies differ in how the pretrained unimodal CLS tokens, which role is to act as information sinks concentrating learned representations, are leveraged to initialize the mixed CLS token used for final classification. We evaluate all strategies on the H2O dataset. Experimental results show that the Average strategy achieves the best performance, yielding gains of over 10% Top-1 accuracy in the Tiny configuration and 2% in the Small configuration over the VideoMamba baseline.
Juan Ignacio Bustos Gorostegui, Maria Elena Buemi
May 22, 2026cs.CV

ExpOS: Explainable Open-Surgery Skills Assessment Using 3D Hand Reconstruction

Timely and transparent feedback is essential for effective surgical training, yet current assessment remains dependent on expert observation, limiting scalability and opportunities for autonomous practice. We present ExpOS, an explainable framework for data-driven assessment of open-surgery skills designed to enable automatic, feedback-oriented evaluation. Rather than relying on expert-defined metrics, ExpOS learns discriminative temporal patterns directly from motion data and identifies the segments and behaviors most predictive of skill level. We trained and evaluated the method on 221 videos of medical students performing three open-surgery tasks. Hand poses and tool detections were extracted from each frame to derive kinematic descriptors and global motion statistics. Spatiotemporal hand-tool dynamics were modeled using a temporal convolutional backbone with attention-based pooling to generate frame-level importance maps. These representations were fused with global motion statistics to predict skill level and to provide interpretable feedback. ExpOS provides multi-level explainability by identifying when informative events occur through attention weights and which motion characteristics most influence predictions through global feature analysis. Across tasks, the framework achieved strong correlation with expert ratings, with best performance on fascial closure (r = 0.778, R2 = 0.74). These results demonstrate that combining weakly-supervised temporal importance learning with interpretable motion statistics enables scalable and actionable surgical skill assessment.
Roi Papo, Idan Smoller, Shlomi Laufer
May 22, 2026cs.CV

ComPose: When to Trust Hands for Object Pose Tracking

Reconstructing the motion of objects from videos is a key component for embodied AI and robot manipulation. While diverse approaches to object pose tracking have been studied, they rely heavily on strong external priors, such as depth data or 3D templates, and remain highly vulnerable to severe occlusions by hand grasps despite the use of explicit masks. In this work, we present ComPose, a 6DoF object tracking framework designed for hand-aware object pose estimation from RGB video. Rather than treating the hand purely as an occluder, our method harmonizes hand motions as a \textit{complementary cue} for object tracking. In detail, we recover a variety of object motions over time by combining object and hand cues from foundation models within a unified tracking pipeline. Here, ComPose adaptively selects informative hand joints, combines object- and hand-derived cues for motion estimation, and refines the resulting object motion using visible geometric evidence and a learned correction. We further enforce the temporal consistency over both rotation and translation, yielding stable 3D object trajectories over time without any external smoothing. Extensive experiments show that our method is accurate, efficient, and robust under severe hand occlusion and geometric ambiguity. In addition, the resulting trajectories can also effectively transfer to downstream robot manipulation by enabling robots to reconstruct human actions from online videos.
Jisu Shin, Junoh Lee, JunGyu Lee +5
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.
Shu Nakamura, Ryo Kawahara, Genki Kinoshita +4
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.
Ziyi Kou, Ankit Kumar, Mia Huang +4
May 20, 2026cs.CV

