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Aug 4

PoP-Net: Pose over Parts Network for Multi-Person 3D Pose Estimation from a Depth Image

In this paper, a real-time method called PoP-Net is proposed to predict multi-person 3D poses from a depth image. PoP-Net learns to predict bottom-up part representations and top-down global poses in a single shot. Specifically, a new part-level representation, called Truncated Part Displacement Field (TPDF), is introduced which enables an explicit fusion process to unify the advantages of bottom-up part detection and global pose detection. Meanwhile, an effective mode selection scheme is introduced to automatically resolve the conflicting cases between global pose and part detections. Finally, due to the lack of high-quality depth datasets for developing multi-person 3D pose estimation, we introduce Multi-Person 3D Human Pose Dataset (MP-3DHP) as a new benchmark. MP-3DHP is designed to enable effective multi-person and background data augmentation in model training, and to evaluate 3D human pose estimators under uncontrolled multi-person scenarios. We show that PoP-Net achieves the state-of-the-art results both on MP-3DHP and on the widely used ITOP dataset, and has significant advantages in efficiency for multi-person processing. To demonstrate one of the applications of our algorithm pipeline, we also show results of virtual avatars driven by our calculated 3D joint positions. MP-3DHP Dataset and the evaluation code have been made available at: https://github.com/oppo-us-research/PoP-Net.

  • 6 authors
·
Dec 12, 2020

Amortized Inverse Kinematics via Graph Attention for Real-Time Human Avatar Animation

Inverse kinematics (IK) is a core operation in animation, robotics, and biomechanics: given Cartesian constraints, recover joint rotations under a known kinematic tree. In many real-time human avatar pipelines, the available signal per frame is a sparse set of tracked 3D joint positions, whereas animation systems require joint orientations to drive skinning. Recovering full orientations from positions is underconstrained, most notably because twist about bone axes is ambiguous, and classical IK solvers typically rely on iterative optimization that can be slow and sensitive to noisy inputs. We introduce IK-GAT, a lightweight graph-attention network that reconstructs full-body joint orientations from 3D joint positions in a single forward pass. The model performs message passing over the skeletal parent-child graph to exploit kinematic structure during rotation inference. To simplify learning, IK-GAT predicts rotations in a bone-aligned world-frame representation anchored to rest-pose bone frames. This parameterization makes the twist axis explicit and is exactly invertible to standard parent-relative local rotations given the kinematic tree and rest pose. The network uses a continuous 6D rotation representation and is trained with a geodesic loss on SO(3) together with an optional forward-kinematics consistency regularizer. IK-GAT produces animation-ready local rotations that can directly drive a rigged avatar or be converted to pose parameters of SMPL-like body models for real-time and online applications. With 374K parameters and over 650 FPS on CPU, IK-GAT outperforms VPoser-based per-frame iterative optimization without warm-start at significantly lower cost, and is robust to initial pose and input noise

  • 6 authors
·
Apr 16

PointWorld: Scaling 3D World Models for In-The-Wild Robotic Manipulation

Humans anticipate, from a glance and a contemplated action of their bodies, how the 3D world will respond, a capability that is equally vital for robotic manipulation. We introduce PointWorld, a large pre-trained 3D world model that unifies state and action in a shared 3D space as 3D point flows: given one or few RGB-D images and a sequence of low-level robot action commands, PointWorld forecasts per-pixel displacements in 3D that respond to the given actions. By representing actions as 3D point flows instead of embodiment-specific action spaces (e.g., joint positions), this formulation directly conditions on physical geometries of robots while seamlessly integrating learning across embodiments. To train our 3D world model, we curate a large-scale dataset spanning real and simulated robotic manipulation in open-world environments, enabled by recent advances in 3D vision and simulated environments, totaling about 2M trajectories and 500 hours across a single-arm Franka and a bimanual humanoid. Through rigorous, large-scale empirical studies of backbones, action representations, learning objectives, partial observability, data mixtures, domain transfers, and scaling, we distill design principles for large-scale 3D world modeling. With a real-time (0.1s) inference speed, PointWorld can be efficiently integrated in the model-predictive control (MPC) framework for manipulation. We demonstrate that a single pre-trained checkpoint enables a real-world Franka robot to perform rigid-body pushing, deformable and articulated object manipulation, and tool use, without requiring any demonstrations or post-training and all from a single image captured in-the-wild. Project website at https://point-world.github.io/.

  • 7 authors
·
Jan 7

Ego3DPose: Capturing 3D Cues from Binocular Egocentric Views

We present Ego3DPose, a highly accurate binocular egocentric 3D pose reconstruction system. The binocular egocentric setup offers practicality and usefulness in various applications, however, it remains largely under-explored. It has been suffering from low pose estimation accuracy due to viewing distortion, severe self-occlusion, and limited field-of-view of the joints in egocentric 2D images. Here, we notice that two important 3D cues, stereo correspondences, and perspective, contained in the egocentric binocular input are neglected. Current methods heavily rely on 2D image features, implicitly learning 3D information, which introduces biases towards commonly observed motions and leads to low overall accuracy. We observe that they not only fail in challenging occlusion cases but also in estimating visible joint positions. To address these challenges, we propose two novel approaches. First, we design a two-path network architecture with a path that estimates pose per limb independently with its binocular heatmaps. Without full-body information provided, it alleviates bias toward trained full-body distribution. Second, we leverage the egocentric view of body limbs, which exhibits strong perspective variance (e.g., a significantly large-size hand when it is close to the camera). We propose a new perspective-aware representation using trigonometry, enabling the network to estimate the 3D orientation of limbs. Finally, we develop an end-to-end pose reconstruction network that synergizes both techniques. Our comprehensive evaluations demonstrate that Ego3DPose outperforms state-of-the-art models by a pose estimation error (i.e., MPJPE) reduction of 23.1% in the UnrealEgo dataset. Our qualitative results highlight the superiority of our approach across a range of scenarios and challenges.

  • 4 authors
·
Sep 20, 2023

Learning 3D Human Shape and Pose from Dense Body Parts

Reconstructing 3D human shape and pose from monocular images is challenging despite the promising results achieved by the most recent learning-based methods. The commonly occurred misalignment comes from the facts that the mapping from images to the model space is highly non-linear and the rotation-based pose representation of body models is prone to result in the drift of joint positions. In this work, we investigate learning 3D human shape and pose from dense correspondences of body parts and propose a Decompose-and-aggregate Network (DaNet) to address these issues. DaNet adopts the dense correspondence maps, which densely build a bridge between 2D pixels and 3D vertices, as intermediate representations to facilitate the learning of 2D-to-3D mapping. The prediction modules of DaNet are decomposed into one global stream and multiple local streams to enable global and fine-grained perceptions for the shape and pose predictions, respectively. Messages from local streams are further aggregated to enhance the robust prediction of the rotation-based poses, where a position-aided rotation feature refinement strategy is proposed to exploit spatial relationships between body joints. Moreover, a Part-based Dropout (PartDrop) strategy is introduced to drop out dense information from intermediate representations during training, encouraging the network to focus on more complementary body parts as well as neighboring position features. The efficacy of the proposed method is validated on both indoor and real-world datasets including Human3.6M, UP3D, COCO, and 3DPW, showing that our method could significantly improve the reconstruction performance in comparison with previous state-of-the-art methods. Our code is publicly available at https://hongwenzhang.github.io/dense2mesh .

  • 5 authors
·
Dec 31, 2019

A Multi-View Pipeline and Benchmark Dataset for 3D Hand Pose Estimation in Surgery

Purpose: Accurate 3D hand pose estimation supports surgical applications such as skill assessment, robot-assisted interventions, and geometry-aware workflow analysis. However, surgical environments pose severe challenges, including intense and localized lighting, frequent occlusions by instruments or staff, and uniform hand appearance due to gloves, combined with a scarcity of annotated datasets for reliable model training. Method: We propose a robust multi-view pipeline for 3D hand pose estimation in surgical contexts that requires no domain-specific fine-tuning and relies solely on off-the-shelf pretrained models. The pipeline integrates reliable person detection, whole-body pose estimation, and state-of-the-art 2D hand keypoint prediction on tracked hand crops, followed by a constrained 3D optimization. In addition, we introduce a novel surgical benchmark dataset comprising over 68,000 frames and 3,000 manually annotated 2D hand poses with triangulated 3D ground truth, recorded in a replica operating room under varying levels of scene complexity. Results: Quantitative experiments demonstrate that our method consistently outperforms baselines, achieving a 31% reduction in 2D mean joint error and a 76% reduction in 3D mean per-joint position error. Conclusion: Our work establishes a strong baseline for 3D hand pose estimation in surgery, providing both a training-free pipeline and a comprehensive annotated dataset to facilitate future research in surgical computer vision.

  • 11 authors
·
Jan 22

HopFIR: Hop-wise GraphFormer with Intragroup Joint Refinement for 3D Human Pose Estimation

2D-to-3D human pose lifting is fundamental for 3D human pose estimation (HPE), for which graph convolutional networks (GCNs) have proven inherently suitable for modeling the human skeletal topology. However, the current GCN-based 3D HPE methods update the node features by aggregating their neighbors' information without considering the interaction of joints in different joint synergies. Although some studies have proposed importing limb information to learn the movement patterns, the latent synergies among joints, such as maintaining balance are seldom investigated. We propose the Hop-wise GraphFormer with Intragroup Joint Refinement (HopFIR) architecture to tackle the 3D HPE problem. HopFIR mainly consists of a novel hop-wise GraphFormer (HGF) module and an intragroup joint refinement (IJR) module. The HGF module groups the joints by k-hop neighbors and applies a hopwise transformer-like attention mechanism to these groups to discover latent joint synergies. The IJR module leverages the prior limb information for peripheral joint refinement. Extensive experimental results show that HopFIR outperforms the SOTA methods by a large margin, with a mean per-joint position error (MPJPE) on the Human3.6M dataset of 32.67 mm. We also demonstrate that the state-of-the-art GCN-based methods can benefit from the proposed hop-wise attention mechanism with a significant improvement in performance: SemGCN and MGCN are improved by 8.9% and 4.5%, respectively.

