Motion Capture

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4 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

3 new papers

A weekly snapshot of new work published in Motion Capture.

Period ending 2026-09-14

3 new papers

A weekly snapshot of new work published in Motion Capture.

Period ending 2026-09-07

1 new paper

A weekly snapshot of new work published in Motion Capture.

37 papers

Latest in Motion Capture

Sep 17, 2026cs.CV

DirtyMoCap: Robust Motion Capture from Unconstrained Markers

Optical motion capture delivers high-fidelity human motion, but its reliance on strict marker layouts and clean trajectories severely limits its real-world applicability. In practice, tracking systems frequently output unconstrained markers: sparse, noisy, and unordered point clouds with unknown or varying configurations. To bridge the gap between corrupted raw markers and parametric human models, we introduce DirtyMoCap, a robust, marker-layout-free framework. Our core insight is to map unordered marker observations to a fixed set of "proxy anchors" comprising skeletal joints and body surface points, which serve as a stable intermediate representation. We first initialize and track these anchors over long sequences using a recurrent sliding-window architecture. Then, a custom differentiable Gauss-Newton solver fits the SMPL-H model to the tracked anchors to recover full-body pose, translation, and shape. By explicitly deriving geometric residuals, our solver learns adaptive observation confidence, smoothness, and prior weights end-to-end, adapting dynamically to the reliability of the input data. Extensive experiments on diverse, noisy marker configurations demonstrate that DirtyMoCap successfully generalizes across arbitrary layouts using only a single trained model. It consistently outperforms state-of-the-art configuration-specific baselines in both joint and vertex reconstruction accuracy, while our custom CUDA solver achieves up to a 100x speedup over standard PyTorch implementations. We further apply DirtyMoCap to heterogeneous raw optical MoCap recordings of traditional Chinese martial arts, yielding a Kung Fu motion dataset of temporally coherent SMPL-H reconstructions. Code and data are available at https://wanglongzju.github.io/DirtyMoCap-Project-Page.
Long Wang, Shuting Zhao, Shen Yan +5
Sep 16, 2026cs.LG

Structural Inference under Hidden Agents

Recovering latent interaction structures from multi-agent dynamics is important for understanding and predicting interacting systems. Trajectory-based structural inference has achieved promising performance, but conventional formulations assume that the trajectories of all modeled agents are available. In practice, agents may become unobserved at deployment because of limited sensing, occlusion, or communication failure. Existing studies have considered unseen-node estimation, structural inference under partial observations, and missing-value imputation, yet the joint recovery of hidden-agent trajectories and their interactions remains underexplored. We formulate this problem as structural inference under hidden agents. Its key difficulty is a circular dependency: recovering interactions involving a hidden agent requires an estimate of its trajectory, while trajectory reconstruction can itself benefit from structural information. To address this challenge, we propose Structural Inference under Hidden Agents (SIHA), which combines structure-agnostic initialization with structure-guided iterative refinement. SIHA reconstructs hidden trajectories from visible observations, infers interactions using Neural Relational Inference, and feeds the estimated structure back into hidden-state reconstruction through multi-strength structural attention and iterative state--structure updates. Experiments on three benchmark dynamical systems demonstrate consistent improvements in visible-to-visible structural inference, while also showing benefits in hidden-state reconstruction and future prediction. Motion-capture experiments with simulated whole-limb occlusion further demonstrate its effectiveness in realistic hidden-agent settings.
Zhongben Gong, Xiaoqun Wu, Mingyang Zhou +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
Aug 31, 2026cs.CV

FaceSnap: Real-Time Personalized Lightstage Facial Performance Capture

Lightstage facial capture produces production-quality digital humans, but it is resource and labor-intensive. Multi-camera setups, hours of computation, and massive data storage create bottlenecks that hinder iterative workflows. This paper introduces FaceSnap, an end-to-end framework that streamlines capture via a two-stage approach. First, a one-time multi-view optimization from a range-of-motion sequence builds a personalized model encoding both geometry and expression-dependent appearance. This model then enables high-fidelity real-time facial performance capture from a single monocular lightstage camera, with no further multi-view capture required. FaceSnap jointly estimates geometry and dynamic 4K texture at 83 fps. The 4K texture is produced by a novel personalized residual upscaler that recovers subject-specific high-frequency detail, which generic upscalers fail to capture. FaceSnap achieves geometric accuracy competitive with full per-frame multi-view optimization while outperforming feed-forward methods trained on production-quality 3D data, all from a single camera view. Finally, we introduce Multi4D, a public benchmark for evaluating 4D facial reconstruction methods in lightstage environments, enabling topology-invariant geometric comparison across methods.
Rukhshanda Hussain, Noé Artru, Emeline Got +6
Aug 17, 2026cs.CV

LaGSplat: Inferring Physics-Governed Interactive Simulation from Monocular Video Using Latent Lagrangian Gaussian Splatting