CHOIR: Contact-aware 4D Hand-Object Interaction Reconstruction

We ask whether everyday open-world monocular videos can be turned into reusable 4D interaction primitives: articulated hand motion, object shape with 6D pose over time, and the when/where of contact. Such a capability would enable scalable mining of real interactions and, beyond reconstruction, support scene-aware synthesis and planning. However, reconstructing hand-object interaction (HOI) from challenging monocular videos remains difficult: methods often assume known objects or curated scenes, and separately estimated hands and objects easily become misaligned under clutter, occlusion, and unseen object geometries. Targeting this setting, we present CHOIR, a Contact-aware HOI Reconstruction framework for a monocular camera, using contact as an explicit coupling signal between hands and objects. CHOIR first initializes a coarse, contact-agnostic 4D HOI sequence from open-world visual priors. It then introduces a generative HOI spatial rectification module to predict ray-depth corrections and rectify hand-object relative placement, then derive initial per-frame contact correspondences on the rectified geometry. Last, a contact-aware joint optimization with dynamically updated contact constraints enforces geometric, temporal, and contact consistency. Experiments on controlled and challenging videos show that CHOIR improves object reconstruction, physical plausibility, and temporal consistency over state-of-the-art methods.
Hao Xu, Yilin Liu, Yinqiao Wang +2
May 18, 2026cs.CV

StableHand: Quality-Aware Flow Matching for World-Space Dual-Hand Motion Estimation from Egocentric Video

Recovering world space 4D motion of two interacting hands from egocentric video is a fundamental capability for supervising robot policy learning, where wrist trajectories track the end-effector and finger articulations specify the grasp pose. Two major challenges arise in this setting: hands frequently leave the camera view for extended periods due to head motion, and persistent hand-object interactions cause severe occlusions of one or both hands. Existing methods uniformly condition on noisy hand motion observations without accounting for their per-frame reliability, leading to substantial performance degradation. Our key insight is that accurate world space hand motion estimation is tightly coupled with the quality of per-frame hand observations. To this end, we decompose the quality of hand motion observations extracted from an off-the-shelf hand pose estimator into four channels: wrist global translation and finger articulations for both hands. We propose StableHand, a quality-aware flow-matching framework conditioned on these four-channel quality signals, which are predicted by a learned quality network. We naturally incorporate the quality signals into the flow-matching process through a per-channel forward schedule, a quality-adjusted velocity target, AdaLN modulation of the DiT denoiser, and a quality-aware ODE initialization. This unified generative process preserves high-quality observations while reconstructing unreliable ones using a learned bimanual motion prior. Experiments on HOT3D and ARCTIC, two egocentric benchmarks featuring long missing-hand spans and persistent hand-object occlusions, show that StableHand achieves state-of-the-art performance across all reported metrics, reducing W-MPJPE by 20-25% compared to the strongest baseline, with the largest gains on heavily occluded ARCTIC sequences.
Huajian Zeng, Chaohua Yao, Yuantai Zhang +3
May 18, 2026cs.CV

UST-Hand: An Uncertainty-aware Spatiotemporal Point Cloud Interaction Network for 3D Self-supervised Hand Pose Estimation

Manually annotating accurate 3D hand poses is extremely time-consuming and labor-intensive. Existing self-supervised hand pose estimation methods leverage the discrepancy between input images and rendered outputs, or multi-view consistency constraints, as the driving force to optimize networks and progressively refine pose accuracy. However, these methods are highly susceptible to noisy pseudo-labels and overlook the importance of fully exploiting fine-grained spatial correlations, which undermines the stability of model training. To address these issues, we propose UST-Hand, a self-supervised learning framework that estimates uncertainty distribution of hand pose and constructs a probabilistic point cloud feature space, which enables the complex spatiotemporal relationship modeling. UST-Hand employs a conditional normalizing flow model to capture hand pose distributions and samples diverse hypotheses, facilitating robust learning under noisy pseudo-labels supervision with enhanced stability. These multi-hypothesis are mapped to a unified probabilistic 3D point cloud space for multi-view and temporal feature interaction, comprehensively exploring hand motion patterns and fine-grained spatial correlations. Extensive experiments on three challenging datasets demonstrate that UST-Hand achieves state-of-the-art performance, outperforming existing self-supervised methods by up to 37.8% in Mean Per Vertex Position Error (MPVPE).
Tianhao Han, Haoyang Zhang, Liang Xie +5
May 17, 2026cs.CV