  • 5 authors
·
Feb 28, 2023

RT-Pose: A 4D Radar Tensor-based 3D Human Pose Estimation and Localization Benchmark

Traditional methods for human localization and pose estimation (HPE), which mainly rely on RGB images as an input modality, confront substantial limitations in real-world applications due to privacy concerns. In contrast, radar-based HPE methods emerge as a promising alternative, characterized by distinctive attributes such as through-wall recognition and privacy-preserving, rendering the method more conducive to practical deployments. This paper presents a Radar Tensor-based human pose (RT-Pose) dataset and an open-source benchmarking framework. The RT-Pose dataset comprises 4D radar tensors, LiDAR point clouds, and RGB images, and is collected for a total of 72k frames across 240 sequences with six different complexity-level actions. The 4D radar tensor provides raw spatio-temporal information, differentiating it from other radar point cloud-based datasets. We develop an annotation process using RGB images and LiDAR point clouds to accurately label 3D human skeletons. In addition, we propose HRRadarPose, the first single-stage architecture that extracts the high-resolution representation of 4D radar tensors in 3D space to aid human keypoint estimation. HRRadarPose outperforms previous radar-based HPE work on the RT-Pose benchmark. The overall HRRadarPose performance on the RT-Pose dataset, as reflected in a mean per joint position error (MPJPE) of 9.91cm, indicates the persistent challenges in achieving accurate HPE in complex real-world scenarios. RT-Pose is available at https://huggingface.co/datasets/uwipl/RT-Pose.

  • 8 authors
·
Jul 18, 2024

PersPose: 3D Human Pose Estimation with Perspective Encoding and Perspective Rotation

Monocular 3D human pose estimation (HPE) methods estimate the 3D positions of joints from individual images. Existing 3D HPE approaches often use the cropped image alone as input for their models. However, the relative depths of joints cannot be accurately estimated from cropped images without the corresponding camera intrinsics, which determine the perspective relationship between 3D objects and the cropped images. In this work, we introduce Perspective Encoding (PE) to encode the camera intrinsics of the cropped images. Moreover, since the human subject can appear anywhere within the original image, the perspective relationship between the 3D scene and the cropped image differs significantly, which complicates model fitting. Additionally, the further the human subject deviates from the image center, the greater the perspective distortions in the cropped image. To address these issues, we propose Perspective Rotation (PR), a transformation applied to the original image that centers the human subject, thereby reducing perspective distortions and alleviating the difficulty of model fitting. By incorporating PE and PR, we propose a novel 3D HPE framework, PersPose. Experimental results demonstrate that PersPose achieves state-of-the-art (SOTA) performance on the 3DPW, MPI-INF-3DHP, and Human3.6M datasets. For example, on the in-the-wild dataset 3DPW, PersPose achieves an MPJPE of 60.1 mm, 7.54% lower than the previous SOTA approach. Code is available at: https://github.com/KenAdamsJoseph/PersPose.

  • 2 authors
·
Aug 24, 2025

HandVQA: Diagnosing and Improving Fine-Grained Spatial Reasoning about Hands in Vision-Language Models

Understanding the fine-grained articulation of human hands is critical in high-stakes settings such as robot-assisted surgery, chip manufacturing, and AR/VR-based human-AI interaction. Despite achieving near-human performance on general vision-language benchmarks, current vision-language models (VLMs) struggle with fine-grained spatial reasoning, especially in interpreting complex and articulated hand poses. We introduce HandVQA, a large-scale diagnostic benchmark designed to evaluate VLMs' understanding of detailed hand anatomy through visual question answering. Built upon high-quality 3D hand datasets (FreiHAND, InterHand2.6M, FPHA), our benchmark includes over 1.6M controlled multiple-choice questions that probe spatial relationships between hand joints, such as angles, distances, and relative positions. We evaluate several state-of-the-art VLMs (LLaVA, DeepSeek and Qwen-VL) in both base and fine-tuned settings, using lightweight fine-tuning via LoRA. Our findings reveal systematic limitations in current models, including hallucinated finger parts, incorrect geometric interpretations, and poor generalization. HandVQA not only exposes these critical reasoning gaps but provides a validated path to improvement. We demonstrate that the 3D-grounded spatial knowledge learned from our benchmark transfers in a zero-shot setting, significantly improving accuracy of model on novel downstream tasks like hand gesture recognition (+10.33%) and hand-object interaction (+2.63%).

  • 7 authors
·
Mar 27

SpaceDrive: Infusing Spatial Awareness into VLM-based Autonomous Driving

End-to-end autonomous driving methods built on vision language models (VLMs) have undergone rapid development driven by their universal visual understanding and strong reasoning capabilities obtained from the large-scale pretraining. However, we find that current VLMs struggle to understand fine-grained 3D spatial relationships which is a fundamental requirement for systems interacting with the physical world. To address this issue, we propose SpaceDrive, a spatial-aware VLM-based driving framework that treats spatial information as explicit positional encodings (PEs) instead of textual digit tokens, enabling joint reasoning over semantic and spatial representations. SpaceDrive employs a universal positional encoder to all 3D coordinates derived from multi-view depth estimation, historical ego-states, and text prompts. These 3D PEs are first superimposed to augment the corresponding 2D visual tokens. Meanwhile, they serve as a task-agnostic coordinate representation, replacing the digit-wise numerical tokens as both inputs and outputs for the VLM. This mechanism enables the model to better index specific visual semantics in spatial reasoning and directly regress trajectory coordinates rather than generating digit-by-digit, thereby enhancing planning accuracy. Extensive experiments validate that SpaceDrive achieves state-of-the-art open-loop performance on the nuScenes dataset and the second-best Driving Score of 78.02 on the Bench2Drive closed-loop benchmark over existing VLM-based methods.

  • 9 authors
·
Dec 11, 2025

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/

  • 13 authors
·
Apr 29 3

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 pm 0.08 BW RMSE for hip; 0.23 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.

  • 1 authors
·
Jun 3

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

Uncertainty-Aware Testing-Time Optimization for 3D Human Pose Estimation

Although data-driven methods have achieved success in 3D human pose estimation, they often suffer from domain gaps and exhibit limited generalization. In contrast, optimization-based methods excel in fine-tuning for specific cases but are generally inferior to data-driven methods in overall performance. We observe that previous optimization-based methods commonly rely on a projection constraint, which only ensures alignment in 2D space, potentially leading to the overfitting problem. To address this, we propose an Uncertainty-Aware testing-time Optimization (UAO) framework, which keeps the prior information of the pre-trained model and alleviates the overfitting problem using the uncertainty of joints. Specifically, during the training phase, we design an effective 2D-to-3D network for estimating the corresponding 3D pose while quantifying the uncertainty of each 3D joint. For optimization during testing, the proposed optimization framework freezes the pre-trained model and optimizes only a latent state. Projection loss is then employed to ensure the generated poses are well aligned in 2D space for high-quality optimization. Furthermore, we utilize the uncertainty of each joint to determine how much each joint is allowed for optimization. The effectiveness and superiority of the proposed framework are validated through extensive experiments on challenging datasets: Human3.6M, MPI-INF-3DHP, and 3DPW. Notably, our approach outperforms the previous best result by a large margin of 5.5\% on Human3.6M. Code is available at https://github.com/xiu-cs/UAO-Pose3D{https://github.com/xiu-cs/UAO-Pose3D}.

  • 8 authors
·
Feb 3, 2024

ByteWrist: A Parallel Robotic Wrist Enabling Flexible and Anthropomorphic Motion for Confined Spaces

This paper introduces ByteWrist, a novel highly-flexible and anthropomorphic parallel wrist for robotic manipulation. ByteWrist addresses the critical limitations of existing serial and parallel wrists in narrow-space operations through a compact three-stage parallel drive mechanism integrated with arc-shaped end linkages. The design achieves precise RPY (Roll-Pitch-Yaw) motion while maintaining exceptional compactness, making it particularly suitable for complex unstructured environments such as home services, medical assistance, and precision assembly. The key innovations include: (1) a nested three-stage motor-driven linkages that minimize volume while enabling independent multi-DOF control, (2) arc-shaped end linkages that optimize force transmission and expand motion range, and (3) a central supporting ball functioning as a spherical joint that enhances structural stiffness without compromising flexibility. Meanwhile, we present comprehensive kinematic modeling including forward / inverse kinematics and a numerical Jacobian solution for precise control. Empirically, we observe ByteWrist demonstrates strong performance in narrow-space maneuverability and dual-arm cooperative manipulation tasks, outperforming Kinova-based systems. Results indicate significant improvements in compactness, efficiency, and stiffness compared to traditional designs, establishing ByteWrist as a promising solution for next-generation robotic manipulation in constrained environments.

  • 7 authors
·
Sep 22, 2025 2

RigAnything: Template-Free Autoregressive Rigging for Diverse 3D Assets

We present RigAnything, a novel autoregressive transformer-based model, which makes 3D assets rig-ready by probabilistically generating joints, skeleton topologies, and assigning skinning weights in a template-free manner. Unlike most existing auto-rigging methods, which rely on predefined skeleton template and are limited to specific categories like humanoid, RigAnything approaches the rigging problem in an autoregressive manner, iteratively predicting the next joint based on the global input shape and the previous prediction. While autoregressive models are typically used to generate sequential data, RigAnything extends their application to effectively learn and represent skeletons, which are inherently tree structures. To achieve this, we organize the joints in a breadth-first search (BFS) order, enabling the skeleton to be defined as a sequence of 3D locations and the parent index. Furthermore, our model improves the accuracy of position prediction by leveraging diffusion modeling, ensuring precise and consistent placement of joints within the hierarchy. This formulation allows the autoregressive model to efficiently capture both spatial and hierarchical relationships within the skeleton. Trained end-to-end on both RigNet and Objaverse datasets, RigAnything demonstrates state-of-the-art performance across diverse object types, including humanoids, quadrupeds, marine creatures, insects, and many more, surpassing prior methods in quality, robustness, generalizability, and efficiency. Please check our website for more details: https://www.liuisabella.com/RigAnything.