We present LaGSplat (Latent Lagrangian Gaussian Splatting), a framework that infers interactive, physics-governed dynamics from one or a few monocular videos. At inference it lets a user push on the filmed object, rigid or deformable, with an external force that was never measured, annotated, or seen during training. This is possible because a low-dimensional latent state qRd\mathbf{q} \in \mathbb{R}^d plays two roles at once: it is the generalised coordinate of a learned dissipative Lagrangian and the conditioning variable of a Gaussian Splatting decoder. The inductive bias of this decoder, whose primitives are explicit points μi(q)μ_i(\mathbf{q}) that move with the object, is what lets a force ff applied in the image pull back into a latent generalised force J(q)fJ(\mathbf{q})^\top f and enter the equations of motion, which pixel-space (CNN) or neural-field (NeRF) decoders cannot do. We validate LaGSplat on test cases of increasing difficulty, from rigid to deformable and from autonomous to forced real systems, combining monocular video and sensor measurements. We further demonstrate interactive use: forces of arbitrary magnitude and direction can be applied to the reconstructed object at any time, its response rendered in real time, in 2D or 3D. Assuming a dissipative Euler-Lagrange equation over a few generalised coordinates trades generality for a bounded, plausible response to unseen forces, where an unconstrained predictor diverges.
Louen Pottier
Aug 6, 2026cs.CV

HOPE: Hand-Object Pressure Estimation from Monocular Videos

Estimating physical pressure from vision is essential for understanding contact-rich hand-object interaction. However, prior vision-based pressure estimation methods are largely limited to planar surfaces and single image input, making them difficult to apply to dynamic hand-object interaction with diverse objects. We instead formulate pressure estimation as a hand-centric video prediction problem with monocular video as input. This formulation predicts temporally evolving per-vertex normal pressure and contact directly on the hand mesh, yielding a unified output space independent of object shape and sensor layout. Building on this formulation, we propose \textbf{HOPE}, a framework with two key components. First, we lift tactile-glove pressure, planar-sensor pressure, and distance-based hand-object contact annotations into a shared hand vertex space, allowing bare-hand contact data to regularize pressure learning where metric labels are unavailable. Second, we introduce a vertex-anchored video transformer that treats each vertex as a persistent token, aggregates visual features and hand pose over time, and uses a contact-gated pressure head to enforce that pressure vanishes without contact. Experiments on OpenTouch, PressureVisionDB, and hand-object contact benchmarks validate HOPE across object-pressure, surface-pressure, and contact-supervised HOI settings. Despite using metric pressure supervision primarily from gloved-hand videos, HOPE generalizes to bare-hand egocentric and in-the-wild videos, producing joint contact and pressure predictions beyond the scope of contact-only or planar-pressure baselines.
Subin Jeon, Byungjun Kim, Hanbyul Joo
Aug 3, 2026cs.CV

Sen-Cap: Sensor-Flexible and Noise-Resilient Human Motion Capture via LiDAR-Camera Integration

We propose Sen-Cap, a Sensor-Flexible and Noise-Resilient 3D human motion Capture framework that integrates multi-modal data from LiDAR and camera. While multi-modal sensors provide richer information than single-modal sensors, existing approaches still suffer from two core challenges. First, multi-modal alignment/matching across arbitrarily deployed sensors is typically handled by explicit calibration, which propagates errors under changing viewpoints and in turn constrains deployment to fixed, highly overlapped layouts. Second, prior methods degrade under severe noise or partial sensor failures, which are common in real-world environments. To address these challenges, Sen-Cap introduces a Unified Across-Sensor Motion Estimator that reconstructs local pose and shape in a human-centric space without calibrations between sensors, supporting a flexible number of sensors, as well as a Noise-Resistant Trajectory Tracker that maintains robustness under severe point cloud noise through iterative refinement. These sensor-flexible and noise-resilient features make Sen-Cap more practical in real-world deployment. Notably, operating in real time, Sen-Cap achieves state-of-the-art performance on major metrics on Human-M3 and FreeMotion, as well as strong cross-domain performance on LiDARHuman26M and RELI11D. This combination of flexibility and robustness opens new opportunities for motion capture in real-world scenarios, e.g. sports analytics, field robotics, and large-scale immersive environments.
Aoru Xue, Yujing Sun, Yiming Ren +3
Jul 26, 2026cs.CV

Markerless Motion Capture in Routine Clinical Upper Limb Assessments: Validity and Insights Beyond Ordinal Scoring

The Action Research Arm Test (ARAT) is a widely-used upper limb outcome measure in neurorehabilitation, but its ordinal scoring is subjective and suffers from limited sensitivity and specificity. We evaluated whether artificial-intelligence (AI)-based markerless motion capture (MMC), embedded into ARAT assessments during clinical routine, accurately reconstructs upper limb movement and yields valid, objective kinematic metrics carrying clinically meaningful information beyond the ordinal score. Across 47 sessions from 20 mixed-neurological patients (1,174 ARAT tasks), biomechanical reconstruction was accurate and robust across impairment levels, and kinematic metrics showed the discrimination pattern expected of a construct-valid measure. In longitudinal case studies, the metrics added the specificity and sensitivity the ordinal score lacks: a domain decomposition exposed patient-specific recovery profiles underlying equal ARAT gains (specificity), and kinematic improvement continued to be detected after the ARAT had saturated (sensitivity). MMC in clinical routine can thus provide valid, objective, sensitive, and specific kinematic measurement complementing ordinal scoring.
Tim Unger, Olivier Lambercy, Roger Gassert +3
Jul 20, 2026cs.CV

