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Jan 5

Novel Human Machine Interface via Robust Hand Gesture Recognition System using Channel Pruned YOLOv5s Model

Hand gesture recognition (HGR) is a vital component in enhancing the human-computer interaction experience, particularly in multimedia applications, such as virtual reality, gaming, smart home automation systems, etc. Users can control and navigate through these applications seamlessly by accurately detecting and recognizing gestures. However, in a real-time scenario, the performance of the gesture recognition system is sometimes affected due to the presence of complex background, low-light illumination, occlusion problems, etc. Another issue is building a fast and robust gesture-controlled human-computer interface (HCI) in the real-time scenario. The overall objective of this paper is to develop an efficient hand gesture detection and classification model using a channel-pruned YOLOv5-small model and utilize the model to build a gesture-controlled HCI with a quick response time (in ms) and higher detection speed (in fps). First, the YOLOv5s model is chosen for the gesture detection task. Next, the model is simplified by using a channel-pruned algorithm. After that, the pruned model is further fine-tuned to ensure detection efficiency. We have compared our suggested scheme with other state-of-the-art works, and it is observed that our model has shown superior results in terms of mAP (mean average precision), precision (\%), recall (\%), and F1-score (\%), fast inference time (in ms), and detection speed (in fps). Our proposed method paves the way for deploying a pruned YOLOv5s model for a real-time gesture-command-based HCI to control some applications, such as the VLC media player, Spotify player, etc., using correctly classified gesture commands in real-time scenarios. The average detection speed of our proposed system has reached more than 60 frames per second (fps) in real-time, which meets the perfect requirement in real-time application control.

  • 3 authors
·
Jul 2, 2024

TraHGR: Transformer for Hand Gesture Recognition via ElectroMyography

Deep learning-based Hand Gesture Recognition (HGR) via surface Electromyogram (sEMG) signals has recently shown significant potential for development of advanced myoelectric-controlled prosthesis. Existing deep learning approaches, typically, include only one model as such can hardly maintain acceptable generalization performance in changing scenarios. In this paper, we aim to address this challenge by capitalizing on the recent advances of hybrid models and transformers. In other words, we propose a hybrid framework based on the transformer architecture, which is a relatively new and revolutionizing deep learning model. The proposed hybrid architecture, referred to as the Transformer for Hand Gesture Recognition (TraHGR), consists of two parallel paths followed by a linear layer that acts as a fusion center to integrate the advantage of each module and provide robustness over different scenarios. We evaluated the proposed architecture TraHGR based on the commonly used second Ninapro dataset, referred to as the DB2. The sEMG signals in the DB2 dataset are measured in the real-life conditions from 40 healthy users, each performing 49 gestures. We have conducted extensive set of experiments to test and validate the proposed TraHGR architecture, and have compared its achievable accuracy with more than five recently proposed HGR classification algorithms over the same dataset. We have also compared the results of the proposed TraHGR architecture with each individual path and demonstrated the distinguishing power of the proposed hybrid architecture. The recognition accuracies of the proposed TraHGR architecture are 86.18%, 88.91%, 81.44%, and 93.84%, which are 2.48%, 5.12%, 8.82%, and 4.30% higher than the state-ofthe-art performance for DB2 (49 gestures), DB2-B (17 gestures), DB2-C (23 gestures), and DB2-D (9 gestures), respectively.

  • 4 authors
·
Mar 28, 2022

High-density Electromyography for Effective Gesture-based Control of Physically Assistive Mobile Manipulators

Injury to the cervical spinal cord can cause quadriplegia, impairing muscle function in all four limbs. People with impaired hand function and mobility encounter significant difficulties in carrying out essential self-care and household tasks. Despite the impairment of their neural drive, their volitional myoelectric activity is often partially preserved. High-density electromyography (HDEMG) can detect this myoelectric activity, which can serve as control inputs to assistive devices. Previous HDEMG-controlled robotic interfaces have primarily been limited to controlling table-mounted robot arms. These have constrained reach capabilities. Instead, the ability to control mobile manipulators, which have no such workspace constraints, could allow individuals with quadriplegia to perform a greater variety of assistive tasks, thus restoring independence and reducing caregiver workload. In this study, we introduce a non-invasive wearable HDEMG interface with real-time myoelectric hand gesture recognition, enabling both coarse and fine control over the intricate mobility and manipulation functionalities of an 8 degree-of-freedom mobile manipulator. Our evaluation, involving 13 participants engaging in challenging self-care and household activities, demonstrates the potential of our wearable HDEMG system to profoundly enhance user independence by enabling non-invasive control of a mobile manipulator.

  • 4 authors
·
Dec 12, 2023

Online Recognition of Incomplete Gesture Data to Interface Collaborative Robots

Online recognition of gestures is critical for intuitive human-robot interaction (HRI) and further push collaborative robotics into the market, making robots accessible to more people. The problem is that it is difficult to achieve accurate gesture recognition in real unstructured environments, often using distorted and incomplete multisensory data. This paper introduces an HRI framework to classify large vocabularies of interwoven static gestures (SGs) and dynamic gestures (DGs) captured with wearable sensors. DG features are obtained by applying data dimensionality reduction to raw data from sensors (resampling with cubic interpolation and principal component analysis). Experimental tests were conducted using the UC2017 hand gesture dataset with samples from eight different subjects. The classification models show an accuracy of 95.6% for a library of 24 SGs with a random forest and 99.3% for 10 DGs using artificial neural networks. These results compare equally or favorably with different commonly used classifiers. Long short-term memory deep networks achieved similar performance in online frame-by-frame classification using raw incomplete data, performing better in terms of accuracy than static models with specially crafted features, but worse in training and inference time. The recognized gestures are used to teleoperate a robot in a collaborative process that consists in preparing a breakfast meal.

  • 3 authors
·
Apr 13, 2023

PSUMNet: Unified Modality Part Streams are All You Need for Efficient Pose-based Action Recognition

Pose-based action recognition is predominantly tackled by approaches which treat the input skeleton in a monolithic fashion, i.e. joints in the pose tree are processed as a whole. However, such approaches ignore the fact that action categories are often characterized by localized action dynamics involving only small subsets of part joint groups involving hands (e.g. `Thumbs up') or legs (e.g. `Kicking'). Although part-grouping based approaches exist, each part group is not considered within the global pose frame, causing such methods to fall short. Further, conventional approaches employ independent modality streams (e.g. joint, bone, joint velocity, bone velocity) and train their network multiple times on these streams, which massively increases the number of training parameters. To address these issues, we introduce PSUMNet, a novel approach for scalable and efficient pose-based action recognition. At the representation level, we propose a global frame based part stream approach as opposed to conventional modality based streams. Within each part stream, the associated data from multiple modalities is unified and consumed by the processing pipeline. Experimentally, PSUMNet achieves state of the art performance on the widely used NTURGB+D 60/120 dataset and dense joint skeleton dataset NTU 60-X/120-X. PSUMNet is highly efficient and outperforms competing methods which use 100%-400% more parameters. PSUMNet also generalizes to the SHREC hand gesture dataset with competitive performance. Overall, PSUMNet's scalability, performance and efficiency makes it an attractive choice for action recognition and for deployment on compute-restricted embedded and edge devices. Code and pretrained models can be accessed at https://github.com/skelemoa/psumnet

