Hand

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6 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

4 new papers

A weekly snapshot of new work published in Hand.

Period ending 2026-09-14

2 new papers

A weekly snapshot of new work published in Hand.

83 papers

Latest in Hand

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 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 15, 2026cs.RO

KaRMA: A Kinematic Metric for Fine Manipulation Ability in Robotic Hands

Traditional robotic hand metrics focus on static properties such as workspace, manipulability, and grasp stability. However, these metrics do not directly measure dexterity under the standard definition in robotic manipulation: the ability to continuously change an object's pose within the hand while maintaining contact from an initial grasp. We introduce Kinematic Rolling Manipulation Ability (KaRMA), a kinematic-only metric for fine manipulation that quantifies reachable in-hand translation and reorientation of a spherical test object within a two-finger precision pinch through feasible rolling motions. KaRMA enforces joint limits, collision constraints, rolling contact, and antipodal force feasibility, then investigates reachable in-hand object poses via breadth-first search over translation and rotation primitives. KaRMA reports three scores: translational coverage (KaRMA-T), rotational coverage (KaRMA-R), and sensitivity to the initial grasp (KaRMA-S). We evaluate KaRMA on 16 widely used robotic hands and compare against static baselines, showing that KaRMA separates hands that rank identically under static proxies, reveals translation-rotation tradeoffs invisible to existing baselines, and is qualitatively consistent with selected published task benchmarks where Jacobian-based metrics can be misleading.
Martin Peticco, Pulkit Agrawal
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 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 6, 2026cs.RO

Contact-Free Grasp Stability Prediction with In-Hand Time-of-Flight Sensors

Current approaches to grasp planning for robotics demonstrate high success rates, but degrade with noisy sensors and other factors. Previous works have proposed tactile-based grasp stability classifiers to detect failures, but these approaches rely on making contact and grasping the object to do so. We propose a contact-free grasp stability predictor using multi-zone time-of-flight sensors mounted in the distal links of a gripper. Our method, as it does not require grasping the object to make a prediction, significantly speeds up the stability classification process, cycling at 15 Hz. We collected over 2,500 real-world grasps across 15 objects to train a classifier. Additionally, we conducted grasp attempts over six additional unseen objects, three for validation and model selection, and three for model testing. Our approach demonstrated strong classification performance, with an accuracy of 85.5% on validation and 86.0% on test objects.
Kyle DuFrene, Cindy Grimm
May 6, 2026cs.CV

Tamaththul3D: High-Fidelity 3D Saudi Sign Language Avatars from Monocular Video

Existing 3D sign language avatar reconstruction methods are developed and evaluated exclusively on Western sign languages, and no 3D parametric annotations exist for any Arabic Sign Language dataset, a gap that blocks the development of avatar-based accessibility applications for the Arab Deaf community. We release the first SMPL-X parametric annotations for the Ishara-500 Saudi Sign Language dataset, enabling quantitative evaluation and downstream sign language generation for Arabic Sign Language. We introduce Tamaththul3D, a reconstruction pipeline that aligns hand and body estimates through geometric inverse kinematics on the forearm chain followed by 2D-supervised shoulder refinement. The closed-form integration is decoupled from the specific choice of body and hand estimators: any SMPL-X-compatible body estimator and any MANO-compatible hand estimator can be substituted, as we demonstrate by swapping each module independently. Tamaththul3D achieves up to 32% lower hand error than prior methods, runs 32x faster than the strongest baseline, and generalizes across five typologically distinct sign languages without dataset-specific adaptation.
Eyad Alghamdi, Sattam Altuuaim, Obay Ghulam +2
Apr 30, 2026cs.RO

Function-based Parametric Co-Design Optimization of Dexterous Hands

Despite advances in dexterous hand manipulation, robotic hand design is still largely decoupled from task-driven evaluation and control, limiting systematic optimization. Existing robotic hand co-design approaches are often limited in scope, optimizing a small subset of design parameters. We introduce a comprehensive parametric framework for robotic hand generation that unifies palm structure, finger kinematics, fingertip geometry, and fine-scale surface curvatures within a single design space. Fine geometric features are introduced through parametric surface deformation kernels that directly influence contact interactions. We validate the framework on design optimization in grasp stability tasks in simulation and real-world dynamic scenarios. Our framework produces simulation- and fabrication-ready hand models and will be released as open-source to enable rapid design iteration for dexterous hand co-design optimization frameworks and cross-embodiment policy training and control research.
Mohammad Amin Mirzaee, Harsh Gupta, Wenzhen Yuan
Apr 28, 2026cs.RO

