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Dec 12

Learning Dense Hand Contact Estimation from Imbalanced Data

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

  • 2 authors
·
May 16 3

DECO: Dense Estimation of 3D Human-Scene Contact In The Wild

Understanding how humans use physical contact to interact with the world is key to enabling human-centric artificial intelligence. While inferring 3D contact is crucial for modeling realistic and physically-plausible human-object interactions, existing methods either focus on 2D, consider body joints rather than the surface, use coarse 3D body regions, or do not generalize to in-the-wild images. In contrast, we focus on inferring dense, 3D contact between the full body surface and objects in arbitrary images. To achieve this, we first collect DAMON, a new dataset containing dense vertex-level contact annotations paired with RGB images containing complex human-object and human-scene contact. Second, we train DECO, a novel 3D contact detector that uses both body-part-driven and scene-context-driven attention to estimate vertex-level contact on the SMPL body. DECO builds on the insight that human observers recognize contact by reasoning about the contacting body parts, their proximity to scene objects, and the surrounding scene context. We perform extensive evaluations of our detector on DAMON as well as on the RICH and BEHAVE datasets. We significantly outperform existing SOTA methods across all benchmarks. We also show qualitatively that DECO generalizes well to diverse and challenging real-world human interactions in natural images. The code, data, and models are available at https://deco.is.tue.mpg.de.

  • 6 authors
·
Sep 26, 2023 1

Shoe Style-Invariant and Ground-Aware Learning for Dense Foot Contact Estimation

Foot contact plays a critical role in human interaction with the world, and thus exploring foot contact can advance our understanding of human movement and physical interaction. Despite its importance, existing methods often approximate foot contact using a zero-velocity constraint and focus on joint-level contact, failing to capture the detailed interaction between the foot and the world. Dense estimation of foot contact is crucial for accurately modeling this interaction, yet predicting dense foot contact from a single RGB image remains largely underexplored. There are two main challenges for learning dense foot contact estimation. First, shoes exhibit highly diverse appearances, making it difficult for models to generalize across different styles. Second, ground often has a monotonous appearance, making it difficult to extract informative features. To tackle these issues, we present a FEet COntact estimation (FECO) framework that learns dense foot contact with shoe style-invariant and ground-aware learning. To overcome the challenge of shoe appearance diversity, our approach incorporates shoe style adversarial training that enforces shoe style-invariant features for contact estimation. To effectively utilize ground information, we introduce a ground feature extractor that captures ground properties based on spatial context. As a result, our proposed method achieves robust foot contact estimation regardless of shoe appearance and effectively leverages ground information. Code will be released.

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

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

  • 3 authors
·
Jul 7, 2024

Detecting Human-Object Contact in Images

Humans constantly contact objects to move and perform tasks. Thus, detecting human-object contact is important for building human-centered artificial intelligence. However, there exists no robust method to detect contact between the body and the scene from an image, and there exists no dataset to learn such a detector. We fill this gap with HOT ("Human-Object conTact"), a new dataset of human-object contacts for images. To build HOT, we use two data sources: (1) We use the PROX dataset of 3D human meshes moving in 3D scenes, and automatically annotate 2D image areas for contact via 3D mesh proximity and projection. (2) We use the V-COCO, HAKE and Watch-n-Patch datasets, and ask trained annotators to draw polygons for the 2D image areas where contact takes place. We also annotate the involved body part of the human body. We use our HOT dataset to train a new contact detector, which takes a single color image as input, and outputs 2D contact heatmaps as well as the body-part labels that are in contact. This is a new and challenging task that extends current foot-ground or hand-object contact detectors to the full generality of the whole body. The detector uses a part-attention branch to guide contact estimation through the context of the surrounding body parts and scene. We evaluate our detector extensively, and quantitative results show that our model outperforms baselines, and that all components contribute to better performance. Results on images from an online repository show reasonable detections and generalizability.