  • 2 authors
·
Aug 11, 2022

TinyMyo: a Tiny Foundation Model for Flexible EMG Signal Processing at the Edge

Surface electromyography (EMG) is a non-invasive sensing modality used in several domains, including biomechanics, rehabilitation, prosthetic control, and emerging human-machine interaction paradigms. Despite decades of use, significant challenges remain in achieving robust generalization across subjects, recording systems, and acquisition protocols. To tackle these challenges, foundation models (FMs) are gaining traction when targeting end-to-end applications based on EMG signals. Yet, existing EMG FMs remain limited to single downstream tasks and lack deployability on embedded platforms. In this work, we present TinyMyo, a lightweight FM based on a Transformer encoder architecture. The model is pre-trained in a self-supervised manner on publicly available datasets and achieves high reconstruction fidelity with only 3.6M parameters. With minimal task-specific head adaptations, the same backbone is used to tackle multiple downstream tasks, leveraging datasets acquired from diverse sensing locations and hardware platforms. We demonstrate generalization across hand gesture classification, hand kinematic regression, speech production and recognition, with performance comparable to or surpassing the state of the art (SoA), and model size below 5M parameters. We achieve SoA results compared to previous FM-based works on the NinaPro DB5 (89.4pm0.16%), UCI-EMG (97.56pm0.32%), and EPN-612 (96.74pm0.09%) datasets. We report, to the best of our knowledge, the first deployment of an EMG FM on an ultra-low-power microcontroller (GAP9), achieving an average power envelope of 36.45mW. By open-sourcing the pre-trained and the downstream task architectures (https://github.com/pulp-bio/BioFoundation), we aim to provide a flexible resource that can accelerate future research and serve as a common foundation for the EMG community.

PulpBio Pulp Platform Bio
·
Dec 5, 2025

Real-Time Confidence Detection through Facial Expressions and Hand Gestures

Real-time face orientation recognition is a cutting-edge technology meant to track and analyze facial movements in virtual environments such as online interviews, remote meetings, and virtual classrooms. As the demand for virtual interactions grows, it becomes increasingly important to measure participant engagement, attention, and overall interaction. This research presents a novel solution that leverages the Media Pipe Face Mesh framework to identify facial landmarks and extract geometric data for calculating Euler angles, which determine head orientation in real time. The system tracks 3D facial landmarks and uses this data to compute head movements with a focus on accuracy and responsiveness. By studying Euler angles, the system can identify a user's head orientation with an accuracy of 90\%, even at a distance of up to four feet. This capability offers significant enhancements for monitoring user interaction, allowing for more immersive and interactive virtual ex-periences. The proposed method shows its reliability in evaluating participant attentiveness during online assessments and meetings. Its application goes beyond engagement analysis, potentially providing a means for improving the quality of virtual communication, fostering better understanding between participants, and ensuring a higher level of interaction in digital spaces. This study offers a basis for future developments in enhancing virtual user experiences by integrating real-time facial tracking technologies, paving the way for more adaptive and interactive web-based platform.

  • 6 authors
·
Jun 10, 2025 3

Generative Action Description Prompts for Skeleton-based Action Recognition

Skeleton-based action recognition has recently received considerable attention. Current approaches to skeleton-based action recognition are typically formulated as one-hot classification tasks and do not fully exploit the semantic relations between actions. For example, "make victory sign" and "thumb up" are two actions of hand gestures, whose major difference lies in the movement of hands. This information is agnostic from the categorical one-hot encoding of action classes but could be unveiled from the action description. Therefore, utilizing action description in training could potentially benefit representation learning. In this work, we propose a Generative Action-description Prompts (GAP) approach for skeleton-based action recognition. More specifically, we employ a pre-trained large-scale language model as the knowledge engine to automatically generate text descriptions for body parts movements of actions, and propose a multi-modal training scheme by utilizing the text encoder to generate feature vectors for different body parts and supervise the skeleton encoder for action representation learning. Experiments show that our proposed GAP method achieves noticeable improvements over various baseline models without extra computation cost at inference. GAP achieves new state-of-the-arts on popular skeleton-based action recognition benchmarks, including NTU RGB+D, NTU RGB+D 120 and NW-UCLA. The source code is available at https://github.com/MartinXM/GAP.

  • 5 authors
·
Aug 10, 2022

HaSPeR: An Image Repository for Hand Shadow Puppet Recognition

Hand shadow puppetry, also known as shadowgraphy or ombromanie, is a form of theatrical art and storytelling where hand shadows are projected onto flat surfaces to create illusions of living creatures. The skilled performers create these silhouettes by hand positioning, finger movements, and dexterous gestures to resemble shadows of animals and objects. Due to the lack of practitioners and a seismic shift in people's entertainment standards, this art form is on the verge of extinction. To facilitate its preservation and proliferate it to a wider audience, we introduce {rm H{small A}SP{small E}R}, a novel dataset consisting of 15,000 images of hand shadow puppets across 15 classes extracted from both professional and amateur hand shadow puppeteer clips. We provide a detailed statistical analysis of the dataset and employ a range of pretrained image classification models to establish baselines. Our findings show a substantial performance superiority of skip-connected convolutional models over attention-based transformer architectures. We also find that lightweight models, such as MobileNetV2, suited for mobile applications and embedded devices, perform comparatively well. We surmise that such low-latency architectures can be useful in developing ombromanie teaching tools, and we create a prototype application to explore this surmission. Keeping the best-performing model ResNet34 under the limelight, we conduct comprehensive feature-spatial, explainability, and error analyses to gain insights into its decision-making process. To the best of our knowledge, this is the first documented dataset and research endeavor to preserve this dying art for future generations, with computer vision approaches. Our code and data will be publicly available.

  • 3 authors
·
Aug 19, 2024

SFHand: A Streaming Framework for Language-guided 3D Hand Forecasting and Embodied Manipulation

Real-time 3D hand forecasting is a critical component for fluid human-computer interaction in applications like AR and assistive robotics. However, existing methods are ill-suited for these scenarios, as they typically require offline access to accumulated video sequences and cannot incorporate language guidance that conveys task intent. To overcome these limitations, we introduce SFHand, the first streaming framework for language-guided 3D hand forecasting. SFHand autoregressively predicts a comprehensive set of future 3D hand states, including hand type, 2D bounding box, 3D pose, and trajectory, from a continuous stream of video and language instructions. Our framework combines a streaming autoregressive architecture with an ROI-enhanced memory layer, capturing temporal context while focusing on salient hand-centric regions. To enable this research, we also introduce EgoHaFL, the first large-scale dataset featuring synchronized 3D hand poses and language instructions. We demonstrate that SFHand achieves new state-of-the-art results in 3D hand forecasting, outperforming prior work by a significant margin of up to 35.8%. Furthermore, we show the practical utility of our learned representations by transferring them to downstream embodied manipulation tasks, improving task success rates by up to 13.4% on multiple benchmarks. Dataset page: https://huggingface.co/datasets/ut-vision/EgoHaFL, project page: https://github.com/ut-vision/SFHand.