HANDFUL: Sequential Grasp-Conditioned Dexterous Manipulation with Resource Awareness

Dexterous robot hands offer rich opportunities for multifunctional manipulation, where a robot must execute multiple skills in sequence while maintaining control over previously grasped objects. Most prior work in dexterous manipulation focuses on single-object, single-skill tasks. In contrast, our insight is that many sequential tasks require resource-aware grasps that conserve fingers for future actions. In this paper, we study sequential grasp-conditioned dexterous manipulation, where a robot first grasps an object and then performs a second, distinct manipulation subtask while preserving the initial grasp. We introduce HANDFUL, a learning framework that models finger usage as a limited resource and encourages exploration of resource-aware grasps through finger-level contact rewards. These grasps are subsequently selected for downstream tasks via curriculum-based policy learning. We further propose HANDFUL-Bench, a simulation benchmark that introduces sequential dexterous manipulation tasks across multiple secondsubtask objectives, including pushing, pulling, and pressing, under a shared grasp-conditioned setup. Extensive simulation results demonstrate that prioritizing resource-aware grasps improves second-subtask success and robustness compared to a baseline that greedily optimizes the initial grasp before attempting the second subtask. We additionally validate our approach on a real dexterous LEAP hand. Together, this work establishes resource-aware grasp planning as a key principle for multifunctional dexterous manipulation. Supplementary material is available on our website: https://handful-dex.github.io.
Ethan Foong, Yunshuang Li, Hao Jiang +2
Apr 26, 2026cs.GR

MUSIC: Learning Muscle-Driven Dexterous Hand Control

We present a data-driven approach for physics-based, muscle-driven dexterous control that enables musculoskeletal hands to perform precise piano playing for novel pieces of music outside the reference dataset. Our approach combines high-frequency muscle-level control with low-frequency latent-space coordination in a hierarchical architecture. At the low level, general single-hand policies are trained via reinforcement learning to generate dynamic muscle-tendon activations while tracking trajectories from a large reference motion dataset. The resulting tracking policies are then distilled into variational autoencoder (VAE) models, yielding smooth and structured latent spaces that abstract away low-level muscle dynamics. For the high level, we train piece-specific policies to operate in this latent space, coordinating bimanual motions based on specific goals, denoted by note events extracted from given musical scores, to synthesize performances beyond the reference data. In addition, we present an enhanced musculoskeletal hand model that supports fine control of fingers for accurate low-level motion tracking and diverse high-level motion synthesis. We evaluate the control pipeline of our approach on a diverse piano repertoire spanning multiple musical styles and technical demands. Results demonstrate that our approach can synthesize coordinated bimanual motions with accurate key presses, and achieve the state-of-the-art performance of piano playing in physics-based dexterous control. We also show that our musculoskeletal hand model demonstrates superior biomechanical stability and tracking precision compared to the existing model, and validate that our musculoskeletal hand model and muscle-driven controller can generate physiologically plausible activation patterns that align with human electromyography (EMG) recordings.
Pei Xu, Yufei Ye, Shuchun Sun +3
Apr 20, 2026cs.RO

SpaceDex: Generalizable Dexterous Grasping in Tiered Workspaces

Generalizable grasping with high-degree-of-freedom (DoF) dexterous hands remains challenging in tiered workspaces, where occlusion, narrow clearances, and height-dependent constraints are substantially stronger than in open tabletop scenes. Most existing methods are evaluated in relatively unoccluded settings and typically do not explicitly model the distinct control requirements of arm navigation and hand articulation under spatial constraints. We present SpaceDex, a hierarchical framework for dexterous manipulation in constrained 3D environments. At the high level, a Vision-Language Model (VLM) planner parses user intent, reasons about occlusion and height relations across multiple camera views, and generates target bounding boxes for zero-shot segmentation and mask tracking. This stage provides structured spatial guidance for downstream control instead of relying on single-view target selection. At the low level, we introduce an arm-hand Feature Separation Network that decouples global trajectory control for the arm from geometry-aware grasp mode selection for the hand, reducing feature interference between reaching and grasping objectives. The controller further integrates multi-view perception, fingertip tactile sensing, and a small set of recovery demonstrations to improve robustness to partial observability and off-nominal contacts. In 100 real-world trials involving over 30 unseen objects across four categories, SpaceDex achieves a 63.0% success rate, compared with 39.0% for a strong tabletop baseline. These results indicate that combining hierarchical spatial planning with arm-hand representation decoupling improves dexterous grasping performance in spatially constrained environments.
Wensheng Wang, Chuanjun Guo, Wei Wei +2
Apr 19, 2026cs.RO