Direct Clinical Joint Angle Extraction from Parametric Body Model Rotation Matrices

Quantitative joint angles are rarely available in routine care because the tools are slow, costly, or confined to a laboratory. We show that clinical joint angles can be read directly from the per-segment rotation matrices a parametric body model already produces, with no inverse-kinematics or musculoskeletal-model fitting step. On the OpenCap LabValidation cohort, using the GEM-X body-model estimator on single-smartphone video, our pooled mean absolute error is 4.50 degrees over the fifteen joint angles that match the OpenCap Monocular reference set, the same accuracy range as OpenCap Monocular's 4.8 degrees on the same cohort and reference standard, from a much simpler pipeline. The step that connects a body model to clinical angles is a small calibration table rather than an optimisation, so the same procedure transfers unchanged to other body models: repeating it on SAM 3D Body, changing only the table, gives 4.66 degrees, statistically indistinguishable from GEM-X, and runs in real time from a live single-camera stream. The method needs no per-recording inputs beyond the video itself: no participant height, no camera-intrinsics database, no per-subject model scaling. This broadens where movement analysis is practical, from in-clinic and at-home recording to telerehabilitation and large-scale decentralised studies.
Joey Páolo Kardolus, Daan Hendriks, Jaap Jansen
Jul 17, 2026cs.CV

EgoExoMoCap: Distributed Ego-Exo Human Motion Capture

Human motion capture from head-mounted devices (HMDs) offers a scalable way to acquire real-world human motion and interaction data, which is crucial for applications in embodied AI and VR/AR. Existing approaches focus on either egocentric body tracking, estimating the motion of the subject wearing the device, or exocentric tracking, capturing the movements of people in the wearer's surroundings. So far, these two paradigms have largely been explored in isolation. In this paper, we propose a novel distributed framework that jointly leverages ego- and exocentric multi-modal signals for human motion estimation from HMDs. Unlike traditional motion capture systems requiring bulky multi-camera setups or obtrusive mocap suits, our approach, EgoExoMoCap, is as simple as two (or more) people, each wearing a pair of smart glasses. The method leverages head (plus potentially wrist) tracking signals for accurate estimation of global motion in the 3D world and combines context-aware image features based on DINOv3 to achieve robustness in the presence of noise and occlusions. Extensive experiments on two in-the-wild datasets show that our approach can robustly reconstruct motion even in challenging scenarios.
Jiaxi Jiang, Bharat Lal Bhatnagar, Nan Yang +6
Jul 8, 2026cs.CV

Towards Real-World Wearable Motion Reconstruction

The modern-day surge in popularity of wearable devices poses a fundamentally unique motion capture problem: reconstructing full-body movement from any set of sensing hardware worn at a given moment. Yet, most research efforts assume fixed sensor configurations (e.g. IMU suits or HMD-centric rigs) and cannot generalize across them. In contrast, we argue that motion capture should prioritize unobtrusive and lightweight devices such as smartphones, smartwatches, smart glasses, and smart insoles, and study the interplay between them. To this end, we make three contributions. First, we present a large-scale multi-modal dataset synchronizing these consumer-grade sensors with ground-truth 3D motion, spanning 50 diverse activities including everyday tasks, sports, and social interactions. Second, we propose WHIP, a baseline generative model that reconstructs motion from arbitrary subsets of available sensors, robustly handling missing modalities and producing physically plausible motions. Third, we conduct a systematic study of sensor complementarity, quantifying how different modalities complement one another. Code and dataset are available at https://vcai.mpi-inf.mpg.de/projects/WHIP/
Andrea Boscolo Camiletto, Rishabh Dabral, Eduardo Alvarado +3
Jul 2, 2026cs.CV

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

Markerless motion capture (MMC) techniques have been widely beneficial in biomechanical analysis of human movement; however, application to complex motions of the hand lags other musculoskeletal systems. The primary goal of this study was to evaluate the performance of a biomechanical reconstruction method that implements a gradient-based optimization approach with a biomechanical model in the loop for tracking dexterous, unconstrained hand movements using MMC. Using a custom, 8-camera setup, we acquired 121 video recordings from 6 participants performing 11 different tasks that spanned 6 hand postures, 5 object manipulation tasks, and involved motion of the proximal upper limb joints. Performance of the proposed MMC pipeline was directly compared to a more commonly adopted two-stage reconstruction method that first triangulates 2D keypoints from computer vision pose estimation algorithms to 3D and then enforces biomechanical constraints by solving a constrained inverse kinematics problem. Relative performance was assessed qualitatively by visual inspection and quantitatively using a computer vision metric. Our method generated solutions for all 121 video recordings; the two-stage method did not converge for 15% of the recordings. Across the remaining videos, our method produced more biomechanically plausible hand kinematics than the two-stage method and was more robust to occlusion effects during tasks that involved objects. The relative robustness of the end-to-end method suggests that it is more effective in utilizing the available 2D digital keypoint information. Automatic and biomechanically meaningful tracking of hand kinematics during dexterous movements has the potential to support clinical evaluation, rehabilitation monitoring, and studies of human motor control.
Pouyan Firouzabadi, J. D. Peiffer, Kunal Shah +4
Jun 26, 2026cs.CV