  • 5 authors
·
Nov 22, 2025

Scalable Vision-Language-Action Model Pretraining for Robotic Manipulation with Real-Life Human Activity Videos

This paper presents a novel approach for pretraining robotic manipulation Vision-Language-Action (VLA) models using a large corpus of unscripted real-life video recordings of human hand activities. Treating human hand as dexterous robot end-effector, we show that "in-the-wild" egocentric human videos without any annotations can be transformed into data formats fully aligned with existing robotic V-L-A training data in terms of task granularity and labels. This is achieved by the development of a fully-automated holistic human activity analysis approach for arbitrary human hand videos. This approach can generate atomic-level hand activity segments and their language descriptions, each accompanied with framewise 3D hand motion and camera motion. We process a large volume of egocentric videos and create a hand-VLA training dataset containing 1M episodes and 26M frames. This training data covers a wide range of objects and concepts, dexterous manipulation tasks, and environment variations in real life, vastly exceeding the coverage of existing robot data. We design a dexterous hand VLA model architecture and pretrain the model on this dataset. The model exhibits strong zero-shot capabilities on completely unseen real-world observations. Additionally, fine-tuning it on a small amount of real robot action data significantly improves task success rates and generalization to novel objects in real robotic experiments. We also demonstrate the appealing scaling behavior of the model's task performance with respect to pretraining data scale. We believe this work lays a solid foundation for scalable VLA pretraining, advancing robots toward truly generalizable embodied intelligence.

  • 17 authors
·
Oct 24, 2025

GRIP: Generating Interaction Poses Using Latent Consistency and Spatial Cues

Hands are dexterous and highly versatile manipulators that are central to how humans interact with objects and their environment. Consequently, modeling realistic hand-object interactions, including the subtle motion of individual fingers, is critical for applications in computer graphics, computer vision, and mixed reality. Prior work on capturing and modeling humans interacting with objects in 3D focuses on the body and object motion, often ignoring hand pose. In contrast, we introduce GRIP, a learning-based method that takes, as input, the 3D motion of the body and the object, and synthesizes realistic motion for both hands before, during, and after object interaction. As a preliminary step before synthesizing the hand motion, we first use a network, ANet, to denoise the arm motion. Then, we leverage the spatio-temporal relationship between the body and the object to extract two types of novel temporal interaction cues, and use them in a two-stage inference pipeline to generate the hand motion. In the first stage, we introduce a new approach to enforce motion temporal consistency in the latent space (LTC), and generate consistent interaction motions. In the second stage, GRIP generates refined hand poses to avoid hand-object penetrations. Given sequences of noisy body and object motion, GRIP upgrades them to include hand-object interaction. Quantitative experiments and perceptual studies demonstrate that GRIP outperforms baseline methods and generalizes to unseen objects and motions from different motion-capture datasets.

  • 7 authors
·
Aug 22, 2023

Deformer: Dynamic Fusion Transformer for Robust Hand Pose Estimation

Accurately estimating 3D hand pose is crucial for understanding how humans interact with the world. Despite remarkable progress, existing methods often struggle to generate plausible hand poses when the hand is heavily occluded or blurred. In videos, the movements of the hand allow us to observe various parts of the hand that may be occluded or blurred in a single frame. To adaptively leverage the visual clue before and after the occlusion or blurring for robust hand pose estimation, we propose the Deformer: a framework that implicitly reasons about the relationship between hand parts within the same image (spatial dimension) and different timesteps (temporal dimension). We show that a naive application of the transformer self-attention mechanism is not sufficient because motion blur or occlusions in certain frames can lead to heavily distorted hand features and generate imprecise keys and queries. To address this challenge, we incorporate a Dynamic Fusion Module into Deformer, which predicts the deformation of the hand and warps the hand mesh predictions from nearby frames to explicitly support the current frame estimation. Furthermore, we have observed that errors are unevenly distributed across different hand parts, with vertices around fingertips having disproportionately higher errors than those around the palm. We mitigate this issue by introducing a new loss function called maxMSE that automatically adjusts the weight of every vertex to focus the model on critical hand parts. Extensive experiments show that our method significantly outperforms state-of-the-art methods by 10%, and is more robust to occlusions (over 14%).

  • 5 authors
·
Mar 8, 2023

Improving Continuous Sign Language Recognition with Cross-Lingual Signs

This work dedicates to continuous sign language recognition (CSLR), which is a weakly supervised task dealing with the recognition of continuous signs from videos, without any prior knowledge about the temporal boundaries between consecutive signs. Data scarcity heavily impedes the progress of CSLR. Existing approaches typically train CSLR models on a monolingual corpus, which is orders of magnitude smaller than that of speech recognition. In this work, we explore the feasibility of utilizing multilingual sign language corpora to facilitate monolingual CSLR. Our work is built upon the observation of cross-lingual signs, which originate from different sign languages but have similar visual signals (e.g., hand shape and motion). The underlying idea of our approach is to identify the cross-lingual signs in one sign language and properly leverage them as auxiliary training data to improve the recognition capability of another. To achieve the goal, we first build two sign language dictionaries containing isolated signs that appear in two datasets. Then we identify the sign-to-sign mappings between two sign languages via a well-optimized isolated sign language recognition model. At last, we train a CSLR model on the combination of the target data with original labels and the auxiliary data with mapped labels. Experimentally, our approach achieves state-of-the-art performance on two widely-used CSLR datasets: Phoenix-2014 and Phoenix-2014T.

  • 2 authors
·
Aug 21, 2023

Towards Reliable Human Evaluations in Gesture Generation: Insights from a Community-Driven State-of-the-Art Benchmark

We review human evaluation practices in automated, speech-driven 3D gesture generation and find a lack of standardisation and frequent use of flawed experimental setups. This leads to a situation where it is impossible to know how different methods compare, or what the state of the art is. In order to address common shortcomings of evaluation design, and to standardise future user studies in gesture-generation works, we introduce a detailed human evaluation protocol for the widely-used BEAT2 motion-capture dataset. Using this protocol, we conduct large-scale crowdsourced evaluation to rank six recent gesture-generation models -- each trained by its original authors -- across two key evaluation dimensions: motion realism and speech-gesture alignment. Our results provide strong evidence that 1) newer models do not consistently outperform earlier approaches; 2) published claims of high motion realism or speech-gesture alignment may not hold up under rigorous evaluation; and 3) the field must adopt disentangled assessments of motion quality and multimodal alignment for accurate benchmarking in order to make progress. Finally, in order to drive standardisation and enable new evaluation research, we will release five hours of synthetic motion from the benchmarked models; over 750 rendered video stimuli from the user studies -- enabling new evaluations without model reimplementation required -- alongside our open-source rendering script, and the 16,000 pairwise human preference votes collected for our benchmark.