MM-Hand: A 21-DOF Multi-modal Modular Dexterous Robotic Hand with Remote Actuation

High-DOF dexterous hands require compact actuation, rich sensing, and reliable thermal behavior, but conventional designs often occupy valuable in-hand space, increase end-effector mass, and suffer from heat accumulation near the hand. Remote tendon-driven actuation offers an alternative by relocating motors to the robot base or an external motor hub, thereby freeing the fingers and palm for additional degrees of freedom, sensing modules, and maintainable mechanical structures. This paper presents MM-Hand, a 21-DOF Multimodal Modular dexterous hand based on remote tendon-driven actuation. The hand integrates spring-return tendon-driven fingers, modular 3D-printed finger and palm structures, quick tendon connectors for maintenance, and a multimodal sensing system including joint angle sensors, tactile sensors, motor-side feedback, and in-palm stereo vision. We further analyze tendon-sheath length variation and friction loss to guide the design of the routing, motor hub, and closed-loop joint control. Experiments validate the transmission, output force, sensing, and control capability of the system. The fingertip force reaches 25N under a 1m remote sheath transmission, demonstrating practical load capacity despite long-distance tendon routing. Closed-loop joint-level experiments further evaluate command tracking with a static arm and during arm motion. These results show that MM-Hand provides a lightweight, sensor-rich, and maintainable hardware platform for dexterous manipulation research. To support the community, all hardware designs and software frameworks are made fully open-source at https://mmlab.hk/research/MM-Hand.
Zhuoheng Li, Qingquan Lin, Checheng Yu +5
Mar 19, 2026cs.CV

GenHOI: Generalized Hand-Object Pose Estimation with Occlusion Awareness

Generalized 3D hand-object pose estimation from a single RGB image remains challenging due to the large variations in object appearances and interaction patterns, especially under heavy occlusion. We propose GenHOI, a framework for generalized hand-object pose estimation with occlusion awareness. GenHOI integrates hierarchical semantic knowledge with hand priors to enhance model generalization under challenging occlusion conditions. Specifically, we introduce a hierarchical semantic prompt that encodes object states, hand configurations, and interaction patterns via textual descriptions. This enables the model to learn abstract high-level representations of hand-object interactions for generalization to unseen objects and novel interactions while compensating for missing or ambiguous visual cues. To enable robust occlusion reasoning, we adopt a multi-modal masked modeling strategy over RGB images, predicted point clouds, and textual descriptions. Moreover, we leverage hand priors as stable spatial references to extract implicit interaction constraints. This allows reliable pose inference even under significant variations in object shapes and interaction patterns. Extensive experiments on the challenging DexYCB and HO3Dv2 benchmarks demonstrate that our method achieves state-of-the-art performance in hand-object pose estimation.
Hui Yang, Wei Sun, Jian Liu +6
Mar 12, 2026cs.RO

CRAFT: A Tendon-Driven Hand with Hybrid Hard-Soft Compliance

We introduce CRAFT hand, a tendon-driven anthropomorphic hand with hybrid hard-soft compliance for contact-rich manipulation. The design is based on a simple idea: contact is not uniform across the hand. Impacts concentrate at joints, while links carry most of the load. CRAFT places soft material at joints and keeps links rigid, and uses rollingcontact joint surfaces to keep flexion on repeatable motion paths. Fifteen motors mounted on the fingers drive the hand through tendons, keeping the form factor compact and the fingers light. In structural tests, CRAFT improves strength and endurance while maintaining comparable repeatability. In teleoperation, CRAFT improves handling of fragile and low-friction items, and the hand covers 33/33 grasps in the Feix taxonomy. The full design costs under $600 and will be released open-source with visionbased teleoperation and simulation integration. Project page: http://craft-hand.github.io/
Leo Lin, Shivansh Patel, Jay Moon +2
Feb 7, 2026cs.LG