  • 8 authors
·
Feb 13, 2025

SelfPose3d: Self-Supervised Multi-Person Multi-View 3d Pose Estimation

We present a new self-supervised approach, SelfPose3d, for estimating 3d poses of multiple persons from multiple camera views. Unlike current state-of-the-art fully-supervised methods, our approach does not require any 2d or 3d ground-truth poses and uses only the multi-view input images from a calibrated camera setup and 2d pseudo poses generated from an off-the-shelf 2d human pose estimator. We propose two self-supervised learning objectives: self-supervised person localization in 3d space and self-supervised 3d pose estimation. We achieve self-supervised 3d person localization by training the model on synthetically generated 3d points, serving as 3d person root positions, and on the projected root-heatmaps in all the views. We then model the 3d poses of all the localized persons with a bottleneck representation, map them onto all views obtaining 2d joints, and render them using 2d Gaussian heatmaps in an end-to-end differentiable manner. Afterwards, we use the corresponding 2d joints and heatmaps from the pseudo 2d poses for learning. To alleviate the intrinsic inaccuracy of the pseudo labels, we propose an adaptive supervision attention mechanism to guide the self-supervision. Our experiments and analysis on three public benchmark datasets, including Panoptic, Shelf, and Campus, show the effectiveness of our approach, which is comparable to fully-supervised methods. Code: https://github.com/CAMMA-public/SelfPose3D. Video demo: https://youtu.be/GAqhmUIr2E8.

  • 3 authors
·
Apr 2, 2024

FinePOSE: Fine-Grained Prompt-Driven 3D Human Pose Estimation via Diffusion Models

The 3D Human Pose Estimation (3D HPE) task uses 2D images or videos to predict human joint coordinates in 3D space. Despite recent advancements in deep learning-based methods, they mostly ignore the capability of coupling accessible texts and naturally feasible knowledge of humans, missing out on valuable implicit supervision to guide the 3D HPE task. Moreover, previous efforts often study this task from the perspective of the whole human body, neglecting fine-grained guidance hidden in different body parts. To this end, we present a new Fine-Grained Prompt-Driven Denoiser based on a diffusion model for 3D HPE, named FinePOSE. It consists of three core blocks enhancing the reverse process of the diffusion model: (1) Fine-grained Part-aware Prompt learning (FPP) block constructs fine-grained part-aware prompts via coupling accessible texts and naturally feasible knowledge of body parts with learnable prompts to model implicit guidance. (2) Fine-grained Prompt-pose Communication (FPC) block establishes fine-grained communications between learned part-aware prompts and poses to improve the denoising quality. (3) Prompt-driven Timestamp Stylization (PTS) block integrates learned prompt embedding and temporal information related to the noise level to enable adaptive adjustment at each denoising step. Extensive experiments on public single-human pose estimation datasets show that FinePOSE outperforms state-of-the-art methods. We further extend FinePOSE to multi-human pose estimation. Achieving 34.3mm average MPJPE on the EgoHumans dataset demonstrates the potential of FinePOSE to deal with complex multi-human scenarios. Code is available at https://github.com/PKU-ICST-MIPL/FinePOSE_CVPR2024.

  • 3 authors
·
May 8, 2024

Reconstructing Interacting Hands with Interaction Prior from Monocular Images

Reconstructing interacting hands from monocular images is indispensable in AR/VR applications. Most existing solutions rely on the accurate localization of each skeleton joint. However, these methods tend to be unreliable due to the severe occlusion and confusing similarity among adjacent hand parts. This also defies human perception because humans can quickly imitate an interaction pattern without localizing all joints. Our key idea is to first construct a two-hand interaction prior and recast the interaction reconstruction task as the conditional sampling from the prior. To expand more interaction states, a large-scale multimodal dataset with physical plausibility is proposed. Then a VAE is trained to further condense these interaction patterns as latent codes in a prior distribution. When looking for image cues that contribute to interaction prior sampling, we propose the interaction adjacency heatmap (IAH). Compared with a joint-wise heatmap for localization, IAH assigns denser visible features to those invisible joints. Compared with an all-in-one visible heatmap, it provides more fine-grained local interaction information in each interaction region. Finally, the correlations between the extracted features and corresponding interaction codes are linked by the ViT module. Comprehensive evaluations on benchmark datasets have verified the effectiveness of this framework. The code and dataset are publicly available at https://github.com/binghui-z/InterPrior_pytorch

  • 6 authors
·
Aug 27, 2023

AGORA: Avatars in Geography Optimized for Regression Analysis

While the accuracy of 3D human pose estimation from images has steadily improved on benchmark datasets, the best methods still fail in many real-world scenarios. This suggests that there is a domain gap between current datasets and common scenes containing people. To obtain ground-truth 3D pose, current datasets limit the complexity of clothing, environmental conditions, number of subjects, and occlusion. Moreover, current datasets evaluate sparse 3D joint locations corresponding to the major joints of the body, ignoring the hand pose and the face shape. To evaluate the current state-of-the-art methods on more challenging images, and to drive the field to address new problems, we introduce AGORA, a synthetic dataset with high realism and highly accurate ground truth. Here we use 4240 commercially-available, high-quality, textured human scans in diverse poses and natural clothing; this includes 257 scans of children. We create reference 3D poses and body shapes by fitting the SMPL-X body model (with face and hands) to the 3D scans, taking into account clothing. We create around 14K training and 3K test images by rendering between 5 and 15 people per image using either image-based lighting or rendered 3D environments, taking care to make the images physically plausible and photoreal. In total, AGORA consists of 173K individual person crops. We evaluate existing state-of-the-art methods for 3D human pose estimation on this dataset and find that most methods perform poorly on images of children. Hence, we extend the SMPL-X model to better capture the shape of children. Additionally, we fine-tune methods on AGORA and show improved performance on both AGORA and 3DPW, confirming the realism of the dataset. We provide all the registered 3D reference training data, rendered images, and a web-based evaluation site at https://agora.is.tue.mpg.de/.

  • 6 authors
·
Apr 28, 2021

Decaf: Monocular Deformation Capture for Face and Hand Interactions

Existing methods for 3D tracking from monocular RGB videos predominantly consider articulated and rigid objects. Modelling dense non-rigid object deformations in this setting remained largely unaddressed so far, although such effects can improve the realism of the downstream applications such as AR/VR and avatar communications. This is due to the severe ill-posedness of the monocular view setting and the associated challenges. While it is possible to naively track multiple non-rigid objects independently using 3D templates or parametric 3D models, such an approach would suffer from multiple artefacts in the resulting 3D estimates such as depth ambiguity, unnatural intra-object collisions and missing or implausible deformations. Hence, this paper introduces the first method that addresses the fundamental challenges depicted above and that allows tracking human hands interacting with human faces in 3D from single monocular RGB videos. We model hands as articulated objects inducing non-rigid face deformations during an active interaction. Our method relies on a new hand-face motion and interaction capture dataset with realistic face deformations acquired with a markerless multi-view camera system. As a pivotal step in its creation, we process the reconstructed raw 3D shapes with position-based dynamics and an approach for non-uniform stiffness estimation of the head tissues, which results in plausible annotations of the surface deformations, hand-face contact regions and head-hand positions. At the core of our neural approach are a variational auto-encoder supplying the hand-face depth prior and modules that guide the 3D tracking by estimating the contacts and the deformations. Our final 3D hand and face reconstructions are realistic and more plausible compared to several baselines applicable in our setting, both quantitatively and qualitatively. https://vcai.mpi-inf.mpg.de/projects/Decaf

  • 4 authors
·
Sep 28, 2023 1

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

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

AssemblyHands-X: Modeling 3D Hand-Body Coordination for Understanding Bimanual Human Activities

Bimanual human activities inherently involve coordinated movements of both hands and body. However, the impact of this coordination in activity understanding has not been systematically evaluated due to the lack of suitable datasets. Such evaluation demands kinematic-level annotations (e.g., 3D pose) for the hands and body, yet existing 3D activity datasets typically annotate either hand or body pose. Another line of work employs marker-based motion capture to provide full-body pose, but the physical markers introduce visual artifacts, thereby limiting models' generalization to natural, markerless videos. To address these limitations, we present AssemblyHands-X, the first markerless 3D hand-body benchmark for bimanual activities, designed to study the effect of hand-body coordination for action recognition. We begin by constructing a pipeline for 3D pose annotation from synchronized multi-view videos. Our approach combines multi-view triangulation with SMPL-X mesh fitting, yielding reliable 3D registration of hands and upper body. We then validate different input representations (e.g., video, hand pose, body pose, or hand-body pose) across recent action recognition models based on graph convolution or spatio-temporal attention. Our extensive experiments show that pose-based action inference is more efficient and accurate than video baselines. Moreover, joint modeling of hand and body cues improves action recognition over using hands or upper body alone, highlighting the importance of modeling interdependent hand-body dynamics for a holistic understanding of bimanual activities.

  • 5 authors
·
Sep 27, 2025

From Skin to Skeleton: Towards Biomechanically Accurate 3D Digital Humans

Great progress has been made in estimating 3D human pose and shape from images and video by training neural networks to directly regress the parameters of parametric human models like SMPL. However, existing body models have simplified kinematic structures that do not correspond to the true joint locations and articulations in the human skeletal system, limiting their potential use in biomechanics. On the other hand, methods for estimating biomechanically accurate skeletal motion typically rely on complex motion capture systems and expensive optimization methods. What is needed is a parametric 3D human model with a biomechanically accurate skeletal structure that can be easily posed. To that end, we develop SKEL, which re-rigs the SMPL body model with a biomechanics skeleton. To enable this, we need training data of skeletons inside SMPL meshes in diverse poses. We build such a dataset by optimizing biomechanically accurate skeletons inside SMPL meshes from AMASS sequences. We then learn a regressor from SMPL mesh vertices to the optimized joint locations and bone rotations. Finally, we re-parametrize the SMPL mesh with the new kinematic parameters. The resulting SKEL model is animatable like SMPL but with fewer, and biomechanically-realistic, degrees of freedom. We show that SKEL has more biomechanically accurate joint locations than SMPL, and the bones fit inside the body surface better than previous methods. By fitting SKEL to SMPL meshes we are able to "upgrade" existing human pose and shape datasets to include biomechanical parameters. SKEL provides a new tool to enable biomechanics in the wild, while also providing vision and graphics researchers with a better constrained and more realistic model of human articulation. The model, code, and data are available for research at https://skel.is.tue.mpg.de..