TouchMap-OR: Multi-View 3D Mapping of Hand-Surface Contacts

Hand-surface interactions between clinicians, patients, and medical equipment play a central role in pathogen transmission during medical procedures. However, these interactions remain largely unobserved, as current infection-prevention practices rely on manual observation and cannot reconstruct detailed contact histories. In this work we formulate the problem of identity-resolved hand-surface interaction reconstruction in operating rooms and introduce TouchMap-OR, a multi-view RGB-D vision system that models clinicians, articulated hand geometry, and the semantic structure of the clinical environment to infer when and where contacts occur. The system reconstructs globally consistent multi-person 3D skeleton tracks across cameras while estimating articulated MANO hand meshes from RGB observations aligned to depth data. Multi-view hand reconstructions are fused and associated with tracked clinicians to obtain consistent left and right hand trajectories. A semantic 3D model of the operating room is built from multi-view segmentation and depth fusion, enabling reconstructed hand trajectories to be mapped to specific surfaces, including medical equipment, movable objects, and patient body sites. Temporal hand-surface proximity is used to infer contact episodes describing which clinician touched which surface and when. We evaluate TouchMap-OR on recordings from three real anesthesia inductions with manually annotated contact events. TouchMap-OR achieves 0.75 binary contact F1, outperforming tracking-based baselines while maintaining comparable multi-person tracking accuracy and achieving 0.96 identity attribution accuracy.
Sophokles Ktistakis, Rui Wang, Bastian Grande +1
May 17, 2026cs.CV

GeoHand: Unlocking Prior Geometry Knowledge for Monocular 3D Hand Reconstruction

Monocular 3D hand reconstruction is intrinsically a geometric problem, yet RGB appearance features alone often struggle to resolve severe ambiguities caused by self-occlusions and hand-object interactions. While introducing depth can explicitly provide spatial cues, raw sensor-captured depth maps are extensively noisy and incomplete, limiting their usefulness for fine-grained hand reconstruction. To bridge this gap, we propose GeoHand, a novel framework that unlocks high-quality geometric priors from a frozen foundational monocular geometry estimator (MoGe2). Recognizing that these priors are oriented toward general scenes, we introduce a map-level GeoAdapter to recalibrate the spatial features, specifically adapting them for detailed hand reconstruction. Furthermore, to systematically integrate these adapted priors without overwhelming intrinsic RGB appearance cues, we employ a gated cross-modal token fusion strategy. Finally, to secure precise local articulation, we design a Keypoint-Queried Iterative Refiner (KQIR) that uses projected joint locations to query geometry-aware image features for spatial correction. By combining global geometric disambiguation with local refinement in a unified pipeline, GeoHand achieves state-of-the-art performance on FreiHAND, DexYCB, and HO3Dv3, especially under severe occlusions and hand-object interactions.
Weiquan Lin, Yaoqing Hu, Liangchen Dai +2
May 16, 2026cs.CV

Statistical Hand Shape Modeling from Clinical CT Scans Using Deep Learning and Implicit Skinning

Accurate segmentation and statistical shape modeling of hand anatomy have significant implications for medical diagnostics, ergonomics, and biomechanics. This study proposes an AI-assisted reconstruction pipeline for segmenting and analyzing hand anatomy from 1,271 elbow-to-hand (e2h-CT) computed tomography scans. A Pix2Pix-based conditional generative adversarial network is first employed to remove plaster cast and background artifacts from CT volumes. The cleaned scans are then processed in 3D Slicer to extract skin and bone masks, which are converted into closed-surface mesh models. Segmented bone meshes are used to construct skeletal representations, enabling implicit skinning to align all hand models into a standardized anatomical configuration. Subsequently, non-rigid registration is performed on the hand skin surfaces using the Geodesic Based Coherent Point Drift++ (GBCPD++) algorithm to establish point-wise correspondence across subjects. Principal Component Analysis (PCA) is then applied to the registered models to quantify anatomical shape variability. The Pix2Pix preprocessing stage achieved a Dice coefficient of 0.9856 and an IoU of 0.9720 on the held-out test set. Statistical modeling was performed on a subset of 90 scans in which the fingers were fully visible and anatomically separated. The resulting statistical shape distributions demonstrate strong agreement with the U.S. Army Anthropometric Survey (ANSUR II), supporting the anatomical validity of the reconstructed models. The proposed methodology demonstrates significant potential for advancing biomechanical modeling, ergonomic optimization, prosthetic design, and precision medical diagnostics.
Gokce Guven, Hasan Fehmi Ates, Deniz Karasahin +1
May 13, 2026cs.CV