Scalable Dexterous Robot Learning with AR-based Remote Human-Robot Interactions

This paper focuses on the scalable robot learning for manipulation in the dexterous robot arm-hand systems, where the remote human-robot interactions via augmented reality (AR) are established to collect the expert demonstration data for improving efficiency. In such a system, we present a novel method to address the general manipulation task problem. Specifically, the proposed method consists of two phases: i) In the first phase for pretraining, the policy is created in a behavior cloning (BC) manner, through leveraging the learning data from our AR-based remote human-robot interaction system; ii) In the second phase, a contrastive learning empowered reinforcement learning (RL) method is developed to obtain more efficient and robust policy than the BC, and thus a projection head is designed to accelerate the learning progress. An event-driven augmented reward is adopted for enhancing the safety. To validate the proposed method, both the physics simulations via PyBullet and real-world experiments are carried out. The results demonstrate that compared to the baselines, our method not only significantly speeds up the training process, but also achieves much better performance in terms of the success rate for fulfilling the manipulation tasks. By conducting the ablation study, it is confirmed that the proposed RL with contrastive learning overcomes policy collapse. Supplementary demonstrations are available at https://cyberyyc.github.io/.
Yicheng Yang, Ruijiao Li, Lifeng Wang +7
Nov 18, 2025cs.CV

Interaction-Aware 4D Gaussian Splatting for Dynamic Hand-Object Interaction Reconstruction

This paper focuses on a challenging setting of simultaneously modeling geometry and appearance of hand-object interaction scenes without any object priors. We follow the trend of dynamic 3D Gaussian Splatting based methods, and address several significant challenges. To model complex hand-object interaction with mutual occlusion and edge blur, we present interaction-aware hand-object Gaussians with newly introduced optimizable parameters aiming to adopt piecewise linear hypothesis for clearer structural representation. Moreover, considering the complementarity and tightness of hand shape and object shape during interaction dynamics, we incorporate hand information into object deformation field, constructing interaction-aware dynamic fields to model flexible motions. To further address difficulties in the optimization process, we propose a progressive strategy that handles dynamic regions and static background step by step. Correspondingly, explicit regularizations are designed to stabilize the hand-object representations for smooth motion transition, physical interaction reality, and coherent lighting. Experiments show that our approach surpasses existing dynamic 3D-GS-based methods and achieves state-of-the-art performance in reconstructing dynamic hand-object interaction.
Hao Tian, Chenyangguang Zhang, Rui Liu +2
Oct 1, 2025cs.CV

Affordance-Guided Diffusion Prior for 3D Hand Reconstruction

How can we reconstruct 3D hand poses when large portions of the hand are heavily occluded by itself or by objects? Humans often resolve such ambiguities by leveraging contextual knowledge -- such as affordances, where an object's shape and function suggest how the object is typically grasped. Inspired by this observation, we propose a generative prior for hand pose refinement guided by affordance-aware textual descriptions of hand-object interactions (HOI). Our method employs a diffusion-based generative model that learns the distribution of plausible hand poses conditioned on affordance descriptions, which are inferred from a large vision-language model (VLM). This enables the refinement of occluded regions into more accurate and functionally coherent hand poses. Extensive experiments on HOGraspNet, a 3D hand-affordance dataset with severe occlusions, demonstrate that our affordance-guided refinement significantly improves hand pose estimation over both recent regression methods and diffusion-based refinement lacking contextual reasoning.
Naru Suzuki, Takehiko Ohkawa, Tatsuro Banno +3
May 7, 2025cs.CV

Web2Grasp: Learning Functional Grasps from Web Images of Hand-Object Interactions

Functional grasping is essential for enabling dexterous multi-finger robot hands to manipulate objects effectively. Prior work largely focuses on power grasps, which only involve holding an object, or relies on in-domain demonstrations for specific objects. We propose leveraging human grasp information extracted from web images, which capture natural and functional hand-object interactions (HOI). Using a pretrained 3D reconstruction model, we recover 3D human HOI meshes from RGB images. To train on these noisy HOI data, we propose to use: (1) an interaction-centric model to learn the functional interaction pattern between hand and object, and (2) geometry-based filtering to remove the infeasible grasps and physical simulation to retain grasps who can resist disturbance. In IssacGym simulation, our model trained on reconstructed HOI grasps achieves a 75.8% success rate on objects from the web dataset and generalizes to unseen objects, outperforming baseline methods in both grasp success and functional quality. In real-world experiments with the LEAP hand and Inspire hand, it attains a 77.5% success rate across 12 objects, including challenging ones such as a syringe, spray bottle, knife, and tongs. Project website is at: https://web2grasp.github.io/.
Hongyi Chen, Yunchao Yao, Yufei Ye +8
Feb 28, 2025cs.RO