IMU-HOI: A Symbiotic Framework for Coherent Human-Object Interaction and Motion Capture via Contact-Conscious Inertial Fusion

Capturing full-body human motion with object interactions is crucial for AR/VR and robotics applications, yet it remains challenging for conventional vision-based methods due to occlusions and constrained capture volumes. Inertial measurement units (IMUs) offer a compelling alternative without line-of-sight requirements, but existing IMU-based motion capture assumes an isolated human and ignores object contacts and dynamics. To bridge this gap, we present IMU-HOI, a novel framework that jointly recovers full-body human pose and 6-DoF object trajectory from sparse IMUs on the body and object, explicitly modeling human-object interaction. Our approach first infers probabilistic hand-object contacts directly from IMU streams and uses them as a high-level signal to route between kinematic and inertial reasoning. These contact cues drive a three-stage fusion pipeline that refines human pose and root translation, and fuses hand-based forward kinematics with object-IMU integration for object motion, yielding coherent, drift-resilient trajectories for both human and object. Experiments on challenging human-object interaction scenarios demonstrate substantial accuracy gains over prior inertial motion capture methods. Moreover, IMU-HOI can be plugged into existing sparse-IMU mocap backbones with minimal changes, effectively extending the scope of purely inertial motion capture from isolated humans to full human-object interaction and joint motion estimation.
Lizhou Lin, Songpengcheng Xia, Zengyuan Lai +3
Jun 25, 2026cs.CV

Beyond MoCap: Scaling Motion Tokenizers with Synthetic Human Motion for Generative Modeling

Human motion generation models are fundamentally constrained by the limited diversity of motion capture datasets, which predominantly contain common, repetitive actions and fail to cover the long tail of complex human movements, resulting in a restricted motion vocabulary in learned latent representations and poor generalization to rare, compositional, and highly dynamic motions. In this work, we propose a framework for expanding the motion representation space by leveraging large-scale synthetic human motion, introducing a data generation pipeline that produces diverse, physically plausible motion sequences beyond the distribution of existing datasets and integrating it with a redesigned VQ-VAE tokenizer that adapts to this expanded motion space. Unlike conventional tokenizers trained on narrow data distributions, our approach jointly scales both the training distribution and the discrete codebook, enabling the model to capture a significantly richer set of motion primitives. We demonstrate that training with synthetic motion substantially improves the coverage and compositionality of the learned motion vocabulary, leading to consistent gains across motion generation tasks such as text-to-motion and motion continuation, while remaining fully compatible with existing frameworks including MotionGPT. Our results suggest that the primary bottleneck lies in the limited support of the learned motion representation, rather than model architecture alone. Scaling synthetic motion in tandem with representation learning offers a principled path toward more expressive, controllable, and generalizable human motion synthesis.
Yiwen Yan, Wanning He, Yu-Wing Tai
Jun 25, 2026cs.RO

PressMimic: Pressure-Guided Motion Capture and Control for Humanoid Robot Imitation

Humanoid motion imitation requires not only accurate perception of human kinematics but also faithful reproduction of physical interactions with the environment. However, existing pipelines rely primarily on vision-based motion capture and kinematic imitation, largely ignoring contact dynamics, leading to artifacts such as foot sliding, floor penetration, and unstable behaviors. In this work, we revisit humanoid motion imitation from the perspective of physical grounding and leverage pressure as a unified modality across perception and control. We present PressMimic, a framework that integrates pressure into the full pipeline from motion capture to humanoid control. In the perception stage, we introduce FRAPPE++, a multimodal model that fuses RGB and pressure to jointly estimate 3D pose and global motion, where pressure provides explicit contact and support constraints to resolve ambiguity in vision-based estimation. In the control stage, we propose a pressure-supervised policy (PSP) that incorporates pressure-derived signals into reinforcement learning, enabling physically consistent contact patterns during execution. We further construct MotionPRO, a large-scale dataset with synchronized RGB, pressure, and motion capture data. Experiments show that pressure improves motion estimation accuracy, trajectory consistency, and execution stability. These results demonstrate that pressure serves as an effective physical grounding signal, bridging perception and control for physically consistent humanoid motion imitation.
Yi Lu, Shenghao Ren, Tianyu Xiong +6
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 17, 2026cs.CV

XmoPipe: A Pipeline for Large-Scale In-the-Wild Human Motion Dataset Construction

Large-scale human motion datasets are essential for training robust motion models for analysis, synthesis, and understanding. While marker-based motion capture provides precise data, it is costly and limited in scale and diversity. Recent advances in monocular motion capture and video-language understanding open the way to extract plausible motion from unconstrained online videos. We present a scalable pipeline for constructing in-the-wild human motion datasets. From a few keywords, the system retrieves videos, extracts 3D body and facial motion, and generates high-level textual descriptions. The pipeline is flexible, enabling targeted collection of various motions, multi-person interactions, or expressive behaviors. We demonstrate its quality by training motion reconstruction and motion generation models, showing performance comparable to models trained on traditional motion capture datasets and strong cross-dataset generalization.
Nathan Salazar, Emmanuel Dellandréa, Mathieu Lefort +1
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 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