  • 7 authors
·
Sep 8, 2025

UniHand: A Unified Model for Diverse Controlled 4D Hand Motion Modeling

Hand motion plays a central role in human interaction, yet modeling realistic 4D hand motion (i.e., 3D hand pose sequences over time) remains challenging. Research in this area is typically divided into two tasks: (1) Estimation approaches reconstruct precise motion from visual observations, but often fail under hand occlusion or absence; (2) Generation approaches focus on synthesizing hand poses by exploiting generative priors under multi-modal structured inputs and infilling motion from incomplete sequences. However, this separation not only limits the effective use of heterogeneous condition signals that frequently arise in practice, but also prevents knowledge transfer between the two tasks. We present UniHand, a unified diffusion-based framework that formulates both estimation and generation as conditional motion synthesis. UniHand integrates heterogeneous inputs by embedding structured signals into a shared latent space through a joint variational autoencoder, which aligns conditions such as MANO parameters and 2D skeletons. Visual observations are encoded with a frozen vision backbone, while a dedicated hand perceptron extracts hand-specific cues directly from image features, removing the need for complex detection and cropping pipelines. A latent diffusion model then synthesizes consistent motion sequences from these diverse conditions. Extensive experiments across multiple benchmarks demonstrate that UniHand delivers robust and accurate hand motion modeling, maintaining performance under severe occlusions and temporally incomplete inputs.

  • 5 authors
·
Feb 24

MaMi-HOI: Harmonizing Global Kinematics and Local Geometry for Human-Object Interaction Generation

Generating realistic 3D Human-Object Interactions (HOI) is a fundamental task for applications ranging from embodied AI to virtual content creation, which requires harmonizing high-level semantic intent with strict low-level physical constraints. Existing methods excel at semantic alignment, however, they struggle to maintain precise object contact. We reveal a key finding termed Geometric Forgetting: as diffusion model depth increases, semantic feature tend to overshadow object geometry feature, causing the model to lose its perception to object geometry. To address this, we propose MaMi-HOI, a hierarchical framework reconciling Macro-level kinematic fluidity with Micro-level spatial precision. First, to counteract geometric forgetting, we introduce the Geometry-Aware Proximity Adapter (GAPA), which explicitly re-injects dense object details to perform residual snapping corrections for precise contact. Nevertheless, such aggressive local enforcement can disrupt global dynamics, leading to robotic stiffness. In response, we introduce the Kinematic Harmony Adapter (KHA), which proactively aligns whole-body posture with spatial objectives, ensuring the skeleton actively accommodates constraints without compromising naturalness. Extensive experiments validate that MaMi-HOI simultaneously achieves natural motion and precise contact. Crucially, it extends generation capabilities to long-term tasks with complex trajectories, effectively bridging the gap between global navigation and high-fidelity manipulation in 3D scenes. Code is available at https://github.com/DON738110198/MaMi-HOI.git

  • 3 authors
·
May 6

SIMSPINE: A Biomechanics-Aware Simulation Framework for 3D Spine Motion Annotation and Benchmarking

Modeling spinal motion is fundamental to understanding human biomechanics, yet remains underexplored in computer vision due to the spine's complex multi-joint kinematics and the lack of large-scale 3D annotations. We present a biomechanics-aware keypoint simulation framework that augments existing human pose datasets with anatomically consistent 3D spinal keypoints derived from musculoskeletal modeling. Using this framework, we create the first open dataset, named SIMSPINE, which provides sparse vertebra-level 3D spinal annotations for natural full-body motions in indoor multi-camera capture without external restraints. With 2.14 million frames, this enables data-driven learning of vertebral kinematics from subtle posture variations and bridges the gap between musculoskeletal simulation and computer vision. In addition, we release pretrained baselines covering fine-tuned 2D detectors, monocular 3D pose lifting models, and multi-view reconstruction pipelines, establishing a unified benchmark for biomechanically valid spine motion estimation. Specifically, our 2D spine baselines improve the state-of-the-art from 0.63 to 0.80 AUC in controlled environments, and from 0.91 to 0.93 AP for in-the-wild spine tracking. Together, the simulation framework and SIMSPINE dataset advance research in vision-based biomechanics, motion analysis, and digital human modeling by enabling reproducible, anatomically grounded 3D spine estimation under natural conditions.

Joint2Human: High-quality 3D Human Generation via Compact Spherical Embedding of 3D Joints

3D human generation is increasingly significant in various applications. However, the direct use of 2D generative methods in 3D generation often results in significant loss of local details, while methods that reconstruct geometry from generated images struggle with global view consistency. In this work, we introduce Joint2Human, a novel method that leverages 2D diffusion models to generate detailed 3D human geometry directly, ensuring both global structure and local details. To achieve this, we employ the Fourier occupancy field (FOF) representation, enabling the direct production of 3D shapes as preliminary results using 2D generative models. With the proposed high-frequency enhancer and the multi-view recarving strategy, our method can seamlessly integrate the details from different views into a uniform global shape.To better utilize the 3D human prior and enhance control over the generated geometry, we introduce a compact spherical embedding of 3D joints. This allows for effective application of pose guidance during the generation process. Additionally, our method is capable of generating 3D humans guided by textual inputs. Our experimental results demonstrate the capability of our method to ensure global structure, local details, high resolution, and low computational cost, simultaneously. More results and code can be found on our project page at http://cic.tju.edu.cn/faculty/likun/projects/Joint2Human.

  • 6 authors
·
Dec 13, 2023

Motion-2-to-3: Leveraging 2D Motion Data to Boost 3D Motion Generation

Text-driven human motion synthesis is capturing significant attention for its ability to effortlessly generate intricate movements from abstract text cues, showcasing its potential for revolutionizing motion design not only in film narratives but also in virtual reality experiences and computer game development. Existing methods often rely on 3D motion capture data, which require special setups resulting in higher costs for data acquisition, ultimately limiting the diversity and scope of human motion. In contrast, 2D human videos offer a vast and accessible source of motion data, covering a wider range of styles and activities. In this paper, we explore leveraging 2D human motion extracted from videos as an alternative data source to improve text-driven 3D motion generation. Our approach introduces a novel framework that disentangles local joint motion from global movements, enabling efficient learning of local motion priors from 2D data. We first train a single-view 2D local motion generator on a large dataset of text-motion pairs. To enhance this model to synthesize 3D motion, we fine-tune the generator with 3D data, transforming it into a multi-view generator that predicts view-consistent local joint motion and root dynamics. Experiments on the HumanML3D dataset and novel text prompts demonstrate that our method efficiently utilizes 2D data, supporting realistic 3D human motion generation and broadening the range of motion types it supports. Our code will be made publicly available at https://zju3dv.github.io/Motion-2-to-3/.

  • 11 authors
·
Dec 17, 2024

Optimal-state Dynamics Estimation for Physics-based Human Motion Capture from Videos

Human motion capture from monocular videos has made significant progress in recent years. However, modern approaches often produce temporal artifacts, e.g. in form of jittery motion and struggle to achieve smooth and physically plausible motions. Explicitly integrating physics, in form of internal forces and exterior torques, helps alleviating these artifacts. Current state-of-the-art approaches make use of an automatic PD controller to predict torques and reaction forces in order to re-simulate the input kinematics, i.e. the joint angles of a predefined skeleton. However, due to imperfect physical models, these methods often require simplifying assumptions and extensive preprocessing of the input kinematics to achieve good performance. To this end, we propose a novel method to selectively incorporate the physics models with the kinematics observations in an online setting, inspired by a neural Kalman-filtering approach. We develop a control loop as a meta-PD controller to predict internal joint torques and external reaction forces, followed by a physics-based motion simulation. A recurrent neural network is introduced to realize a Kalman filter that attentively balances the kinematics input and simulated motion, resulting in an optimal-state dynamics prediction. We show that this filtering step is crucial to provide an online supervision that helps balancing the shortcoming of the respective input motions, thus being important for not only capturing accurate global motion trajectories but also producing physically plausible human poses. The proposed approach excels in the physics-based human pose estimation task and demonstrates the physical plausibility of the predictive dynamics, compared to state of the art. The code is available on https://github.com/cuongle1206/OSDCap

  • 4 authors
·
May 13, 2025

XNect: Real-time Multi-Person 3D Motion Capture with a Single RGB Camera

We present a real-time approach for multi-person 3D motion capture at over 30 fps using a single RGB camera. It operates successfully in generic scenes which may contain occlusions by objects and by other people. Our method operates in subsequent stages. The first stage is a convolutional neural network (CNN) that estimates 2D and 3D pose features along with identity assignments for all visible joints of all individuals.We contribute a new architecture for this CNN, called SelecSLS Net, that uses novel selective long and short range skip connections to improve the information flow allowing for a drastically faster network without compromising accuracy. In the second stage, a fully connected neural network turns the possibly partial (on account of occlusion) 2Dpose and 3Dpose features for each subject into a complete 3Dpose estimate per individual. The third stage applies space-time skeletal model fitting to the predicted 2D and 3D pose per subject to further reconcile the 2D and 3D pose, and enforce temporal coherence. Our method returns the full skeletal pose in joint angles for each subject. This is a further key distinction from previous work that do not produce joint angle results of a coherent skeleton in real time for multi-person scenes. The proposed system runs on consumer hardware at a previously unseen speed of more than 30 fps given 512x320 images as input while achieving state-of-the-art accuracy, which we will demonstrate on a range of challenging real-world scenes.

  • 10 authors
·
Jul 1, 2019

CoDA: Coordinated Diffusion Noise Optimization for Whole-Body Manipulation of Articulated Objects

Synthesizing whole-body manipulation of articulated objects, including body motion, hand motion, and object motion, is a critical yet challenging task with broad applications in virtual humans and robotics. The core challenges are twofold. First, achieving realistic whole-body motion requires tight coordination between the hands and the rest of the body, as their movements are interdependent during manipulation. Second, articulated object manipulation typically involves high degrees of freedom and demands higher precision, often requiring the fingers to be placed at specific regions to actuate movable parts. To address these challenges, we propose a novel coordinated diffusion noise optimization framework. Specifically, we perform noise-space optimization over three specialized diffusion models for the body, left hand, and right hand, each trained on its own motion dataset to improve generalization. Coordination naturally emerges through gradient flow along the human kinematic chain, allowing the global body posture to adapt in response to hand motion objectives with high fidelity. To further enhance precision in hand-object interaction, we adopt a unified representation based on basis point sets (BPS), where end-effector positions are encoded as distances to the same BPS used for object geometry. This unified representation captures fine-grained spatial relationships between the hand and articulated object parts, and the resulting trajectories serve as targets to guide the optimization of diffusion noise, producing highly accurate interaction motion. We conduct extensive experiments demonstrating that our method outperforms existing approaches in motion quality and physical plausibility, and enables various capabilities such as object pose control, simultaneous walking and manipulation, and whole-body generation from hand-only data.