Rethinking Graph Convolution for 2D-to-3D Hand Pose Lifting

Graph convolutional networks (GCNs) are widely used for 3D hand pose estimation, where the hand skeleton is encoded as a fixed adjacency graph. We revisit whether this is the most effective way to incorporate hand topology in 2D-to-3D lifting. In this paper, we perform controlled, parameter-matched ablations on the FPHA benchmark and show that standard multi-head self-attention consistently outperforms GCN baselines. Even when the GCN is strengthened with multi-hop adjacency and matched parameter count, self-attention reduces MPJPE from 12.36 mm to 10.09 mm. A skeleton-constrained graph attention network recovers most of this gap, indicating that input-dependent aggregation is a major source of improvement, while fully connected attention yields additional gains. We further show that hand topology is most effective when introduced as a soft structural prior through graph-distance positional encoding, rather than as a hard adjacency constraint. These results suggest that, for hand pose lifting, adaptive spatial attention is a more effective inductive bias than fixed graph convolution.
Chanyoung Kim, Donghyun Kim, Dong-Hyun Sim +2
May 13, 2026cs.RO

TouchAnything: A Dataset and Framework for Bimanual Tactile Estimation from Egocentric Video

Egocentric human video data, which captures rich human-environment interactions and can be collected at scale, has become a key driver of embodied intelligence research. However, existing egocentric datasets typically lack tactile sensing, a critical modality that provides direct cues about contact, force, and pressure in human-object interaction. Without such signals, models struggle to learn physically grounded representations of real-world interaction dynamics. While tactile sensors provide these cues, deploying high-quality tactile hardware at scale remains expensive and cumbersome. This raises a central question: can tactile feedback be inferred directly from visual observations, enabling scalable tactile supervision for egocentric video data and supporting physically grounded embodied learning? To enable research in this direction, we introduce EgoTouch, a large-scale multi-view egocentric dataset with dense tactile supervision for bimanual hand-object interaction. EgoTouch comprises 208 manipulation tasks spanning 1,891 episodes in diverse indoor and outdoor environments, with synchronized multi-view RGB (head-mounted egocentric and dual wrist-mounted cameras), bimanual 3D hand pose, and continuous pressure maps from wearable tactile sensors. Building on EgoTouch, we introduce TouchAnything, a baseline multi-view vision-to-touch prediction framework that uses the egocentric view as the primary input and flexibly leverages available wrist-mounted views at inference time. Experiments show that incorporating wrist-mounted views generally improves tactile prediction over egocentric-only input, achieving up to 5.0% relative improvement in Contact IoU and 6.1% relative improvement in Volumetric IoU. We will publicly release the dataset, code, and benchmark.
Jianyi Zhou, Ziteng Gao, Feiyang Hong +11
May 12, 2026cs.CV

EgoForce: Forearm-Guided Camera-Space 3D Hand Pose from a Monocular Egocentric Camera