TopoCap: Learning Topology-Agnostic Motion Priors for Monocular Video-to-Animation

The explosion of generative 3D assets has created a massive demand for animation, yet current motion capture methods remain brittle, restricted to species-specific templates (e.g., SMPL) or requiring labor-intensive manual rigging. We introduce TopoCap, the first unified framework capable of extracting motion from monocular video and retargeting it onto characters with arbitrary, unseen skeletal topologies, i.e., from bipeds to hexapods and inanimate objects, without test-time optimization. Our key insight is that while skeletal structures are combinatorial and discrete, the underlying physics of motion occupy a continuous, low-dimensional manifold. We materialize this insight via a two-stage generative pipeline. First, we learn a Universal Motion Manifold using a Graph CVAE that compresses heterogeneous kinematic chains into a shared, fixed-length latent code. By explicitly conditioning the decoder on a structural embedding of the target rig, we disentangle motion dynamics from skeletal topology. Second, we treat video-to-animation as a conditional flow matching problem, predicting these topology-agnostic codes from visual features. To learn this generalized prior, we introduce Mobjaverse, a massive-scale dataset curated from Objaverse-XL. Comprising over 5,000 unique skeletal topologies and 2 million frames, it exceeds the structural diversity of existing datasets by two orders of magnitude. Extensive experiments demonstrate that \MethodMotion outperforms specialist models on human and quadruped benchmarks while enabling zero-shot retargeting for the long tail of 3D creatures. Dataset is publicly available at https://huggingface.co/datasets/duckduckplz/Mobjaverse.
Cheng-Feng Pu, Jia-Peng Zhang, Meng-Hao Guo +2
Jun 4, 2026cs.CV

From Pixels to Newtons: Predicting In Vivo Joint Contact Forces from Monocular Video

Joint contact forces govern implant longevity, cartilage health, and rehabilitation outcomes, shaping who develops osteoarthritis, who recovers well from joint replacement, and who benefits from biomechanical interventions. Yet they remain measurable only invasively, in a few dozen patients with instrumented implants. I present a physics-free pipeline to predict instantaneous 3D hip and knee contact forces from an uncalibrated monocular video: no markers, force plates, electromyography, subject-specific imaging, or musculoskeletal model. Parametric body meshes are recovered per frame, encoded as kinematic features, and decoded into forces by a transformer whose pose stream is adaptively modulated at every layer by body shape, joint, side, activity text, and self-supervised video tokens (V-JEPA 2), unifying hip and knee in a single model. Under leave-one-subject-out cross-validation across 26 patients and 25 activity categories from the in vivo OrthoLoad database, the pipeline matches the accuracy of subject-specific musculoskeletal simulations (0.32±0.080.32 \pm 0.08 BW RMSE for hip; 0.23±0.030.23 \pm 0.03 BW for knee) and resolves peak force changes smaller than those reported for gait retraining and osteoarthritis progression. Applied zero-shot to an independent instrumented cohort, it rivals or outperforms prior published methods. Even without curated activity labels, video features alone preserve accuracy and enable end-to-end inference on raw footage. Driven by the predictor, a generative motion prior produces biomechanically plausible variants with reduced peak loading, rediscovering strategies from the predictive simulation literature. This pipeline establishes uncalibrated monocular video as a viable modality for estimating joint loading, opening a path toward retrospective analysis of archived clinical recordings, primary-care screening, and at-home rehabilitation tracking.
Jessy Lauer
May 20, 2026cs.CV

AIGaitor: Privacy-preserving and cloud-free motion analysis for everyone, using edge computing

Motion capture is the gold standard for measuring human movement, but clinical use remains limited by cost, technical complexity, and privacy concerns. AIGaitor is a privacy-preserving, cloud-free motion analysis system that runs markerless monocular motion-capture pipelines and downstream deep-learning analysis entirely on a consumer smartphone using on-device neural accelerators. To motivate its design, we surveyed 74 rehabilitation clinicians: 92 percent said they would adopt an accurate, cost-effective, easy-to-use AI gait analysis tool, while 79.7 percent cited operating cost, 68.9 percent insufficient training, and 64.9 percent privacy concerns as leading barriers. We then optimized and benchmarked mobile iOS implementations of current monocular pipeline components, including 2D and 3D pose estimation, pose optimization, skeleton-based deep-learning analysis, and a vision-language model. A Time-Priority end-to-end on-device pipeline processes a 10 s 4K 60 fps video clip in 77 s on an iPhone 14, matching or beating the same pipeline on a high-end NVIDIA H200 cloud server when network transfer is included: 94 s at global mobile-average uplink and 66 s at developed-world Wi-Fi. Lightweight models such as ViTPose-s achieve real-time keypoint extraction, and skeleton-based action-recognition models provide sub-millisecond gait classification on the same clip. To our knowledge, AIGaitor is the first monocular system to demonstrate end-to-end on-device motion capture and downstream deep-learning analysis, supporting clinically applicable movement analysis that is low-cost, private, and accessible to smartphone users.
Lauhitya Reddy, Trisha M. Kesar, Hyeokhyen Kwon
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 20, 2026cs.RO