  • 4 authors
·
May 27, 2025 2

Disentangled Diffusion-Based 3D Human Pose Estimation with Hierarchical Spatial and Temporal Denoiser

Recently, diffusion-based methods for monocular 3D human pose estimation have achieved state-of-the-art (SOTA) performance by directly regressing the 3D joint coordinates from the 2D pose sequence. Although some methods decompose the task into bone length and bone direction prediction based on the human anatomical skeleton to explicitly incorporate more human body prior constraints, the performance of these methods is significantly lower than that of the SOTA diffusion-based methods. This can be attributed to the tree structure of the human skeleton. Direct application of the disentangled method could amplify the accumulation of hierarchical errors, propagating through each hierarchy. Meanwhile, the hierarchical information has not been fully explored by the previous methods. To address these problems, a Disentangled Diffusion-based 3D Human Pose Estimation method with Hierarchical Spatial and Temporal Denoiser is proposed, termed DDHPose. In our approach: (1) We disentangle the 3D pose and diffuse the bone length and bone direction during the forward process of the diffusion model to effectively model the human pose prior. A disentanglement loss is proposed to supervise diffusion model learning. (2) For the reverse process, we propose Hierarchical Spatial and Temporal Denoiser (HSTDenoiser) to improve the hierarchical modeling of each joint. Our HSTDenoiser comprises two components: the Hierarchical-Related Spatial Transformer (HRST) and the Hierarchical-Related Temporal Transformer (HRTT). HRST exploits joint spatial information and the influence of the parent joint on each joint for spatial modeling, while HRTT utilizes information from both the joint and its hierarchical adjacent joints to explore the hierarchical temporal correlations among joints. Code and models are available at https://github.com/Andyen512/DDHPose

  • 5 authors
·
Mar 7, 2024

BIGS: Bimanual Category-agnostic Interaction Reconstruction from Monocular Videos via 3D Gaussian Splatting

Reconstructing 3Ds of hand-object interaction (HOI) is a fundamental problem that can find numerous applications. Despite recent advances, there is no comprehensive pipeline yet for bimanual class-agnostic interaction reconstruction from a monocular RGB video, where two hands and an unknown object are interacting with each other. Previous works tackled the limited hand-object interaction case, where object templates are pre-known or only one hand is involved in the interaction. The bimanual interaction reconstruction exhibits severe occlusions introduced by complex interactions between two hands and an object. To solve this, we first introduce BIGS (Bimanual Interaction 3D Gaussian Splatting), a method that reconstructs 3D Gaussians of hands and an unknown object from a monocular video. To robustly obtain object Gaussians avoiding severe occlusions, we leverage prior knowledge of pre-trained diffusion model with score distillation sampling (SDS) loss, to reconstruct unseen object parts. For hand Gaussians, we exploit the 3D priors of hand model (i.e., MANO) and share a single Gaussian for two hands to effectively accumulate hand 3D information, given limited views. To further consider the 3D alignment between hands and objects, we include the interacting-subjects optimization step during Gaussian optimization. Our method achieves the state-of-the-art accuracy on two challenging datasets, in terms of 3D hand pose estimation (MPJPE), 3D object reconstruction (CDh, CDo, F10), and rendering quality (PSNR, SSIM, LPIPS), respectively.

  • 7 authors
·
Apr 12, 2025

PCHands: PCA-based Hand Pose Synergy Representation on Manipulators with N-DoF

We consider the problem of learning a common representation for dexterous manipulation across manipulators of different morphologies. To this end, we propose PCHands, a novel approach for extracting hand postural synergies from a large set of manipulators. We define a simplified and unified description format based on anchor positions for manipulators ranging from 2-finger grippers to 5-finger anthropomorphic hands. This enables learning a variable-length latent representation of the manipulator configuration and the alignment of the end-effector frame of all manipulators. We show that it is possible to extract principal components from this latent representation that is universal across manipulators of different structures and degrees of freedom. To evaluate PCHands, we use this compact representation to encode observation and action spaces of control policies for dexterous manipulation tasks learned with RL. In terms of learning efficiency and consistency, the proposed representation outperforms a baseline that learns the same tasks in joint space. We additionally show that PCHands performs robustly in RL from demonstration, when demonstrations are provided from a different manipulator. We further support our results with real-world experiments that involve a 2-finger gripper and a 4-finger anthropomorphic hand. Code and additional material are available at https://hsp-iit.github.io/PCHands/.

SyncMV4D: Synchronized Multi-view Joint Diffusion of Appearance and Motion for Hand-Object Interaction Synthesis

Hand-Object Interaction (HOI) generation plays a critical role in advancing applications across animation and robotics. Current video-based methods are predominantly single-view, which impedes comprehensive 3D geometry perception and often results in geometric distortions or unrealistic motion patterns. While 3D HOI approaches can generate dynamically plausible motions, their dependence on high-quality 3D data captured in controlled laboratory settings severely limits their generalization to real-world scenarios. To overcome these limitations, we introduce SyncMV4D, the first model that jointly generates synchronized multi-view HOI videos and 4D motions by unifying visual prior, motion dynamics, and multi-view geometry. Our framework features two core innovations: (1) a Multi-view Joint Diffusion (MJD) model that co-generates HOI videos and intermediate motions, and (2) a Diffusion Points Aligner (DPA) that refines the coarse intermediate motion into globally aligned 4D metric point tracks. To tightly couple 2D appearance with 4D dynamics, we establish a closed-loop, mutually enhancing cycle. During the diffusion denoising process, the generated video conditions the refinement of the 4D motion, while the aligned 4D point tracks are reprojected to guide next-step joint generation. Experimentally, our method demonstrates superior performance to state-of-the-art alternatives in visual realism, motion plausibility, and multi-view consistency.

  • 7 authors
·
Nov 24, 2025 3

PostoMETRO: Pose Token Enhanced Mesh Transformer for Robust 3D Human Mesh Recovery

With the recent advancements in single-image-based human mesh recovery, there is a growing interest in enhancing its performance in certain extreme scenarios, such as occlusion, while maintaining overall model accuracy. Although obtaining accurately annotated 3D human poses under occlusion is challenging, there is still a wealth of rich and precise 2D pose annotations that can be leveraged. However, existing works mostly focus on directly leveraging 2D pose coordinates to estimate 3D pose and mesh. In this paper, we present PostoMETRO(Pose token enhanced MEsh TRansfOrmer), which integrates occlusion-resilient 2D pose representation into transformers in a token-wise manner. Utilizing a specialized pose tokenizer, we efficiently condense 2D pose data to a compact sequence of pose tokens and feed them to the transformer together with the image tokens. This process not only ensures a rich depiction of texture from the image but also fosters a robust integration of pose and image information. Subsequently, these combined tokens are queried by vertex and joint tokens to decode 3D coordinates of mesh vertices and human joints. Facilitated by the robust pose token representation and the effective combination, we are able to produce more precise 3D coordinates, even under extreme scenarios like occlusion. Experiments on both standard and occlusion-specific benchmarks demonstrate the effectiveness of PostoMETRO. Qualitative results further illustrate the clarity of how 2D pose can help 3D reconstruction. Code will be made available.

  • 4 authors
·
Mar 19, 2024

DiffPose: Multi-hypothesis Human Pose Estimation using Diffusion models

Traditionally, monocular 3D human pose estimation employs a machine learning model to predict the most likely 3D pose for a given input image. However, a single image can be highly ambiguous and induces multiple plausible solutions for the 2D-3D lifting step which results in overly confident 3D pose predictors. To this end, we propose DiffPose, a conditional diffusion model, that predicts multiple hypotheses for a given input image. In comparison to similar approaches, our diffusion model is straightforward and avoids intensive hyperparameter tuning, complex network structures, mode collapse, and unstable training. Moreover, we tackle a problem of the common two-step approach that first estimates a distribution of 2D joint locations via joint-wise heatmaps and consecutively approximates them based on first- or second-moment statistics. Since such a simplification of the heatmaps removes valid information about possibly correct, though labeled unlikely, joint locations, we propose to represent the heatmaps as a set of 2D joint candidate samples. To extract information about the original distribution from these samples we introduce our embedding transformer that conditions the diffusion model. Experimentally, we show that DiffPose slightly improves upon the state of the art for multi-hypothesis pose estimation for simple poses and outperforms it by a large margin for highly ambiguous poses.

  • 2 authors
·
Nov 29, 2022

PoseAug: A Differentiable Pose Augmentation Framework for 3D Human Pose Estimation

Existing 3D human pose estimators suffer poor generalization performance to new datasets, largely due to the limited diversity of 2D-3D pose pairs in the training data. To address this problem, we present PoseAug, a new auto-augmentation framework that learns to augment the available training poses towards a greater diversity and thus improve generalization of the trained 2D-to-3D pose estimator. Specifically, PoseAug introduces a novel pose augmentor that learns to adjust various geometry factors (e.g., posture, body size, view point and position) of a pose through differentiable operations. With such differentiable capacity, the augmentor can be jointly optimized with the 3D pose estimator and take the estimation error as feedback to generate more diverse and harder poses in an online manner. Moreover, PoseAug introduces a novel part-aware Kinematic Chain Space for evaluating local joint-angle plausibility and develops a discriminative module accordingly to ensure the plausibility of the augmented poses. These elaborate designs enable PoseAug to generate more diverse yet plausible poses than existing offline augmentation methods, and thus yield better generalization of the pose estimator. PoseAug is generic and easy to be applied to various 3D pose estimators. Extensive experiments demonstrate that PoseAug brings clear improvements on both intra-scenario and cross-scenario datasets. Notably, it achieves 88.6% 3D PCK on MPI-INF-3DHP under cross-dataset evaluation setup, improving upon the previous best data augmentation based method by 9.1%. Code can be found at: https://github.com/jfzhang95/PoseAug.