  • 4 authors
·
Mar 6, 2023

Novel-view Synthesis and Pose Estimation for Hand-Object Interaction from Sparse Views

Hand-object interaction understanding and the barely addressed novel view synthesis are highly desired in the immersive communication, whereas it is challenging due to the high deformation of hand and heavy occlusions between hand and object. In this paper, we propose a neural rendering and pose estimation system for hand-object interaction from sparse views, which can also enable 3D hand-object interaction editing. We share the inspiration from recent scene understanding work that shows a scene specific model built beforehand can significantly improve and unblock vision tasks especially when inputs are sparse, and extend it to the dynamic hand-object interaction scenario and propose to solve the problem in two stages. We first learn the shape and appearance prior knowledge of hands and objects separately with the neural representation at the offline stage. During the online stage, we design a rendering-based joint model fitting framework to understand the dynamic hand-object interaction with the pre-built hand and object models as well as interaction priors, which thereby overcomes penetration and separation issues between hand and object and also enables novel view synthesis. In order to get stable contact during the hand-object interaction process in a sequence, we propose a stable contact loss to make the contact region to be consistent. Experiments demonstrate that our method outperforms the state-of-the-art methods. Code and dataset are available in project webpage https://iscas3dv.github.io/HO-NeRF.

  • 7 authors
·
Aug 22, 2023

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

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

  • 4 authors
·
Mar 31, 2024

TOUCH: Text-guided Controllable Generation of Free-Form Hand-Object Interactions

Hand-object interaction (HOI) is fundamental for humans to express intent. Existing HOI generation research is predominantly confined to fixed grasping patterns, where control is tied to physical priors such as force closure or generic intent instructions, even when expressed through elaborate language. Such an overly general conditioning imposes a strong inductive bias for stable grasps, thus failing to capture the diversity of daily HOI. To address these limitations, we introduce Free-Form HOI Generation, which aims to generate controllable, diverse, and physically plausible HOI conditioned on fine-grained intent, extending HOI from grasping to free-form interactions, like pushing, poking, and rotating. To support this task, we construct WildO2, an in-the-wild diverse 3D HOI dataset, which includes diverse HOI derived from internet videos. Specifically, it contains 4.4k unique interactions across 92 intents and 610 object categories, each with detailed semantic annotations. Building on this dataset, we propose TOUCH, a three-stage framework centered on a multi-level diffusion model that facilitates fine-grained semantic control to generate versatile hand poses beyond grasping priors. This process leverages explicit contact modeling for conditioning and is subsequently refined with contact consistency and physical constraints to ensure realism. Comprehensive experiments demonstrate our method's ability to generate controllable, diverse, and physically plausible hand interactions representative of daily activities. The project page is https://guangyid.github.io/hoi123touch{here}.

  • 5 authors
·
Oct 16

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

ContactDexNet: Multi-fingered Robotic Hand Grasping in Cluttered Environments through Hand-object Contact Semantic Mapping

The deep learning models has significantly advanced dexterous manipulation techniques for multi-fingered hand grasping. However, the contact information-guided grasping in cluttered environments remains largely underexplored. To address this gap, we have developed a method for generating multi-fingered hand grasp samples in cluttered settings through contact semantic map. We introduce a contact semantic conditional variational autoencoder network (CoSe-CVAE) for creating comprehensive contact semantic map from object point cloud. We utilize grasp detection method to estimate hand grasp poses from the contact semantic map. Finally, an unified grasp evaluation model PointNetGPD++ is designed to assess grasp quality and collision probability, substantially improving the reliability of identifying optimal grasps in cluttered scenarios. Our grasp generation method has demonstrated remarkable success, outperforming state-of-the-art methods by at least 4.65% with 81.0% average grasping success rate in real-world single-object environment and 75.3% grasping success rate in cluttered scenes. We also proposed the multi-modal multi-fingered grasping dataset generation method. Our multi-fingered hand grasping dataset outperforms previous datasets in scene diversity, modality diversity. The dataset, code and supplementary materials can be found at https://sites.google.com/view/contact-dexnet.