  • 21 authors
·
Nov 3, 2025

SiMHand: Mining Similar Hands for Large-Scale 3D Hand Pose Pre-training

We present a framework for pre-training of 3D hand pose estimation from in-the-wild hand images sharing with similar hand characteristics, dubbed SimHand. Pre-training with large-scale images achieves promising results in various tasks, but prior methods for 3D hand pose pre-training have not fully utilized the potential of diverse hand images accessible from in-the-wild videos. To facilitate scalable pre-training, we first prepare an extensive pool of hand images from in-the-wild videos and design our pre-training method with contrastive learning. Specifically, we collect over 2.0M hand images from recent human-centric videos, such as 100DOH and Ego4D. To extract discriminative information from these images, we focus on the similarity of hands: pairs of non-identical samples with similar hand poses. We then propose a novel contrastive learning method that embeds similar hand pairs closer in the feature space. Our method not only learns from similar samples but also adaptively weights the contrastive learning loss based on inter-sample distance, leading to additional performance gains. Our experiments demonstrate that our method outperforms conventional contrastive learning approaches that produce positive pairs sorely from a single image with data augmentation. We achieve significant improvements over the state-of-the-art method (PeCLR) in various datasets, with gains of 15% on FreiHand, 10% on DexYCB, and 4% on AssemblyHands. Our code is available at https://github.com/ut-vision/SiMHand.

  • 8 authors
·
Feb 21, 2025

GestureLSM: Latent Shortcut based Co-Speech Gesture Generation with Spatial-Temporal Modeling

Generating full-body human gestures based on speech signals remains challenges on quality and speed. Existing approaches model different body regions such as body, legs and hands separately, which fail to capture the spatial interactions between them and result in unnatural and disjointed movements. Additionally, their autoregressive/diffusion-based pipelines show slow generation speed due to dozens of inference steps. To address these two challenges, we propose GestureLSM, a flow-matching-based approach for Co-Speech Gesture Generation with spatial-temporal modeling. Our method i) explicitly model the interaction of tokenized body regions through spatial and temporal attention, for generating coherent full-body gestures. ii) introduce the flow matching to enable more efficient sampling by explicitly modeling the latent velocity space. To overcome the suboptimal performance of flow matching baseline, we propose latent shortcut learning and beta distribution time stamp sampling during training to enhance gesture synthesis quality and accelerate inference. Combining the spatial-temporal modeling and improved flow matching-based framework, GestureLSM achieves state-of-the-art performance on BEAT2 while significantly reducing inference time compared to existing methods, highlighting its potential for enhancing digital humans and embodied agents in real-world applications. Project Page: https://andypinxinliu.github.io/GestureLSM

  • 5 authors
·
Jan 31, 2025

AQ-GT: a Temporally Aligned and Quantized GRU-Transformer for Co-Speech Gesture Synthesis

The generation of realistic and contextually relevant co-speech gestures is a challenging yet increasingly important task in the creation of multimodal artificial agents. Prior methods focused on learning a direct correspondence between co-speech gesture representations and produced motions, which created seemingly natural but often unconvincing gestures during human assessment. We present an approach to pre-train partial gesture sequences using a generative adversarial network with a quantization pipeline. The resulting codebook vectors serve as both input and output in our framework, forming the basis for the generation and reconstruction of gestures. By learning the mapping of a latent space representation as opposed to directly mapping it to a vector representation, this framework facilitates the generation of highly realistic and expressive gestures that closely replicate human movement and behavior, while simultaneously avoiding artifacts in the generation process. We evaluate our approach by comparing it with established methods for generating co-speech gestures as well as with existing datasets of human behavior. We also perform an ablation study to assess our findings. The results show that our approach outperforms the current state of the art by a clear margin and is partially indistinguishable from human gesturing. We make our data pipeline and the generation framework publicly available.

  • 2 authors
·
May 2, 2023

ReJSHand: Efficient Real-Time Hand Pose Estimation and Mesh Reconstruction Using Refined Joint and Skeleton Features

Accurate hand pose estimation is vital in robotics, advancing dexterous manipulation in human-computer interaction. Toward this goal, this paper presents ReJSHand (which stands for Refined Joint and Skeleton Features), a cutting-edge network formulated for real-time hand pose estimation and mesh reconstruction. The proposed framework is designed to accurately predict 3D hand gestures under real-time constraints, which is essential for systems that demand agile and responsive hand motion tracking. The network's design prioritizes computational efficiency without compromising accuracy, a prerequisite for instantaneous robotic interactions. Specifically, ReJSHand comprises a 2D keypoint generator, a 3D keypoint generator, an expansion block, and a feature interaction block for meticulously reconstructing 3D hand poses from 2D imagery. In addition, the multi-head self-attention mechanism and a coordinate attention layer enhance feature representation, streamlining the creation of hand mesh vertices through sophisticated feature mapping and linear transformation. Regarding performance, comprehensive evaluations on the FreiHand dataset demonstrate ReJSHand's computational prowess. It achieves a frame rate of 72 frames per second while maintaining a PA-MPJPE (Position-Accurate Mean Per Joint Position Error) of 6.3 mm and a PA-MPVPE (Position-Accurate Mean Per Vertex Position Error) of 6.4 mm. Moreover, our model reaches scores of 0.756 for F@05 and 0.984 for F@15, surpassing modern pipelines and solidifying its position at the forefront of robotic hand pose estimators. To facilitate future studies, we provide our source code at ~https://github.com/daishipeng/ReJSHand.

  • 8 authors
·
Mar 7, 2025

BEAT: A Large-Scale Semantic and Emotional Multi-Modal Dataset for Conversational Gestures Synthesis

Achieving realistic, vivid, and human-like synthesized conversational gestures conditioned on multi-modal data is still an unsolved problem due to the lack of available datasets, models and standard evaluation metrics. To address this, we build Body-Expression-Audio-Text dataset, BEAT, which has i) 76 hours, high-quality, multi-modal data captured from 30 speakers talking with eight different emotions and in four different languages, ii) 32 millions frame-level emotion and semantic relevance annotations. Our statistical analysis on BEAT demonstrates the correlation of conversational gestures with facial expressions, emotions, and semantics, in addition to the known correlation with audio, text, and speaker identity. Based on this observation, we propose a baseline model, Cascaded Motion Network (CaMN), which consists of above six modalities modeled in a cascaded architecture for gesture synthesis. To evaluate the semantic relevancy, we introduce a metric, Semantic Relevance Gesture Recall (SRGR). Qualitative and quantitative experiments demonstrate metrics' validness, ground truth data quality, and baseline's state-of-the-art performance. To the best of our knowledge, BEAT is the largest motion capture dataset for investigating human gestures, which may contribute to a number of different research fields, including controllable gesture synthesis, cross-modality analysis, and emotional gesture recognition. The data, code and model are available on https://pantomatrix.github.io/BEAT/.