  • 3 authors
·
May 5, 2021

ASDF: Assembly State Detection Utilizing Late Fusion by Integrating 6D Pose Estimation

In medical and industrial domains, providing guidance for assembly processes can be critical to ensure efficiency and safety. Errors in assembly can lead to significant consequences such as extended surgery times and prolonged manufacturing or maintenance times in industry. Assembly scenarios can benefit from in-situ augmented reality visualization, i.e., augmentations in close proximity to the target object, to provide guidance, reduce assembly times, and minimize errors. In order to enable in-situ visualization, 6D pose estimation can be leveraged to identify the correct location for an augmentation. Existing 6D pose estimation techniques primarily focus on individual objects and static captures. However, assembly scenarios have various dynamics, including occlusion during assembly and dynamics in the appearance of assembly objects. Existing work focus either on object detection combined with state detection, or focus purely on the pose estimation. To address the challenges of 6D pose estimation in combination with assembly state detection, our approach ASDF builds upon the strengths of YOLOv8, a real-time capable object detection framework. We extend this framework, refine the object pose, and fuse pose knowledge with network-detected pose information. Utilizing our late fusion in our Pose2State module results in refined 6D pose estimation and assembly state detection. By combining both pose and state information, our Pose2State module predicts the final assembly state with precision. The evaluation of our ASDF dataset shows that our Pose2State module leads to an improved assembly state detection and that the improvement of the assembly state further leads to a more robust 6D pose estimation. Moreover, on the GBOT dataset, we outperform the pure deep learning-based network and even outperform the hybrid and pure tracking-based approaches.

  • 6 authors
·
Mar 24, 2024

Landmark-free Assessment of Lower-limb Alignment with Implicit Neural Shape Functions from Knee Radiographs

Radiographic assessment of lower-limb alignment (LLA) is important for predicting joint health and surgical outcomes in total knee arthroplasty. Traditional measurement methods are manual and time-consuming, while recent machine learning approaches typically rely on locating a fixed set of anatomical landmarks. This dependence limits flexibility and may require re-annotation when clinical definitions change. To address this, we propose an automated workflow using Implicit Neural Shape Functions (INSF). Rather than relying on explicit landmark coordinates, we encode the anatomy into a compact latent space and regress clinical alignment measurements directly from these latent codes. This architecture allows for rapid extendability to new tasks without altering the backbone representation. We trained our method on an internal dataset of 566 knee radiographs, each annotated with the outline of the femur and tibia. We evaluated it on both an internal test dataset of 50 patients and a separate external set of 402 preoperative cases from the MRKR dataset. Manual clinical measurements are available for these data, and the MRKR measurements will be made publicly accessible. Performance was comparable to state-of-the-art landmark-based methods and manual agreement, while offering a flexible shape representation that can be extended to additional measurement tasks.

  • 8 authors
·
Jun 12

OpenCapBench: A Benchmark to Bridge Pose Estimation and Biomechanics

Pose estimation has promised to impact healthcare by enabling more practical methods to quantify nuances of human movement and biomechanics. However, despite the inherent connection between pose estimation and biomechanics, these disciplines have largely remained disparate. For example, most current pose estimation benchmarks use metrics such as Mean Per Joint Position Error, Percentage of Correct Keypoints, or mean Average Precision to assess performance, without quantifying kinematic and physiological correctness - key aspects for biomechanics. To alleviate this challenge, we develop OpenCapBench to offer an easy-to-use unified benchmark to assess common tasks in human pose estimation, evaluated under physiological constraints. OpenCapBench computes consistent kinematic metrics through joints angles provided by an open-source musculoskeletal modeling software (OpenSim). Through OpenCapBench, we demonstrate that current pose estimation models use keypoints that are too sparse for accurate biomechanics analysis. To mitigate this challenge, we introduce SynthPose, a new approach that enables finetuning of pre-trained 2D human pose models to predict an arbitrarily denser set of keypoints for accurate kinematic analysis through the use of synthetic data. Incorporating such finetuning on synthetic data of prior models leads to twofold reduced joint angle errors. Moreover, OpenCapBench allows users to benchmark their own developed models on our clinically relevant cohort. Overall, OpenCapBench bridges the computer vision and biomechanics communities, aiming to drive simultaneous advances in both areas.

  • 6 authors
·
Jun 14, 2024

MeTRAbs: Metric-Scale Truncation-Robust Heatmaps for Absolute 3D Human Pose Estimation

Heatmap representations have formed the basis of human pose estimation systems for many years, and their extension to 3D has been a fruitful line of recent research. This includes 2.5D volumetric heatmaps, whose X and Y axes correspond to image space and Z to metric depth around the subject. To obtain metric-scale predictions, 2.5D methods need a separate post-processing step to resolve scale ambiguity. Further, they cannot localize body joints outside the image boundaries, leading to incomplete estimates for truncated images. To address these limitations, we propose metric-scale truncation-robust (MeTRo) volumetric heatmaps, whose dimensions are all defined in metric 3D space, instead of being aligned with image space. This reinterpretation of heatmap dimensions allows us to directly estimate complete, metric-scale poses without test-time knowledge of distance or relying on anthropometric heuristics, such as bone lengths. To further demonstrate the utility our representation, we present a differentiable combination of our 3D metric-scale heatmaps with 2D image-space ones to estimate absolute 3D pose (our MeTRAbs architecture). We find that supervision via absolute pose loss is crucial for accurate non-root-relative localization. Using a ResNet-50 backbone without further learned layers, we obtain state-of-the-art results on Human3.6M, MPI-INF-3DHP and MuPoTS-3D. Our code will be made publicly available to facilitate further research.

  • 4 authors
·
Jul 12, 2020

Lift3D Foundation Policy: Lifting 2D Large-Scale Pretrained Models for Robust 3D Robotic Manipulation

3D geometric information is essential for manipulation tasks, as robots need to perceive the 3D environment, reason about spatial relationships, and interact with intricate spatial configurations. Recent research has increasingly focused on the explicit extraction of 3D features, while still facing challenges such as the lack of large-scale robotic 3D data and the potential loss of spatial geometry. To address these limitations, we propose the Lift3D framework, which progressively enhances 2D foundation models with implicit and explicit 3D robotic representations to construct a robust 3D manipulation policy. Specifically, we first design a task-aware masked autoencoder that masks task-relevant affordance patches and reconstructs depth information, enhancing the 2D foundation model's implicit 3D robotic representation. After self-supervised fine-tuning, we introduce a 2D model-lifting strategy that establishes a positional mapping between the input 3D points and the positional embeddings of the 2D model. Based on the mapping, Lift3D utilizes the 2D foundation model to directly encode point cloud data, leveraging large-scale pretrained knowledge to construct explicit 3D robotic representations while minimizing spatial information loss. In experiments, Lift3D consistently outperforms previous state-of-the-art methods across several simulation benchmarks and real-world scenarios.

  • 11 authors
·
Nov 27, 2024

Full-Body Articulated Human-Object Interaction

Fine-grained capturing of 3D HOI boosts human activity understanding and facilitates downstream visual tasks, including action recognition, holistic scene reconstruction, and human motion synthesis. Despite its significance, existing works mostly assume that humans interact with rigid objects using only a few body parts, limiting their scope. In this paper, we address the challenging problem of f-AHOI, wherein the whole human bodies interact with articulated objects, whose parts are connected by movable joints. We present CHAIRS, a large-scale motion-captured f-AHOI dataset, consisting of 16.2 hours of versatile interactions between 46 participants and 81 articulated and rigid sittable objects. CHAIRS provides 3D meshes of both humans and articulated objects during the entire interactive process, as well as realistic and physically plausible full-body interactions. We show the value of CHAIRS with object pose estimation. By learning the geometrical relationships in HOI, we devise the very first model that leverage human pose estimation to tackle the estimation of articulated object poses and shapes during whole-body interactions. Given an image and an estimated human pose, our model first reconstructs the pose and shape of the object, then optimizes the reconstruction according to a learned interaction prior. Under both evaluation settings (e.g., with or without the knowledge of objects' geometries/structures), our model significantly outperforms baselines. We hope CHAIRS will promote the community towards finer-grained interaction understanding. We will make the data/code publicly available.

  • 9 authors
·
Dec 20, 2022

Learning Skeletal Articulations with Neural Blend Shapes

Animating a newly designed character using motion capture (mocap) data is a long standing problem in computer animation. A key consideration is the skeletal structure that should correspond to the available mocap data, and the shape deformation in the joint regions, which often requires a tailored, pose-specific refinement. In this work, we develop a neural technique for articulating 3D characters using enveloping with a pre-defined skeletal structure which produces high quality pose dependent deformations. Our framework learns to rig and skin characters with the same articulation structure (e.g., bipeds or quadrupeds), and builds the desired skeleton hierarchy into the network architecture. Furthermore, we propose neural blend shapes--a set of corrective pose-dependent shapes which improve the deformation quality in the joint regions in order to address the notorious artifacts resulting from standard rigging and skinning. Our system estimates neural blend shapes for input meshes with arbitrary connectivity, as well as weighting coefficients which are conditioned on the input joint rotations. Unlike recent deep learning techniques which supervise the network with ground-truth rigging and skinning parameters, our approach does not assume that the training data has a specific underlying deformation model. Instead, during training, the network observes deformed shapes and learns to infer the corresponding rig, skin and blend shapes using indirect supervision. During inference, we demonstrate that our network generalizes to unseen characters with arbitrary mesh connectivity, including unrigged characters built by 3D artists. Conforming to standard skeletal animation models enables direct plug-and-play in standard animation software, as well as game engines.

  • 6 authors
·
May 6, 2021

JOTR: 3D Joint Contrastive Learning with Transformers for Occluded Human Mesh Recovery

In this study, we focus on the problem of 3D human mesh recovery from a single image under obscured conditions. Most state-of-the-art methods aim to improve 2D alignment technologies, such as spatial averaging and 2D joint sampling. However, they tend to neglect the crucial aspect of 3D alignment by improving 3D representations. Furthermore, recent methods struggle to separate the target human from occlusion or background in crowded scenes as they optimize the 3D space of target human with 3D joint coordinates as local supervision. To address these issues, a desirable method would involve a framework for fusing 2D and 3D features and a strategy for optimizing the 3D space globally. Therefore, this paper presents 3D JOint contrastive learning with TRansformers (JOTR) framework for handling occluded 3D human mesh recovery. Our method includes an encoder-decoder transformer architecture to fuse 2D and 3D representations for achieving 2D&3D aligned results in a coarse-to-fine manner and a novel 3D joint contrastive learning approach for adding explicitly global supervision for the 3D feature space. The contrastive learning approach includes two contrastive losses: joint-to-joint contrast for enhancing the similarity of semantically similar voxels (i.e., human joints), and joint-to-non-joint contrast for ensuring discrimination from others (e.g., occlusions and background). Qualitative and quantitative analyses demonstrate that our method outperforms state-of-the-art competitors on both occlusion-specific and standard benchmarks, significantly improving the reconstruction of occluded humans.