Reconstructing the absolute 3D pose and shape of the hands from the user's viewpoint using a single head-mounted camera is crucial for practical egocentric interaction in AR/VR, telepresence, and hand-centric manipulation tasks, where sensing must remain compact and unobtrusive. While monocular RGB methods have made progress, they remain constrained by depth-scale ambiguity and struggle to generalize across the diverse optical configurations of head-mounted devices. As a result, models typically require extensive training on device-specific datasets, which are costly and laborious to acquire. This paper addresses these challenges by introducing EgoForce, a monocular 3D hand reconstruction framework that recovers robust, absolute 3D hand pose and its position from the user's (camera-space) viewpoint. EgoForce operates across fisheye, perspective, and distorted wide-FOV camera models using a single unified network. Our approach combines a differentiable forearm representation that stabilizes hand pose, a unified arm-hand transformer that predicts both hand and forearm geometry from a single egocentric view, mitigating depth-scale ambiguity, and a ray space closed-form solver that enables absolute 3D pose recovery across diverse head-mounted camera models. Experiments on three egocentric benchmarks show that EgoForce achieves state-of-the-art 3D accuracy, reducing camera-space MPJPE by up to 28% on the HOT3D dataset compared to prior methods and maintaining consistent performance across camera configurations. For more details, visit the project page at https://dfki-av.github.io/EgoForce.
Christen Millerdurai, Shaoxiang Wang, Yaxu Xie +3
May 12, 2026cs.CV

EgoEV-HandPose: Egocentric 3D Hand Pose Estimation and Gesture Recognition with Stereo Event Cameras

Egocentric 3D hand pose estimation and gesture recognition are essential for immersive augmented/virtual reality, human-computer interaction, and robotics. However, conventional frame-based cameras suffer from motion blur and limited dynamic range, while existing event-based methods are hindered by ego-motion interference, monocular depth ambiguity, and the lack of large-scale real-world stereo datasets. To overcome these limitations, we propose EgoEV-HandPose, an end-to-end framework for joint 3D bimanual pose estimation and gesture recognition from stereo event streams. Central to our approach is KeypointBEV, a flexible stereo fusion module that lifts features into a canonical bird's-eye-view space and employs an iterative reprojection-guided refinement loop to progressively resolve depth uncertainty and enforce kinematic consistency. In addition, we introduce EgoEVHands, the first large-scale real-world stereo event-camera dataset for egocentric hand perception, containing 5,419 annotated sequences with dense 3D/2D keypoints across 38 gesture classes under varying illumination. Extensive experiments demonstrate that EgoEV-HandPose achieves state-of-the-art performance with an MPJPE of 30.54mm and 86.87% Top-1 gesture recognition accuracy, significantly outperforming RGB-based stereo and prior event-camera methods, particularly in low-light and bimanual occlusion scenarios, thereby setting a new benchmark for event-based egocentric perception. The established dataset and source code will be publicly released at https://github.com/ZJUWang01/EgoEV-HandPose.
Luming Wang, Hao Shi, Jiajun Zhai +2
May 10, 2026cs.CV

PhysHanDI: Physics-Based Reconstruction of Hand-Deformable Object Interactions

While existing methods for reconstructing hand-object interactions have made impressive progress, they either focus on rigid or part-wise rigid objects-limiting their ability to model real-world objects (e.g., cloth, stuffed animals) that exhibit highly non-rigid deformations-or model deformable objects without full 3D hand reconstruction. To bridge this gap, we present PhysHanDI (Physics-based Reconstruction of Hand and Deformable Object Interactions), a framework that enables full 3D reconstruction of both interacting hands and non-rigid objects. Our key idea is to physically simulate object deformations driven by forces induced from densely reconstructed 3D hand motions, ensuring that the reconstructed object dynamics are both physically plausible and coherent with the interacting hand movements. Furthermore, we demonstrate that such simulation of object deformations can, in turn, refine and improve hand reconstruction via inverse physics. In experiments, PhysHanDI outperforms the state-of-the-art baseline across reconstruction and future prediction.
Jihyun Lee, Changmin Lee, Donghwan Kim +1
May 8, 2026cs.CV