  • 8 authors
·
Mar 10, 2022

Domain Adaptive Hand Keypoint and Pixel Localization in the Wild

We aim to improve the performance of regressing hand keypoints and segmenting pixel-level hand masks under new imaging conditions (e.g., outdoors) when we only have labeled images taken under very different conditions (e.g., indoors). In the real world, it is important that the model trained for both tasks works under various imaging conditions. However, their variation covered by existing labeled hand datasets is limited. Thus, it is necessary to adapt the model trained on the labeled images (source) to unlabeled images (target) with unseen imaging conditions. While self-training domain adaptation methods (i.e., learning from the unlabeled target images in a self-supervised manner) have been developed for both tasks, their training may degrade performance when the predictions on the target images are noisy. To avoid this, it is crucial to assign a low importance (confidence) weight to the noisy predictions during self-training. In this paper, we propose to utilize the divergence of two predictions to estimate the confidence of the target image for both tasks. These predictions are given from two separate networks, and their divergence helps identify the noisy predictions. To integrate our proposed confidence estimation into self-training, we propose a teacher-student framework where the two networks (teachers) provide supervision to a network (student) for self-training, and the teachers are learned from the student by knowledge distillation. Our experiments show its superiority over state-of-the-art methods in adaptation settings with different lighting, grasping objects, backgrounds, and camera viewpoints. Our method improves by 4% the multi-task score on HO3D compared to the latest adversarial adaptation method. We also validate our method on Ego4D, egocentric videos with rapid changes in imaging conditions outdoors.

  • 6 authors
·
Mar 15, 2022

ACR: Attention Collaboration-based Regressor for Arbitrary Two-Hand Reconstruction

Reconstructing two hands from monocular RGB images is challenging due to frequent occlusion and mutual confusion. Existing methods mainly learn an entangled representation to encode two interacting hands, which are incredibly fragile to impaired interaction, such as truncated hands, separate hands, or external occlusion. This paper presents ACR (Attention Collaboration-based Regressor), which makes the first attempt to reconstruct hands in arbitrary scenarios. To achieve this, ACR explicitly mitigates interdependencies between hands and between parts by leveraging center and part-based attention for feature extraction. However, reducing interdependence helps release the input constraint while weakening the mutual reasoning about reconstructing the interacting hands. Thus, based on center attention, ACR also learns cross-hand prior that handle the interacting hands better. We evaluate our method on various types of hand reconstruction datasets. Our method significantly outperforms the best interacting-hand approaches on the InterHand2.6M dataset while yielding comparable performance with the state-of-the-art single-hand methods on the FreiHand dataset. More qualitative results on in-the-wild and hand-object interaction datasets and web images/videos further demonstrate the effectiveness of our approach for arbitrary hand reconstruction. Our code is available at https://github.com/ZhengdiYu/Arbitrary-Hands-3D-Reconstruction.

  • 5 authors
·
Mar 10, 2023

ChildPlay-Hand: A Dataset of Hand Manipulations in the Wild

Hand-Object Interaction (HOI) is gaining significant attention, particularly with the creation of numerous egocentric datasets driven by AR/VR applications. However, third-person view HOI has received less attention, especially in terms of datasets. Most third-person view datasets are curated for action recognition tasks and feature pre-segmented clips of high-level daily activities, leaving a gap for in-the-wild datasets. To address this gap, we propose ChildPlay-Hand, a novel dataset that includes person and object bounding boxes, as well as manipulation actions. ChildPlay-Hand is unique in: (1) providing per-hand annotations; (2) featuring videos in uncontrolled settings with natural interactions, involving both adults and children; (3) including gaze labels from the ChildPlay-Gaze dataset for joint modeling of manipulations and gaze. The manipulation actions cover the main stages of an HOI cycle, such as grasping, holding or operating, and different types of releasing. To illustrate the interest of the dataset, we study two tasks: object in hand detection (OiH), i.e. if a person has an object in their hand, and manipulation stages (ManiS), which is more fine-grained and targets the main stages of manipulation. We benchmark various spatio-temporal and segmentation networks, exploring body vs. hand-region information and comparing pose and RGB modalities. Our findings suggest that ChildPlay-Hand is a challenging new benchmark for modeling HOI in the wild.

  • 3 authors
·
Sep 14, 2024

HOT3D: Hand and Object Tracking in 3D from Egocentric Multi-View Videos

We introduce HOT3D, a publicly available dataset for egocentric hand and object tracking in 3D. The dataset offers over 833 minutes (more than 3.7M images) of multi-view RGB/monochrome image streams showing 19 subjects interacting with 33 diverse rigid objects, multi-modal signals such as eye gaze or scene point clouds, as well as comprehensive ground-truth annotations including 3D poses of objects, hands, and cameras, and 3D models of hands and objects. In addition to simple pick-up/observe/put-down actions, HOT3D contains scenarios resembling typical actions in a kitchen, office, and living room environment. The dataset is recorded by two head-mounted devices from Meta: Project Aria, a research prototype of light-weight AR/AI glasses, and Quest 3, a production VR headset sold in millions of units. Ground-truth poses were obtained by a professional motion-capture system using small optical markers attached to hands and objects. Hand annotations are provided in the UmeTrack and MANO formats and objects are represented by 3D meshes with PBR materials obtained by an in-house scanner. In our experiments, we demonstrate the effectiveness of multi-view egocentric data for three popular tasks: 3D hand tracking, 6DoF object pose estimation, and 3D lifting of unknown in-hand objects. The evaluated multi-view methods, whose benchmarking is uniquely enabled by HOT3D, significantly outperform their single-view counterparts.

  • 14 authors
·
Nov 28, 2024

SignAvatars: A Large-scale 3D Sign Language Holistic Motion Dataset and Benchmark

We present SignAvatars, the first large-scale, multi-prompt 3D sign language (SL) motion dataset designed to bridge the communication gap for Deaf and hard-of-hearing individuals. While there has been an exponentially growing number of research regarding digital communication, the majority of existing communication technologies primarily cater to spoken or written languages, instead of SL, the essential communication method for Deaf and hard-of-hearing communities. Existing SL datasets, dictionaries, and sign language production (SLP) methods are typically limited to 2D as annotating 3D models and avatars for SL is usually an entirely manual and labor-intensive process conducted by SL experts, often resulting in unnatural avatars. In response to these challenges, we compile and curate the SignAvatars dataset, which comprises 70,000 videos from 153 signers, totaling 8.34 million frames, covering both isolated signs and continuous, co-articulated signs, with multiple prompts including HamNoSys, spoken language, and words. To yield 3D holistic annotations, including meshes and biomechanically-valid poses of body, hands, and face, as well as 2D and 3D keypoints, we introduce an automated annotation pipeline operating on our large corpus of SL videos. SignAvatars facilitates various tasks such as 3D sign language recognition (SLR) and the novel 3D SL production (SLP) from diverse inputs like text scripts, individual words, and HamNoSys notation. Hence, to evaluate the potential of SignAvatars, we further propose a unified benchmark of 3D SL holistic motion production. We believe that this work is a significant step forward towards bringing the digital world to the Deaf and hard-of-hearing communities as well as people interacting with them.