SmoCap: Unified Scale-Pose Canonicalization with Proxy-Mapped Trust-Region QP

Objective: Stage-wise workflows that separate model scaling and inverse kinematics can induce morphology-posture compensation, resulting in anatomically inconsistent yet numerically acceptable solutions, especially in weakly observed directions. We present SmoCap, a leakage-resistant canonicalization framework that estimates morphology and posture jointly in each local trust-region quadratic program (QP) within a sparse control subspace. Methods: SmoCap solves a constrained trust-region QP with analytical proxy-mapped pose and scale Jacobians. The low dimensional proxy map stabilizes weakly observed directions and drives coordinated structures. An optional pre-solve provides warm starts in difficult configurations. The framework is evaluated using cohort fluoroscopy knee motion, anthropometric ground truth, and extreme yoga sequences. Results: SmoCap achieved 2.9 degree knee flexion RMSE against fluoroscopy, and a pooled anthropometric endpoint error around 3%. In the leakage audit against segment wise scaling, SmoCap also reduced marker RMSE, FE error, and anthropometric endpoint error. Proxy coupling preserved expressive and coordinated spine motion with marginal fitting error increase (+0.14 mm, +0.6%) against baseline models in yoga ablation. Median marker RMSE was around 20 mm, and median runtime was 0.204-0.332 ms/frame, achieved with consistently 2-3 iterations. Conclusion: SmoCap provides an externally validated unified coupling-aware scale-pose framework, making externally consistent motion canonicalization practical at dataset scale.
Shihao Li, Naohiko Sugita
May 19, 2026cs.CV

Bézier Degradation Modeling for LiDAR-based Human Motion Capture

LiDAR-based 3D human motion capture has broad applications in fields such as autonomous driving and robotics, where accurate motion reconstruction is crucial. However, existing methods often struggle with unstable inputs and severe occlusions, leading to jittery or even failed pose predictions. To address these challenges, we propose BMLiCap, a coarse-to-fine framework that models motion using temporally compressible Bézier curves. By reducing control points through a trajectory-preserving strategy, we obtain a coherent and learning-friendly motion representation. To reconstruct human actions from LiDAR point-cloud cues, we design a progressive motion-reconstruction module. Specifically, a Time-scale Motion Transformer (TMT) is introduced to predict motion curves at multiple temporal scales, and a Multi-level Motion Aggregator (MMA) is utilized to adaptively fuse the multi-scale curves to recover detailed, temporally coherent poses, effectively bridging observation gaps caused by occlusions and noise. Across four mainstream benchmarks LiDARHuman26M, FreeMotion, NoiseMotion, and SLOPER4D, BMLiCap achieves state-of-the-art accuracy and temporal continuity in complex scenes, demonstrating its ability to compensate for severe occlusions and reduce prediction jitter.
Xiaoqi An, Lin Zhao, Jun Li +2
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 14, 2026cs.CV

Agentic Pipeline for Self-Synchronized Multiview Joint Angle Monitoring in Uncalibrated Environments

Kinematic monitoring plays a critical role in long-term rehabilitation for patients with spinal cord injury (SCI), where multi-view markerless motion capture methods have shown significant potential. However, owing to the reliance on calibration and the difficulty of achieving multi-view synchronization, their deployment in patient self-deployed environments remains challenging. In this work, we propose an agentic pipeline for self-synchronized multi-view joint angle monitoring in uncalibrated environments using two cameras without hardware triggers. The Multimodal large language models enable automatic video synchronization and agent-driven self-verification. State-of-the-art monocular 2D pose estimation models are employed to extract candidate poses, where an agent-based selection mechanism is then applied to automatically identify and track the target subject, thereby producing consistent 2D poses in the presence of multiple individuals and occlusions. Such 2D poses are optimized to estimate joint angles from uncalibrated multi-view pose sequences, ensuring interpretability through explicit geometric modeling. Validation against Vicon system demonstrated the strong performance, achieving an MAE of 5.97±2.365.97^\circ \pm 2.36^\circ and a Pearson correlation coefficient of 0.962±0.0140.962 \pm 0.014. The proposed method is expected to provide a practical, patient self-deployable system to perform daily kinematic monitoring in uncalibrated home environments.
Juncheng Yu, Lusi A, Haoxuan Xie +1
May 10, 2026cs.CV

Monocular Biomechanical Tracking of Fingers with Inverse Kinematics to Foundation Models