EggHand: A Multimodal Foundation Model for Egocentric Hand Pose Forecasting

Forecasting future 3D hand pose sequences from egocentric video is essential for understanding human intention and enabling embodied applications such as AR/VR assistance and human-robot interaction. However, this task remains a highly challenging problem because egocentric hand motion is driven by complex human intent, exhibits highly dexterous articulations, and is observed under drastic viewpoint shifts induced by ego-motion. In this work, we introduce EggHand, a foundation-model-based framework for egocentric hand pose forecasting that unifies multimodal semantic reasoning with dynamic motion modeling. Our approach couples an action decoder from a Vision-Language-Action (VLA) model, which captures the structured temporal dynamics of hand motion, with an egocentric video-text encoder that provides viewpoint-aware contextual information learned from large-scale first-person video. Together, these components overcome the brittleness of generic visual encoders under ego-motion and enable joint reasoning over motion, context, and high-level intent-without relying on body pose or external tracking. Experiments on the EgoExo4D dataset show that EggHand sets a new state of the art in forecasting accuracy, remains robust under severe ego-motion, and further enables controllable prediction via language-based task prompts. Project page: https://jyoun9.github.io/EggHand
Jaeyoung Choi, Hyeondong Kim, Yujin Kim +1
May 8, 2026cs.CV

Implicit Preference Alignment for Human Image Animation

Human image animation has witnessed significant advancements, yet generating high-fidelity hand motions remains a persistent challenge due to their high degrees of freedom and motion complexity. While reinforcement learning from human feedback, particularly direct preference optimization, offers a potential solution, it necessitates the construction of strict preference pairs. However, curating such pairs for dynamic hand regions is prohibitively expensive and often impractical due to frame-wise inconsistencies. In this paper, we propose Implicit Preference Alignment (IPA), a data-efficient post-training framework that eliminates the need for paired preference data. Theoretically grounded in implicit reward maximization, IPA aligns the model by maximizing the likelihood of self-generated high-quality samples while penalizing deviations from the pretrained prior. Furthermore, we introduce a Hand-Aware Local Optimization mechanism to explicitly steer the alignment process toward hand regions. Experiments demonstrate that our method achieves effective preference optimization to enhance hand generation quality, while significantly lowering the barrier for constructing preference data. Codes are released at https://github.com/mdswyz/IPA
Yuanzhi Wang, Xuhua Ren, Jiaxiang Cheng +5
May 7, 2026cs.CV

Training-Free Dense Hand Contact Estimation with Multi-Modal Large Language Models

Dense hand contact estimation requires both high-level semantic understanding and fine-grained geometric reasoning of human interaction to accurately localize contact regions. Recently, multi-modal large language models (MLLMs) have demonstrated strong capabilities in understanding visual semantics, enabled by vision-language priors learned from large-scale data. However, leveraging MLLMs for dense hand contact estimation remains underexplored. There are two major challenges in applying MLLMs to dense hand contact estimation. First, encoding explicit 3D hand geometry is difficult, as MLLMs primarily operate on vision and language modalities. Second, capturing fine-grained vertex-level contact remains challenging, as MLLMs tend to focus on high-level semantics rather than detailed geometric reasoning. To address these challenges, we propose ContactPrompt, a training-free and zero-shot approach for dense hand contact estimation using MLLMs. To effectively encode 3D hand geometry, we introduce a detailed hand-part segmentation and a part-wise vertex-grid representation that provides structured, localized geometric information. To enable accurate and efficient dense contact prediction, we develop a multi-stage structured contact reasoning with part conditioning, progressively bridging global semantics and fine-grained geometry. Therefore, our method effectively leverages the reasoning capabilities of MLLMs while enabling precise dense hand contact estimation. Surprisingly, the proposed approach outperforms previous supervised methods trained on large-scale dense contact datasets without requiring any training. The codes will be released.
Daniel Sungho Jung, Kyoung Mu Lee
May 7, 2026cs.CV