  • 6 authors
·
Jul 30, 2023

AxisPose: Model-Free Matching-Free Single-Shot 6D Object Pose Estimation via Axis Generation

Object pose estimation, which plays a vital role in robotics, augmented reality, and autonomous driving, has been of great interest in computer vision. Existing studies either require multi-stage pose regression or rely on 2D-3D feature matching. Though these approaches have shown promising results, they rely heavily on appearance information, requiring complex input (i.e., multi-view reference input, depth, or CAD models) and intricate pipeline (i.e., feature extraction-SfM-2D to 3D matching-PnP). We propose AxisPose, a model-free, matching-free, single-shot solution for robust 6D pose estimation, which fundamentally diverges from the existing paradigm. Unlike existing methods that rely on 2D-3D or 2D-2D matching using 3D techniques, such as SfM and PnP, AxisPose directly infers a robust 6D pose from a single view by leveraging a diffusion model to learn the latent axis distribution of objects without reference views. Specifically, AxisPose constructs an Axis Generation Module (AGM) to capture the latent geometric distribution of object axes through a diffusion model. The diffusion process is guided by injecting the gradient of geometric consistency loss into the noise estimation to maintain the geometric consistency of the generated tri-axis. With the generated tri-axis projection, AxisPose further adopts a Triaxial Back-projection Module (TBM) to recover the 6D pose from the object tri-axis. The proposed AxisPose achieves robust performance at the cross-instance level (i.e., one model for N instances) using only a single view as input without reference images, with great potential for generalization to unseen-object level.

  • 9 authors
·
Mar 9, 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

HACK: Learning a Parametric Head and Neck Model for High-fidelity Animation

Significant advancements have been made in developing parametric models for digital humans, with various approaches concentrating on parts such as the human body, hand, or face. Nevertheless, connectors such as the neck have been overlooked in these models, with rich anatomical priors often unutilized. In this paper, we introduce HACK (Head-And-neCK), a novel parametric model for constructing the head and cervical region of digital humans. Our model seeks to disentangle the full spectrum of neck and larynx motions, facial expressions, and appearance variations, providing personalized and anatomically consistent controls, particularly for the neck regions. To build our HACK model, we acquire a comprehensive multi-modal dataset of the head and neck under various facial expressions. We employ a 3D ultrasound imaging scheme to extract the inner biomechanical structures, namely the precise 3D rotation information of the seven vertebrae of the cervical spine. We then adopt a multi-view photometric approach to capture the geometry and physically-based textures of diverse subjects, who exhibit a diverse range of static expressions as well as sequential head-and-neck movements. Using the multi-modal dataset, we train the parametric HACK model by separating the 3D head and neck depiction into various shape, pose, expression, and larynx blendshapes from the neutral expression and the rest skeletal pose. We adopt an anatomically-consistent skeletal design for the cervical region, and the expression is linked to facial action units for artist-friendly controls. HACK addresses the head and neck as a unified entity, offering more accurate and expressive controls, with a new level of realism, particularly for the neck regions. This approach has significant benefits for numerous applications and enables inter-correlation analysis between head and neck for fine-grained motion synthesis and transfer.

  • 10 authors
·
May 8, 2023

MV-SAM3D: Adaptive Multi-View Fusion for Layout-Aware 3D Generation

Recent unified 3D generation models have made remarkable progress in producing high-quality 3D assets from a single image. Notably, layout-aware approaches such as SAM3D can reconstruct multiple objects while preserving their spatial arrangement, opening the door to practical scene-level 3D generation. However, current methods are limited to single-view input and cannot leverage complementary multi-view observations, while independently estimated object poses often lead to physically implausible layouts such as interpenetration and floating artifacts. We present MV-SAM3D, a training-free framework that extends layout-aware 3D generation with multi-view consistency and physical plausibility. We formulate multi-view fusion as a Multi-Diffusion process in 3D latent space and propose two adaptive weighting strategies -- attention-entropy weighting and visibility weighting -- that enable confidence-aware fusion, ensuring each viewpoint contributes according to its local observation reliability. For multi-object composition, we introduce physics-aware optimization that injects collision and contact constraints both during and after generation, yielding physically plausible object arrangements. Experiments on standard benchmarks and real-world multi-object scenes demonstrate significant improvements in reconstruction fidelity and layout plausibility, all without any additional training. Code is available at https://github.com/devinli123/MV-SAM3D.

  • 7 authors
·
Mar 12

MV-SSM: Multi-View State Space Modeling for 3D Human Pose Estimation

While significant progress has been made in single-view 3D human pose estimation, multi-view 3D human pose estimation remains challenging, particularly in terms of generalizing to new camera configurations. Existing attention-based transformers often struggle to accurately model the spatial arrangement of keypoints, especially in occluded scenarios. Additionally, they tend to overfit specific camera arrangements and visual scenes from training data, resulting in substantial performance drops in new settings. In this study, we introduce a novel Multi-View State Space Modeling framework, named MV-SSM, for robustly estimating 3D human keypoints. We explicitly model the joint spatial sequence at two distinct levels: the feature level from multi-view images and the person keypoint level. We propose a Projective State Space (PSS) block to learn a generalized representation of joint spatial arrangements using state space modeling. Moreover, we modify Mamba's traditional scanning into an effective Grid Token-guided Bidirectional Scanning (GTBS), which is integral to the PSS block. Multiple experiments demonstrate that MV-SSM achieves strong generalization, outperforming state-of-the-art methods: +10.8 on AP25 (+24%) on the challenging three-camera setting in CMU Panoptic, +7.0 on AP25 (+13%) on varying camera arrangements, and +15.3 PCP (+38%) on Campus A1 in cross-dataset evaluations. Project Website: https://aviralchharia.github.io/MV-SSM

PAct: Part-Decomposed Single-View Articulated Object Generation

Articulated objects are central to interactive 3D applications, including embodied AI, robotics, and VR/AR, where functional part decomposition and kinematic motion are essential. Yet producing high-fidelity articulated assets remains difficult to scale because it requires reliable part decomposition and kinematic rigging. Existing approaches largely fall into two paradigms: optimization-based reconstruction or distillation, which can be accurate but often takes tens of minutes to hours per instance, and inference-time methods that rely on template or part retrieval, producing plausible results that may not match the specific structure and appearance in the input observation. We introduce a part-centric generative framework for articulated object creation that synthesizes part geometry, composition, and articulation under explicit part-aware conditioning. Our representation models an object as a set of movable parts, each encoded by latent tokens augmented with part identity and articulation cues. Conditioned on a single image, the model generates articulated 3D assets that preserve instance-level correspondence while maintaining valid part structure and motion. The resulting approach avoids per-instance optimization, enables fast feed-forward inference, and supports controllable assembly and articulation, which are important for embodied interaction. Experiments on common articulated categories (e.g., drawers and doors) show improved input consistency, part accuracy, and articulation plausibility over optimization-based and retrieval-driven baselines, while substantially reducing inference time.

  • 7 authors
·
Feb 16

Controllable Egocentric Video Generation via Occlusion-Aware Sparse 3D Hand Joints

Controllable video generation for complex hand-object interactions is a critical step toward building visual world models. However, existing methods often struggle to achieve fine-grained, 3D-consistent hand articulation in generated videos. By relying on dense 2D trajectories or implicit pose representations, they collapse crucial geometric structures into spatially ambiguous signals, leading to severe motion inconsistencies and hallucinated artifacts under egocentric occlusions. To address this, we propose leveraging sparse 3D hand joints as explicit control signals with three key advantages: explicit geometry to resolve occlusions, an intuitive interface for interactive editing, and cross-embodiment generalization to robotic hands. Built upon this, our efficient control module extracts occlusion-aware features from the source reference frame by penalizing unreliable visual features from hidden joints, and employs a 3D-based weighting mechanism to handle dynamically occluded target joints during motion propagation. Meanwhile, it directly injects 3D geometric embeddings into the latent space to enforce structural consistency. To facilitate robust training and evaluation, we develop an automated annotation pipeline, yielding 1M high-quality egocentric video clips paired with precise hand trajectories. Experiments demonstrate that our approach outperforms state-of-the-art baselines, generating high-fidelity egocentric videos with realistic hand-object interactions.

  • 7 authors
·
Jun 28

SINC: Spatial Composition of 3D Human Motions for Simultaneous Action Generation

Our goal is to synthesize 3D human motions given textual inputs describing simultaneous actions, for example 'waving hand' while 'walking' at the same time. We refer to generating such simultaneous movements as performing 'spatial compositions'. In contrast to temporal compositions that seek to transition from one action to another, spatial compositing requires understanding which body parts are involved in which action, to be able to move them simultaneously. Motivated by the observation that the correspondence between actions and body parts is encoded in powerful language models, we extract this knowledge by prompting GPT-3 with text such as "what are the body parts involved in the action <action name>?", while also providing the parts list and few-shot examples. Given this action-part mapping, we combine body parts from two motions together and establish the first automated method to spatially compose two actions. However, training data with compositional actions is always limited by the combinatorics. Hence, we further create synthetic data with this approach, and use it to train a new state-of-the-art text-to-motion generation model, called SINC ("SImultaneous actioN Compositions for 3D human motions"). In our experiments, that training with such GPT-guided synthetic data improves spatial composition generation over baselines. Our code is publicly available at https://sinc.is.tue.mpg.de/.