  • 4 authors
·
Oct 31, 2023

CAPE: A CLIP-Aware Pointing Ensemble of Complementary Heatmap Cues for Embodied Reference Understanding

We address the problem of Embodied Reference Understanding, which involves predicting the object that a person in the scene is referring to through both pointing gesture and language. Accurately identifying the referent requires multimodal understanding: integrating textual instructions, visual pointing, and scene context. However, existing methods often struggle to effectively leverage visual clues for disambiguation. We also observe that, while the referent is often aligned with the head-to-fingertip line, it occasionally aligns more closely with the wrist-to-fingertip line. Therefore, relying on a single line assumption can be overly simplistic and may lead to suboptimal performance. To address this, we propose a dual-model framework, where one model learns from the head-to-fingertip direction and the other from the wrist-to-fingertip direction. We further introduce a Gaussian ray heatmap representation of these lines and use them as input to provide a strong supervisory signal that encourages the model to better attend to pointing cues. To combine the strengths of both models, we present the CLIP-Aware Pointing Ensemble module, which performs a hybrid ensemble based on CLIP features. Additionally, we propose an object center prediction head as an auxiliary task to further enhance referent localization. We validate our approach through extensive experiments and analysis on the benchmark YouRefIt dataset, achieving an improvement of approximately 4 mAP at the 0.25 IoU threshold.

  • 4 authors
·
Jul 29, 2025

GestureDiffuCLIP: Gesture Diffusion Model with CLIP Latents

The automatic generation of stylized co-speech gestures has recently received increasing attention. Previous systems typically allow style control via predefined text labels or example motion clips, which are often not flexible enough to convey user intent accurately. In this work, we present GestureDiffuCLIP, a neural network framework for synthesizing realistic, stylized co-speech gestures with flexible style control. We leverage the power of the large-scale Contrastive-Language-Image-Pre-training (CLIP) model and present a novel CLIP-guided mechanism that extracts efficient style representations from multiple input modalities, such as a piece of text, an example motion clip, or a video. Our system learns a latent diffusion model to generate high-quality gestures and infuses the CLIP representations of style into the generator via an adaptive instance normalization (AdaIN) layer. We further devise a gesture-transcript alignment mechanism that ensures a semantically correct gesture generation based on contrastive learning. Our system can also be extended to allow fine-grained style control of individual body parts. We demonstrate an extensive set of examples showing the flexibility and generalizability of our model to a variety of style descriptions. In a user study, we show that our system outperforms the state-of-the-art approaches regarding human likeness, appropriateness, and style correctness.

  • 3 authors
·
Mar 25, 2023

CaRe-Ego: Contact-aware Relationship Modeling for Egocentric Interactive Hand-object Segmentation

Egocentric Interactive hand-object segmentation (EgoIHOS) requires the segmentation of hands and interacting objects in egocentric images, which is crucial for understanding human behavior in assistive systems. Previous methods typically recognize hands and interacting objects as distinct semantic categories based solely on visual features, or simply use hand predictions as auxiliary cues for object segmentation. Despite the promising progress achieved by these methods, they fail to adequately model the interactive relationships between hands and objects while ignoring the coupled physical relationships among object categories, ultimately constraining their segmentation performance. To make up for the shortcomings of existing methods, we propose a novel method called CaRe-Ego that achieves state-of-the-art performance by emphasizing the contact between hands and objects from two aspects. First, we introduce a Hand-guided Object Feature Enhancer (HOFE) to establish the hand-object interactive relationships to extract more contact-relevant and discriminative object features. Second, we design the Contact-centric Object Decoupling Strategy (CODS) to explicitly model and disentangle coupling relationships among object categories, thereby emphasizing contact-aware feature learning. Experiments on various in-domain and out-of-domain test sets show that Care-Ego significantly outperforms existing methods with robust generalization capability. Codes are publicly available at https://github.com/yuggiehk/CaRe-Ego/.

  • 3 authors
·
Jul 7, 2024

Word-level Deep Sign Language Recognition from Video: A New Large-scale Dataset and Methods Comparison

Vision-based sign language recognition aims at helping deaf people to communicate with others. However, most existing sign language datasets are limited to a small number of words. Due to the limited vocabulary size, models learned from those datasets cannot be applied in practice. In this paper, we introduce a new large-scale Word-Level American Sign Language (WLASL) video dataset, containing more than 2000 words performed by over 100 signers. This dataset will be made publicly available to the research community. To our knowledge, it is by far the largest public ASL dataset to facilitate word-level sign recognition research. Based on this new large-scale dataset, we are able to experiment with several deep learning methods for word-level sign recognition and evaluate their performances in large scale scenarios. Specifically we implement and compare two different models,i.e., (i) holistic visual appearance-based approach, and (ii) 2D human pose based approach. Both models are valuable baselines that will benefit the community for method benchmarking. Moreover, we also propose a novel pose-based temporal graph convolution networks (Pose-TGCN) that models spatial and temporal dependencies in human pose trajectories simultaneously, which has further boosted the performance of the pose-based method. Our results show that pose-based and appearance-based models achieve comparable performances up to 66% at top-10 accuracy on 2,000 words/glosses, demonstrating the validity and challenges of our dataset. Our dataset and baseline deep models are available at https://dxli94.github.io/WLASL/.

  • 4 authors
·
Oct 24, 2019

Learning Dense Hand Contact Estimation from Imbalanced Data

Hands are essential to human interaction, and understanding contact between hands and the world can promote comprehensive understanding of their function. Recently, there have been growing number of hand interaction datasets that cover interaction with object, other hand, scene, and body. Despite the significance of the task and increasing high-quality data, how to effectively learn dense hand contact estimation remains largely underexplored. There are two major challenges for learning dense hand contact estimation. First, there exists class imbalance issue from hand contact datasets where majority of samples are not in contact. Second, hand contact datasets contain spatial imbalance issue with most of hand contact exhibited in finger tips, resulting in challenges for generalization towards contacts in other hand regions. To tackle these issues, we present a framework that learns dense HAnd COntact estimation (HACO) from imbalanced data. To resolve the class imbalance issue, we introduce balanced contact sampling, which builds and samples from multiple sampling groups that fairly represent diverse contact statistics for both contact and non-contact samples. Moreover, to address the spatial imbalance issue, we propose vertex-level class-balanced (VCB) loss, which incorporates spatially varying contact distribution by separately reweighting loss contribution of each vertex based on its contact frequency across dataset. As a result, we effectively learn to predict dense hand contact estimation with large-scale hand contact data without suffering from class and spatial imbalance issue. The codes will be released.