FunHOI: Annotation-Free 3D Hand-Object Interaction Generation via Functional Text Guidance

Hand-object interaction(HOI) is the fundamental link between human and environment, yet its dexterous and complex pose significantly challenges for gesture control. Despite significant advances in AI and robotics, enabling machines to understand and simulate hand-object interactions, capturing the semantics of functional grasping tasks remains a considerable challenge. While previous work can generate stable and correct 3D grasps, they are still far from achieving functional grasps due to unconsidered grasp semantics. To address this challenge, we propose an innovative two-stage framework, Functional Grasp Synthesis Net (FGS-Net), for generating 3D HOI driven by functional text. This framework consists of a text-guided 3D model generator, Functional Grasp Generator (FGG), and a pose optimization strategy, Functional Grasp Refiner (FGR). FGG generates 3D models of hands and objects based on text input, while FGR fine-tunes the poses using Object Pose Approximator and energy functions to ensure the relative position between the hand and object aligns with human intent and remains physically plausible. Extensive experiments demonstrate that our approach achieves precise and high-quality HOI generation without requiring additional 3D annotation data.
Yongqi Tian, Xueyu Sun, Haoyuan He +2
Sep 25, 2024cs.RO

Koopman-driven grip force prediction through EMG sensing

Loss of hand function due to conditions like stroke or multiple sclerosis significantly impacts daily activities. Robotic rehabilitation provides tools to restore hand function, while novel methods based on surface electromyography (sEMG) enable the adaptation of the device's force output according to the user's condition, thereby improving rehabilitation outcomes. This study aims to achieve accurate force estimations during medium wrap grasps using a single sEMG sensor pair, thereby addressing the challenge of escalating sensor requirements for precise predictions. We conducted sEMG measurements on 13 subjects at two forearm positions, validating results with a hand dynamometer. We established flexible signal-processing steps, yielding high peak cross-correlations between the processed sEMG signal (representing meaningful muscle activity) and grip force. Influential parameters were subsequently identified through sensitivity analysis. Leveraging a novel data-driven Koopman operator theory-based approach and problem-specific data lifting techniques, we devised a methodology for the estimation and short-term prediction of grip force from processed sEMG signals. A weighted mean absolute percentage error (wMAPE) of approx. 5.5% was achieved for the estimated grip force, whereas predictions with a 0.5-second prediction horizon resulted in a wMAPE of approx. 17.9%. The methodology proved robust regarding precise electrode positioning, as the effect of sensing position on error metrics was non-significant. The algorithm executes exceptionally fast, processing, estimating, and predicting a 0.5-second sEMG signal batch in just approx. 30 ms, facilitating real-time implementation.
Tomislav Bazina, Ervin Kamenar, Maria Fonoberova +1
Aug 20, 2024cs.CV

Multi-view Hand Reconstruction with a Point-Embedded Transformer

This work introduces a novel and generalizable multi-view Hand Mesh Reconstruction (HMR) model, named POEM, designed for practical use in real-world hand motion capture scenarios. The advances of the POEM model consist of two main aspects. First, concerning the modeling of the problem, we propose embedding a static basis point within the multi-view stereo space. A point represents a natural form of 3D information and serves as an ideal medium for fusing features across different views, given its varied projections across these views. Consequently, our method harnesses a simple yet effective idea: a complex 3D hand mesh can be represented by a set of 3D basis points that 1) are embedded in the multi-view stereo, 2) carry features from the multi-view images, and 3) encompass the hand in it. The second advance lies in the training strategy. We utilize a combination of five large-scale multi-view datasets and employ randomization in the number, order, and poses of the cameras. By processing such a vast amount of data and a diverse array of camera configurations, our model demonstrates notable generalizability in the real-world applications. As a result, POEM presents a highly practical, plug-and-play solution that enables user-friendly, cost-effective multi-view motion capture for both left and right hands. The model and source codes are available at https://github.com/JubSteven/POEM-v2.
Lixin Yang, Licheng Zhong, Pengxiang Zhu +4