  • 4 authors
·
Apr 20, 2023

FMPose3D: monocular 3D pose estimation via flow matching

Monocular 3D pose estimation is fundamentally ill-posed due to depth ambiguity and occlusions, thereby motivating probabilistic methods that generate multiple plausible 3D pose hypotheses. In particular, diffusion-based models have recently demonstrated strong performance, but their iterative denoising process typically requires many timesteps for each prediction, making inference computationally expensive. In contrast, we leverage Flow Matching (FM) to learn a velocity field defined by an Ordinary Differential Equation (ODE), enabling efficient generation of 3D pose samples with only a few integration steps. We propose a novel generative pose estimation framework, FMPose3D, that formulates 3D pose estimation as a conditional distribution transport problem. It continuously transports samples from a standard Gaussian prior to the distribution of plausible 3D poses conditioned only on 2D inputs. Although ODE trajectories are deterministic, FMPose3D naturally generates various pose hypotheses by sampling different noise seeds. To obtain a single accurate prediction from those hypotheses, we further introduce a Reprojection-based Posterior Expectation Aggregation (RPEA) module, which approximates the Bayesian posterior expectation over 3D hypotheses. FMPose3D surpasses existing methods on the widely used human pose estimation benchmarks Human3.6M and MPI-INF-3DHP, and further achieves state-of-the-art performance on the 3D animal pose datasets Animal3D and CtrlAni3D, demonstrating strong performance across both 3D pose domains. The code is available at https://github.com/AdaptiveMotorControlLab/FMPose3D.

  • 3 authors
·
Feb 5

R3DP: Real-Time 3D-Aware Policy for Embodied Manipulation

Embodied manipulation requires accurate 3D understanding of objects and their spatial relations to plan and execute contact-rich actions. While large-scale 3D vision models provide strong priors, their computational cost incurs prohibitive latency for real-time control. We propose Real-time 3D-aware Policy (R3DP), which integrates powerful 3D priors into manipulation policies without sacrificing real-time performance. A core innovation of R3DP is the asynchronous fast-slow collaboration module, which seamlessly integrates large-scale 3D priors into the policy without compromising real-time performance. The system maintains real-time efficiency by querying the pre-trained slow system (VGGT) only on sparse key frames, while simultaneously employing a lightweight Temporal Feature Prediction Network (TFPNet) to predict features for all intermediate frames. By leveraging historical data to exploit temporal correlations, TFPNet explicitly improves task success rates through consistent feature estimation. Additionally, to enable more effective multi-view fusion, we introduce a Multi-View Feature Fuser (MVFF) that aggregates features across views by explicitly incorporating camera intrinsics and extrinsics. R3DP offers a plug-and-play solution for integrating large models into real-time inference systems. We evaluate R3DP against multiple baselines across different visual configurations. R3DP effectively harnesses large-scale 3D priors to achieve superior results, outperforming single-view and multi-view DP by 32.9% and 51.4% in average success rate, respectively. Furthermore, by decoupling heavy 3D reasoning from policy execution, R3DP achieves a 44.8% reduction in inference time compared to a naive DP+VGGT integration.

  • 16 authors
·
Mar 27

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

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

CoorDex: Coordinating Body and Hand Priors for Continuous Dexterous Humanoid Loco-Manipulation

Humanoid loco-manipulation is often simplified into a stop-and-go process: walking to an object, stopping to manipulate it, and then resuming locomotion. It also commonly relies on low degree-of-freedom (DoF) end effectors that behave like an open-close grasp primitive. We introduce CoorDex, a learning pipeline that converts high-dimensional body and dexterous hand control into coordinated latent residual control, enabling high-DoF dexterous loco-manipulation on the move. Starting from simulated whole-body and hand demonstrations, CoorDex trains privileged motion tracking teachers for the humanoid body and dexterous hand, distills them into proprioception-conditioned latent priors, and uses the frozen priors as the action space for downstream residual reinforcement learning. A coordinated latent residual policy composes these priors through shared task context and separate body-hand residual heads, preserving natural whole-body motion while improving finger-level contact reliability. CoorDex enables a Unitree G1 humanoid with a 20-DoF WUJI hand to execute dexterous manipulation while in motion, including non-stop bottle grasping and carrying, fridge door opening on the move, and cube pick-and-turn. Ablations on the walk-grasp-carry task show that joint-space PPO, joint-space hand control, and monolithic latent prediction all fail under the same reward budget, while the latent-prior interface and coordinated residual structure make high-dimensional contact-rich loco-manipulation trainable. Project Page: https://skevinci.github.io/coordex/

  • 6 authors
·
Jun 21

Hamba: Single-view 3D Hand Reconstruction with Graph-guided Bi-Scanning Mamba

3D Hand reconstruction from a single RGB image is challenging due to the articulated motion, self-occlusion, and interaction with objects. Existing SOTA methods employ attention-based transformers to learn the 3D hand pose and shape, yet they do not fully achieve robust and accurate performance, primarily due to inefficiently modeling spatial relations between joints. To address this problem, we propose a novel graph-guided Mamba framework, named Hamba, which bridges graph learning and state space modeling. Our core idea is to reformulate Mamba's scanning into graph-guided bidirectional scanning for 3D reconstruction using a few effective tokens. This enables us to efficiently learn the spatial relationships between joints for improving reconstruction performance. Specifically, we design a Graph-guided State Space (GSS) block that learns the graph-structured relations and spatial sequences of joints and uses 88.5% fewer tokens than attention-based methods. Additionally, we integrate the state space features and the global features using a fusion module. By utilizing the GSS block and the fusion module, Hamba effectively leverages the graph-guided state space features and jointly considers global and local features to improve performance. Experiments on several benchmarks and in-the-wild tests demonstrate that Hamba significantly outperforms existing SOTAs, achieving the PA-MPVPE of 5.3mm and F@15mm of 0.992 on FreiHAND. At the time of this paper's acceptance, Hamba holds the top position, Rank 1 in two Competition Leaderboards on 3D hand reconstruction. Project Website: https://humansensinglab.github.io/Hamba/

Dual networks based 3D Multi-Person Pose Estimation from Monocular Video

Monocular 3D human pose estimation has made progress in recent years. Most of the methods focus on single persons, which estimate the poses in the person-centric coordinates, i.e., the coordinates based on the center of the target person. Hence, these methods are inapplicable for multi-person 3D pose estimation, where the absolute coordinates (e.g., the camera coordinates) are required. Moreover, multi-person pose estimation is more challenging than single pose estimation, due to inter-person occlusion and close human interactions. Existing top-down multi-person methods rely on human detection (i.e., top-down approach), and thus suffer from the detection errors and cannot produce reliable pose estimation in multi-person scenes. Meanwhile, existing bottom-up methods that do not use human detection are not affected by detection errors, but since they process all persons in a scene at once, they are prone to errors, particularly for persons in small scales. To address all these challenges, we propose the integration of top-down and bottom-up approaches to exploit their strengths. Our top-down network estimates human joints from all persons instead of one in an image patch, making it robust to possible erroneous bounding boxes. Our bottom-up network incorporates human-detection based normalized heatmaps, allowing the network to be more robust in handling scale variations. Finally, the estimated 3D poses from the top-down and bottom-up networks are fed into our integration network for final 3D poses. To address the common gaps between training and testing data, we do optimization during the test time, by refining the estimated 3D human poses using high-order temporal constraint, re-projection loss, and bone length regularizations. Our evaluations demonstrate the effectiveness of the proposed method. Code and models are available: https://github.com/3dpose/3D-Multi-Person-Pose.

  • 3 authors
·
May 2, 2022

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

Unposed 3DGS Reconstruction with Probabilistic Procrustes Mapping

3D Gaussian Splatting (3DGS) has emerged as a core technique for 3D representation. Its effectiveness largely depends on precise camera poses and accurate point cloud initialization, which are often derived from pretrained Multi-View Stereo (MVS) models. However, in unposed reconstruction task from hundreds of outdoor images, existing MVS models may struggle with memory limits and lose accuracy as the number of input images grows. To address this limitation, we propose a novel unposed 3DGS reconstruction framework that integrates pretrained MVS priors with the probabilistic Procrustes mapping strategy. The method partitions input images into subsets, maps submaps into a global space, and jointly optimizes geometry and poses with 3DGS. Technically, we formulate the mapping of tens of millions of point clouds as a probabilistic Procrustes problem and solve a closed-form alignment. By employing probabilistic coupling along with a soft dustbin mechanism to reject uncertain correspondences, our method globally aligns point clouds and poses within minutes across hundreds of images. Moreover, we propose a joint optimization framework for 3DGS and camera poses. It constructs Gaussians from confidence-aware anchor points and integrates 3DGS differentiable rendering with an analytical Jacobian to jointly refine scene and poses, enabling accurate reconstruction and pose estimation. Experiments on Waymo and KITTI datasets show that our method achieves accurate reconstruction from unposed image sequences, setting a new state of the art for unposed 3DGS reconstruction.

  • 6 authors
·
Jul 24, 2025

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

OrthoDiffusion: A Generalizable Multi-Task Diffusion Foundation Model for Musculoskeletal MRI Interpretation

Musculoskeletal disorders represent a significant global health burden and are a leading cause of disability worldwide. While MRI is essential for accurate diagnosis, its interpretation remains exceptionally challenging. Radiologists must identify multiple potential abnormalities within complex anatomical structures across different imaging planes, a process that requires significant expertise and is prone to variability. We developed OrthoDiffusion, a unified diffusion-based foundation model designed for multi-task musculoskeletal MRI interpretation. The framework utilizes three orientation-specific 3D diffusion models, pre-trained in a self-supervised manner on 15,948 unlabeled knee MRI scans, to learn robust anatomical features from sagittal, coronal, and axial views. These view-specific representations are integrated to support diverse clinical tasks, including anatomical segmentation and multi-label diagnosis. Our evaluation demonstrates that OrthoDiffusion achieves excellent performance in the segmentation of 11 knee structures and the detection of 8 knee abnormalities. The model exhibited remarkable robustness across different clinical centers and MRI field strengths, consistently outperforming traditional supervised models. Notably, in settings where labeled data was scarce, OrthoDiffusion maintained high diagnostic precision using only 10\% of training labels. Furthermore, the anatomical representations learned from knee imaging proved highly transferable to other joints, achieving strong diagnostic performance across 11 diseases of the ankle and shoulder. These findings suggest that diffusion-based foundation models can serve as a unified platform for multi-disease diagnosis and anatomical segmentation, potentially improving the efficiency and accuracy of musculoskeletal MRI interpretation in real-world clinical workflows.

  • 11 authors
·
Feb 23