EgoEMG: A Multimodal Egocentric Dataset with Bilateral EMG and Vision for Hand Pose Estimation

Surface electromyography (sEMG) records muscle activity during hand movement and can be decoded to recover detailed hand articulation. EMG and egocentric vision are complementary for hand sensing: EMG captures fine-grained finger articulation even under occlusion and poor lighting, while vision provides global hand configuration. However, no existing dataset synchronizes both modalities. We present EgoEMG, a multimodal egocentric dataset for bimanual hand pose estimation. EgoEMG includes bilateral wristband EMG with 16 total channels (8 per wrist) sampled at 2 kHz, 120 Hz IMU, egocentric wide-angle RGB video, external RGB-D video, and mocap-derived hand motion with wrist articulation angles. The dataset covers 41 participants performing 60 gesture classes, including 30 single-hand gestures and 30 bimanual gestures, totaling more than 10 hours of recording. We also introduce a benchmark with three tasks -- EMG-to-pose, vision-to-pose, and EMG+vision fusion -- under a shared joint-angle prediction target and common generalization split axes (cross-gesture, cross-user, and combined). As baselines, we evaluate EMGFormer for EMG-to-pose and generic ResNet/ViT backbones for vision-to-pose. We further study a residual fusion architecture that improves over matched lightweight vision-only baselines. Together, EgoEMG and its benchmark establish a foundation for future research on multimodal hand pose estimation with EMG and vision.
Ziheng Xi, Jiayi Yu, Yitao Wang +3
Apr 27, 2026cs.RO

Learning Human-Intention Priors from Large-Scale Human Demonstrations for Robotic Manipulation

Human videos contain rich manipulation priors, but using them for robot learning remains difficult because raw observations entangle scene understanding, human motion, and embodiment-specific action. We introduce MoT-HRA, a hierarchical vision-language-action framework that learns human-intention priors from large-scale human demonstrations. We first curate HA-2.2M, a 2.2M-episode action-language dataset reconstructed from heterogeneous human videos through hand-centric filtering, spatial reconstruction, temporal segmentation, and language alignment. On top of this dataset, MoT-HRA factorizes manipulation into three coupled experts: a vision-language expert predicts an embodiment-agnostic 3D trajectory, an intention expert models MANO-style hand motion as a latent human-motion prior, and a fine expert maps the intention-aware representation to robot action chunks. A shared-attention trunk and read-only key-value transfer allow downstream control to use human priors while limiting interference with upstream representations. Experiments on hand motion generation, simulated manipulation, and real-world robot tasks show that MoT-HRA improves motion plausibility and robust control under distribution shift.
Yifan Xie, YuAn Wang, Guangyu Chen +3
Apr 27, 2026cs.CV

Touchless Intraoperative Image Access System Based on Vision-Based Hand Tracking

Touchless interaction with medical images is becoming increasingly important in the surgical field, where sterility and continuity of the operational workflow are essential requirements. This work presents a vision-based system for intraoperative navigation of medical images through hand gestures acquired using a single RGB camera. Unlike many existing solutions, the system does not require additional hardware or user-specific training. Hand tracking is performed in real time using MediaPipe Hands, which provides a 2.5D estimation of hand landmarks. Simple and intuitive gestures are then mapped into translation, rotation, and zoom commands, enabling continuous and natural interaction with the image viewer. The system architecture is independent from the visualization software and, for implementation simplicity, in this study it was integrated with PyVista. Performance was evaluated through frame-level logging and quantitative analysis of latency, stability, and interaction robustness metrics. Experimental results highlight real-time behavior, with reduced latencies and stable control, in line with the requirements of fluid interaction. The system demonstrates the feasibility of a low-cost touchless solution for intraoperative access to medical images, laying the groundwork for future clinical evaluations.
Yin Lin, Domenico Aquino, Alberto Redaelli +3