Accurate hand and finger tracking from video has significant clinical applications for monitoring activities of daily living and measuring range of motion, yet monocular video approaches for obtaining hand biomechanics remain under-developed. We present a method that combines the SAM 3D Body foundation model with inverse kinematics optimization in a full-body biomechanical model to extract anatomically-constrained finger joint angles from single-view video. We port SAM 3D Body from PyTorch to JAX for integration with MuJoCo-MJX, enabling GPU-accelerated optimization, and develop a novel mapping between the Momentum Human Rig (MHR) outputs and biomechanical model markers. Validation against 8-camera multiview reconstruction on 4,590 frames from 7 participants performing a variety of hand poses and object manipulation tasks shows finger joint angle errors of approximately 10 degrees and hand position errors of approximately 6 mm, after Procrustes alignment. Results were consistent across camera viewpoints and robust to different methods for producing reference values from multiview video. This work extends monocular biomechanical analysis to detailed finger tracking, expanding access to quantitative characterization of hand movement from readily available video.
R. James Cotton, Pouyan Firouzabadi, Wendy Murray
May 5, 2026cs.RO

SigLoMa: Learning Open-World Quadrupedal Loco-Manipulation from Ego-Centric Vision

Designing an open-world quadrupedal loco-manipulation system is highly challenging. Traditional reinforcement learning frameworks utilizing exteroception often suffer from extreme sample inefficiency and massive sim-to-real gaps. Furthermore, the inherent latency of visual tracking fundamentally conflicts with the high-frequency demands of precise floating-base control. Consequently, existing systems lean heavily on expensive external motion capture and off-board computation. To eliminate these dependencies, we present SigLoMa, a fully onboard, ego-centric vision-based pick-and-place framework. At the core of SigLoMa is the introduction of Sigma Points, a lightweight geometric representation for exteroception that guarantees high scalability and native sim-to-real alignment. To bridge the frequency divide between slow perception and fast control, we design an ego-centric Kalman Filter to provide robust, high-rate state estimation. On the learning front, we alleviate sample inefficiency via an Active Sampling Curriculum guided by Hint Poses, and tackle the robot's structural visual blind spots using temporal encoding coupled with simulated random-walk drift. Real-world experiments validate that, relying solely on a 5Hz (200 ms latency) open-vocabulary detector, SigLoMa successfully executes dynamic loco-manipulation across multiple tasks, achieving performance comparable to expert human teleoperation.
Shiyi Chen, Haiyi Liu, Mingye Yang +2
May 3, 2026cs.CV

BadmintonGRF: A Multimodal Dataset and Benchmark for Markerless Ground Reaction Force Estimation in Badminton

Multimodal resources for non-periodic court sports with laboratory-grade sensing remain scarce: few publicly pair instrumented ground reaction force (GRF) with high-frame-rate multi-view video, limiting markerless load estimation in realistic training settings. BadmintonGRF records eight synchronized RGB views at ~120 FPS, four Kistler force plates, and Vicon motion capture (C3D) without hardware genlock across modalities; alignment combines human-verified events, automated quality assurance, and per-camera time offsets with uncertainty metadata. Tier 1 distributes pose, time-aligned GRF, metadata, and splits under CC BY-NC 4.0, enabling the primary benchmark without raw RGB or C3D; we report a Tier 1 task that maps 2D pose to GRF. Tier 2 provides raw RGB and C3D under controlled access for studies that require appearance or full kinematics. The public release contains 17,425 impact-segment archives in the 10-subject benchmark tree (156 instrumented trials; raw multi-view RGB alone exceeds 1 TB); benchmark loader gates retain 12,867 view-specific instances and 1,732 unique impacts after multi-view deduplication. We are not aware of prior public badminton corpora that combine this sensing layout with audited video--GRF alignment for impact-centric GRF estimation. We distribute preprocessing code, leave-one-subject-out splits, ten reference baselines, and optional late fusion (one deterministic test-time pass per instance; no test-time augmentation), with a within-trial diagnostic in the supplementary material.
Kuoye Niu, Jianwei Li, Shengze Cai +6
Apr 30, 2026cs.CV

MoCapAnything V2: End-to-End Motion Capture for Arbitrary Skeletons

Recent methods for arbitrary-skeleton motion capture from monocular video follow a factorized pipeline, where a Video-to-Pose network predicts joint positions and an analytical inverse-kinematics (IK) stage recovers joint rotations. While effective, this design is inherently limited, since joint positions do not fully determine rotations and leave degrees of freedom such as bone-axis twist ambiguous, and the non-differentiable IK stage prevents the system from adapting to noisy predictions or optimizing for the final animation objective. In this work, we present the first fully end-to-end framework in which both Video-to-Pose and Pose-to-Rotation are learnable and jointly optimized. We observe that the ambiguity in pose-to-rotation mapping arises from missing coordinate system information: the same joint positions can correspond to different rotations under different rest poses and local axis conventions. To resolve this, we introduce a reference pose-rotation pair from the target asset, which, together with the rest pose, not only anchors the mapping but also defines the underlying rotation coordinate system. This formulation turns rotation prediction into a well-constrained conditional problem and enables effective learning. In addition, our model predicts joint positions directly from video without relying on mesh intermediates, improving both robustness and efficiency. Both stages share a skeleton-aware Global-Local Graph-guided Multi-Head Attention (GL-GMHA) module for joint-level local reasoning and global coordination. Experiments on Truebones Zoo and Objaverse show that our method reduces rotation error from ~17 degrees to ~10 degrees, and to 6.54 degrees on unseen skeletons, while achieving ~20x faster inference than mesh-based pipelines. Project page: https://animotionlab.github.io/MoCapAnythingV2/
Kehong Gong, Zhengyu Wen, Dao Thien Phong +10
Apr 29, 2026cs.CV