  • 2 authors
·
May 16, 2025 3

BdSLW401: Transformer-Based Word-Level Bangla Sign Language Recognition Using Relative Quantization Encoding (RQE)

Sign language recognition (SLR) for low-resource languages like Bangla suffers from signer variability, viewpoint variations, and limited annotated datasets. In this paper, we present BdSLW401, a large-scale, multi-view, word-level Bangla Sign Language (BdSL) dataset with 401 signs and 102,176 video samples from 18 signers in front and lateral views. To improve transformer-based SLR, we introduce Relative Quantization Encoding (RQE), a structured embedding approach anchoring landmarks to physiological reference points and quantize motion trajectories. RQE improves attention allocation by decreasing spatial variability, resulting in 44.3% WER reduction in WLASL100, 21.0% in SignBD-200, and significant gains in BdSLW60 and SignBD-90. However, fixed quantization becomes insufficient on large-scale datasets (e.g., WLASL2000), indicating the need for adaptive encoding strategies. Further, RQE-SF, an extended variant that stabilizes shoulder landmarks, achieves improvements in pose consistency at the cost of small trade-offs in lateral view recognition. The attention graphs prove that RQE improves model interpretability by focusing on the major articulatory features (fingers, wrists) and the more distinctive frames instead of global pose changes. Introducing BdSLW401 and demonstrating the effectiveness of RQE-enhanced structured embeddings, this work advances transformer-based SLR for low-resource languages and sets a benchmark for future research in this area.

  • 4 authors
·
Mar 4, 2025

Embodied Hands: Modeling and Capturing Hands and Bodies Together

Humans move their hands and bodies together to communicate and solve tasks. Capturing and replicating such coordinated activity is critical for virtual characters that behave realistically. Surprisingly, most methods treat the 3D modeling and tracking of bodies and hands separately. Here we formulate a model of hands and bodies interacting together and fit it to full-body 4D sequences. When scanning or capturing the full body in 3D, hands are small and often partially occluded, making their shape and pose hard to recover. To cope with low-resolution, occlusion, and noise, we develop a new model called MANO (hand Model with Articulated and Non-rigid defOrmations). MANO is learned from around 1000 high-resolution 3D scans of hands of 31 subjects in a wide variety of hand poses. The model is realistic, low-dimensional, captures non-rigid shape changes with pose, is compatible with standard graphics packages, and can fit any human hand. MANO provides a compact mapping from hand poses to pose blend shape corrections and a linear manifold of pose synergies. We attach MANO to a standard parameterized 3D body shape model (SMPL), resulting in a fully articulated body and hand model (SMPL+H). We illustrate SMPL+H by fitting complex, natural, activities of subjects captured with a 4D scanner. The fitting is fully automatic and results in full body models that move naturally with detailed hand motions and a realism not seen before in full body performance capture. The models and data are freely available for research purposes in our website (http://mano.is.tue.mpg.de).

  • 3 authors
·
Jan 7, 2022

DexCap: Scalable and Portable Mocap Data Collection System for Dexterous Manipulation

Imitation learning from human hand motion data presents a promising avenue for imbuing robots with human-like dexterity in real-world manipulation tasks. Despite this potential, substantial challenges persist, particularly with the portability of existing hand motion capture (mocap) systems and the difficulty of translating mocap data into effective control policies. To tackle these issues, we introduce DexCap, a portable hand motion capture system, alongside DexIL, a novel imitation algorithm for training dexterous robot skills directly from human hand mocap data. DexCap offers precise, occlusion-resistant tracking of wrist and finger motions based on SLAM and electromagnetic field together with 3D observations of the environment. Utilizing this rich dataset, DexIL employs inverse kinematics and point cloud-based imitation learning to replicate human actions with robot hands. Beyond learning from human motion, DexCap also offers an optional human-in-the-loop correction mechanism to refine and further improve robot performance. Through extensive evaluation across six dexterous manipulation tasks, our approach not only demonstrates superior performance but also showcases the system's capability to effectively learn from in-the-wild mocap data, paving the way for future data collection methods for dexterous manipulation. More details can be found at https://dex-cap.github.io

  • 6 authors
·
Mar 12, 2024

Occlusion-Aware 3D Hand-Object Pose Estimation with Masked AutoEncoders

Hand-object pose estimation from monocular RGB images remains a significant challenge mainly due to the severe occlusions inherent in hand-object interactions. Existing methods do not sufficiently explore global structural perception and reasoning, which limits their effectiveness in handling occluded hand-object interactions. To address this challenge, we propose an occlusion-aware hand-object pose estimation method based on masked autoencoders, termed as HOMAE. Specifically, we propose a target-focused masking strategy that imposes structured occlusion on regions of hand-object interaction, encouraging the model to learn context-aware features and reason about the occluded structures. We further integrate multi-scale features extracted from the decoder to predict a signed distance field (SDF), capturing both global context and fine-grained geometry. To enhance geometric perception, we combine the implicit SDF with an explicit point cloud derived from the SDF, leveraging the complementary strengths of both representations. This fusion enables more robust handling of occluded regions by combining the global context from the SDF with the precise local geometry provided by the point cloud. Extensive experiments on challenging DexYCB and HO3Dv2 benchmarks demonstrate that HOMAE achieves state-of-the-art performance in hand-object pose estimation. We will release our code and model.

  • 6 authors
·
Jun 12, 2025

AffordPose: A Large-scale Dataset of Hand-Object Interactions with Affordance-driven Hand Pose

How human interact with objects depends on the functional roles of the target objects, which introduces the problem of affordance-aware hand-object interaction. It requires a large number of human demonstrations for the learning and understanding of plausible and appropriate hand-object interactions. In this work, we present AffordPose, a large-scale dataset of hand-object interactions with affordance-driven hand pose. We first annotate the specific part-level affordance labels for each object, e.g. twist, pull, handle-grasp, etc, instead of the general intents such as use or handover, to indicate the purpose and guide the localization of the hand-object interactions. The fine-grained hand-object interactions reveal the influence of hand-centered affordances on the detailed arrangement of the hand poses, yet also exhibit a certain degree of diversity. We collect a total of 26.7K hand-object interactions, each including the 3D object shape, the part-level affordance label, and the manually adjusted hand poses. The comprehensive data analysis shows the common characteristics and diversity of hand-object interactions per affordance via the parameter statistics and contacting computation. We also conduct experiments on the tasks of hand-object affordance understanding and affordance-oriented hand-object interaction generation, to validate the effectiveness of our dataset in learning the fine-grained hand-object interactions. Project page: https://github.com/GentlesJan/AffordPose.

  • 5 authors
·
Sep 16, 2023

Text2HOI: Text-guided 3D Motion Generation for Hand-Object Interaction

This paper introduces the first text-guided work for generating the sequence of hand-object interaction in 3D. The main challenge arises from the lack of labeled data where existing ground-truth datasets are nowhere near generalizable in interaction type and object category, which inhibits the modeling of diverse 3D hand-object interaction with the correct physical implication (e.g., contacts and semantics) from text prompts. To address this challenge, we propose to decompose the interaction generation task into two subtasks: hand-object contact generation; and hand-object motion generation. For contact generation, a VAE-based network takes as input a text and an object mesh, and generates the probability of contacts between the surfaces of hands and the object during the interaction. The network learns a variety of local geometry structure of diverse objects that is independent of the objects' category, and thus, it is applicable to general objects. For motion generation, a Transformer-based diffusion model utilizes this 3D contact map as a strong prior for generating physically plausible hand-object motion as a function of text prompts by learning from the augmented labeled dataset; where we annotate text labels from many existing 3D hand and object motion data. Finally, we further introduce a hand refiner module that minimizes the distance between the object surface and hand joints to improve the temporal stability of the object-hand contacts and to suppress the penetration artifacts. In the experiments, we demonstrate that our method can generate more realistic and diverse interactions compared to other baseline methods. We also show that our method is applicable to unseen objects. We will release our model and newly labeled data as a strong foundation for future research. Codes and data are available in: https://github.com/JunukCha/Text2HOI.

  • 4 authors
·
Mar 31, 2024

Semantic Gesticulator: Semantics-Aware Co-Speech Gesture Synthesis

In this work, we present Semantic Gesticulator, a novel framework designed to synthesize realistic gestures accompanying speech with strong semantic correspondence. Semantically meaningful gestures are crucial for effective non-verbal communication, but such gestures often fall within the long tail of the distribution of natural human motion. The sparsity of these movements makes it challenging for deep learning-based systems, trained on moderately sized datasets, to capture the relationship between the movements and the corresponding speech semantics. To address this challenge, we develop a generative retrieval framework based on a large language model. This framework efficiently retrieves suitable semantic gesture candidates from a motion library in response to the input speech. To construct this motion library, we summarize a comprehensive list of commonly used semantic gestures based on findings in linguistics, and we collect a high-quality motion dataset encompassing both body and hand movements. We also design a novel GPT-based model with strong generalization capabilities to audio, capable of generating high-quality gestures that match the rhythm of speech. Furthermore, we propose a semantic alignment mechanism to efficiently align the retrieved semantic gestures with the GPT's output, ensuring the naturalness of the final animation. Our system demonstrates robustness in generating gestures that are rhythmically coherent and semantically explicit, as evidenced by a comprehensive collection of examples. User studies confirm the quality and human-likeness of our results, and show that our system outperforms state-of-the-art systems in terms of semantic appropriateness by a clear margin.

  • 7 authors
·
May 16, 2024

Digitizing Touch with an Artificial Multimodal Fingertip

Touch is a crucial sensing modality that provides rich information about object properties and interactions with the physical environment. Humans and robots both benefit from using touch to perceive and interact with the surrounding environment (Johansson and Flanagan, 2009; Li et al., 2020; Calandra et al., 2017). However, no existing systems provide rich, multi-modal digital touch-sensing capabilities through a hemispherical compliant embodiment. Here, we describe several conceptual and technological innovations to improve the digitization of touch. These advances are embodied in an artificial finger-shaped sensor with advanced sensing capabilities. Significantly, this fingertip contains high-resolution sensors (~8.3 million taxels) that respond to omnidirectional touch, capture multi-modal signals, and use on-device artificial intelligence to process the data in real time. Evaluations show that the artificial fingertip can resolve spatial features as small as 7 um, sense normal and shear forces with a resolution of 1.01 mN and 1.27 mN, respectively, perceive vibrations up to 10 kHz, sense heat, and even sense odor. Furthermore, it embeds an on-device AI neural network accelerator that acts as a peripheral nervous system on a robot and mimics the reflex arc found in humans. These results demonstrate the possibility of digitizing touch with superhuman performance. The implications are profound, and we anticipate potential applications in robotics (industrial, medical, agricultural, and consumer-level), virtual reality and telepresence, prosthetics, and e-commerce. Toward digitizing touch at scale, we open-source a modular platform to facilitate future research on the nature of touch.

  • 23 authors
·
Nov 4, 2024

Decoupled Iterative Refinement Framework for Interacting Hands Reconstruction from a Single RGB Image

Reconstructing interacting hands from a single RGB image is a very challenging task. On the one hand, severe mutual occlusion and similar local appearance between two hands confuse the extraction of visual features, resulting in the misalignment of estimated hand meshes and the image. On the other hand, there are complex spatial relationship between interacting hands, which significantly increases the solution space of hand poses and increases the difficulty of network learning. In this paper, we propose a decoupled iterative refinement framework to achieve pixel-alignment hand reconstruction while efficiently modeling the spatial relationship between hands. Specifically, we define two feature spaces with different characteristics, namely 2D visual feature space and 3D joint feature space. First, we obtain joint-wise features from the visual feature map and utilize a graph convolution network and a transformer to perform intra- and inter-hand information interaction in the 3D joint feature space, respectively. Then, we project the joint features with global information back into the 2D visual feature space in an obfuscation-free manner and utilize the 2D convolution for pixel-wise enhancement. By performing multiple alternate enhancements in the two feature spaces, our method can achieve an accurate and robust reconstruction of interacting hands. Our method outperforms all existing two-hand reconstruction methods by a large margin on the InterHand2.6M dataset.

  • 8 authors
·
Feb 5, 2023

VTON-HandFit: Virtual Try-on for Arbitrary Hand Pose Guided by Hand Priors Embedding

Although diffusion-based image virtual try-on has made considerable progress, emerging approaches still struggle to effectively address the issue of hand occlusion (i.e., clothing regions occluded by the hand part), leading to a notable degradation of the try-on performance. To tackle this issue widely existing in real-world scenarios, we propose VTON-HandFit, leveraging the power of hand priors to reconstruct the appearance and structure for hand occlusion cases. Firstly, we tailor a Handpose Aggregation Net using the ControlNet-based structure explicitly and adaptively encoding the global hand and pose priors. Besides, to fully exploit the hand-related structure and appearance information, we propose Hand-feature Disentanglement Embedding module to disentangle the hand priors into the hand structure-parametric and visual-appearance features, and customize a masked cross attention for further decoupled feature embedding. Lastly, we customize a hand-canny constraint loss to better learn the structure edge knowledge from the hand template of model image. VTON-HandFit outperforms the baselines in qualitative and quantitative evaluations on the public dataset and our self-collected hand-occlusion Handfit-3K dataset particularly for the arbitrary hand pose occlusion cases in real-world scenarios. The Code and dataset will be available at https://github.com/VTON-HandFit/VTON-HandFit.

  • 8 authors
·
Aug 22, 2024