Color-Encoded Illumination for High-Speed Volumetric Scene Reconstruction

The task of capturing and rendering 3D dynamic scenes from 2D images has become increasingly popular in recent years. However, most conventional cameras are bandwidth-limited to 30-60 FPS, restricting these methods to static or slowly evolving scenes. While overcoming bandwidth limitations is difficult for general scenes, recent years have seen a flurry of computational imaging methods that yield high-speed videos using conventional cameras for specific applications (e.g., motion capture and particle image velocimetry). However, most of these methods require modifications to a camera's optics or the addition of mechanically moving components, limiting them to a single-view high-speed capture. Consequently, these methods cannot be readily used to capture a 3D representation of rapid scene motion. In this paper, we propose a novel method to capture and reconstruct a volumetric representation of a high-speed scene using only unaugmented low-speed cameras. Instead of modifying the hardware or optics of each individual camera, we encode high-speed scene dynamics by illuminating the scene with a rapid, sequential color-coded sequence. This results in simultaneous multi-view capture of the scene, where high-speed temporal information is encoded in the spatial intensity and color variations of the captured images. To construct a high-speed volumetric representation of the dynamic scene, we develop a novel dynamic Gaussian Splatting-based approach that decodes the temporal information from the images. We evaluate our approach on simulated scenes and real-world experiments using a multi-camera imaging setup, showing first-of-a-kind high-speed volumetric scene reconstructions.
David Novikov, Eilon Vaknin, Narek Tumanyan +1
Apr 23, 2026cs.CV

Robust Camera-to-Mocap Calibration and Verification for Large-Scale Multi-Camera Data Capture

Optical motion capture (mocap) systems are widely used for ground-truth capture in AR/VR, SLAM and robotics datasets. These datasets require extrinsic calibration to align mocap coordinates to external camera frames -- a step that is subject to multiple sources of error in practice, and failures often go undetected until they corrupt downstream data. These issues are compounded for fisheye cameras, where spatially non-uniform distortion makes both calibration and verification more challenging. We present a calibration and verification system designed for this setting. Concretely, we target robustness to board-to-marker attachment variation, optimization initialization ambiguity, and session-to-session calibration drift after deployment. The calibration jointly estimates camera extrinsics and the board-to-marker transform, and uses a staged solver to improve convergence reliability under ambiguous initialization. The verification component, \lollypop, provides fast, operator-independent assessment through a measurement chain entirely independent of the calibration data. In experiments on a Meta Quest 3 headset with fisheye cameras, our calibration outperforms existing benchwork, and lollypop reliably detects calibration degradation over time. The system has been deployed in production data collection pipelines.
Tianyi Liu, Christopher Twigg, Patrick Grady +3
Apr 19, 2026cs.CV

Multi-Camera Self-Calibration in Sports Motion Capture: Leveraging Human and Stick Poses

Multi-camera systems are widely employed in sports to capture the 3D motion of athletes and equipment, yet calibrating their extrinsic parameters remains costly and labor-intensive. We introduce an efficient, tool-free method for multi-camera extrinsic calibration tailored to sports involving stick-like implements (e.g., golf clubs, bats, hockey sticks). Our approach jointly exploits two complementary cues from synchronized multi-camera videos: (i) human body keypoints with unknown metric scale and (ii) a rigid stick-like implement of known length. We formulate a three-stage optimization pipeline that refines camera extrinsics, reconstructs human and stick trajectories, and resolves global scale via the stick-length constraint. Our method achieves accurate extrinsic calibration without dedicated calibration tools. To benchmark this task, we present the first dataset for multi-camera self-calibration in stick-based sports, consisting of synthetic sequences across four sports categories with 3 to 10 cameras. Comprehensive experiments demonstrate that our method delivers SOTA performance, achieving low rotation and translation errors. Our project page: https://fandulu.github.io/sport_stick_multi_cam_calib/.
Fan Yang, Changsoo Jung, Ryosuke Kawamura +1
Apr 19, 2026cs.LG

What Physics do Data-Driven MoCap-to-Radar Models Learn?

Data-driven MoCap-to-radar models generate plausible micro-Doppler spectrograms, but do they actually learn the underlying physics? We introduce a physics-based interpretability framework to answer this question via two proposed complementary metrics: one measures alignment between model predictions and the physics-derived Doppler frequency, while the other tests whether predictions preserve the velocity-frequency relationship under velocity intervention. Both metrics require only MoCap input and model predictions, without access to measured radar data. Experiments across several model architectures reveal that low reconstruction error does not guarantee physical consistency: some, but not all, models achieve low error yet perform poorly on the two physics-based metrics. Further analysis shows that temporal attention is critical for transformer-based models to learn the underlying physics.
Kevin Chen, Kenneth W. Parker, Anish Arora
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