  • 7 authors
·
Apr 12, 2024

Capturing and Inferring Dense Full-Body Human-Scene Contact

Inferring human-scene contact (HSC) is the first step toward understanding how humans interact with their surroundings. While detecting 2D human-object interaction (HOI) and reconstructing 3D human pose and shape (HPS) have enjoyed significant progress, reasoning about 3D human-scene contact from a single image is still challenging. Existing HSC detection methods consider only a few types of predefined contact, often reduce body and scene to a small number of primitives, and even overlook image evidence. To predict human-scene contact from a single image, we address the limitations above from both data and algorithmic perspectives. We capture a new dataset called RICH for "Real scenes, Interaction, Contact and Humans." RICH contains multiview outdoor/indoor video sequences at 4K resolution, ground-truth 3D human bodies captured using markerless motion capture, 3D body scans, and high resolution 3D scene scans. A key feature of RICH is that it also contains accurate vertex-level contact labels on the body. Using RICH, we train a network that predicts dense body-scene contacts from a single RGB image. Our key insight is that regions in contact are always occluded so the network needs the ability to explore the whole image for evidence. We use a transformer to learn such non-local relationships and propose a new Body-Scene contact TRansfOrmer (BSTRO). Very few methods explore 3D contact; those that do focus on the feet only, detect foot contact as a post-processing step, or infer contact from body pose without looking at the scene. To our knowledge, BSTRO is the first method to directly estimate 3D body-scene contact from a single image. We demonstrate that BSTRO significantly outperforms the prior art. The code and dataset are available at https://rich.is.tue.mpg.de.

  • 8 authors
·
Jun 19, 2022

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

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

  • 8 authors
·
Feb 21

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

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

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

  • 5 authors
·
Mar 10, 2023

DICE: End-to-end Deformation Capture of Hand-Face Interactions from a Single Image

Reconstructing 3D hand-face interactions with deformations from a single image is a challenging yet crucial task with broad applications in AR, VR, and gaming. The challenges stem from self-occlusions during single-view hand-face interactions, diverse spatial relationships between hands and face, complex deformations, and the ambiguity of the single-view setting. The first and only method for hand-face interaction recovery, Decaf, introduces a global fitting optimization guided by contact and deformation estimation networks trained on studio-collected data with 3D annotations. However, Decaf suffers from a time-consuming optimization process and limited generalization capability due to its reliance on 3D annotations of hand-face interaction data. To address these issues, we present DICE, the first end-to-end method for Deformation-aware hand-face Interaction reCovEry from a single image. DICE estimates the poses of hands and faces, contacts, and deformations simultaneously using a Transformer-based architecture. It features disentangling the regression of local deformation fields and global mesh vertex locations into two network branches, enhancing deformation and contact estimation for precise and robust hand-face mesh recovery. To improve generalizability, we propose a weakly-supervised training approach that augments the training set using in-the-wild images without 3D ground-truth annotations, employing the depths of 2D keypoints estimated by off-the-shelf models and adversarial priors of poses for supervision. Our experiments demonstrate that DICE achieves state-of-the-art performance on a standard benchmark and in-the-wild data in terms of accuracy and physical plausibility. Additionally, our method operates at an interactive rate (20 fps) on an Nvidia 4090 GPU, whereas Decaf requires more than 15 seconds for a single image. Our code will be publicly available upon publication.

  • 14 authors
·
Jun 25, 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

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

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

  • 8 authors
·
Aug 22, 2024

BPJDet: Extended Object Representation for Generic Body-Part Joint Detection

Detection of human body and its parts (e.g., head or hands) has been intensively studied. However, most of these CNNs-based detectors are trained independently, making it difficult to associate detected parts with body. In this paper, we focus on the joint detection of human body and its corresponding parts. Specifically, we propose a novel extended object representation integrating center-offsets of body parts, and construct a dense one-stage generic Body-Part Joint Detector (BPJDet). In this way, body-part associations are neatly embedded in a unified object representation containing both semantic and geometric contents. Therefore, we can perform multi-loss optimizations to tackle multi-tasks synergistically. BPJDet does not suffer from error-prone post matching, and keeps a better trade-off between speed and accuracy. Furthermore, BPJDet can be generalized to detect any one or more body parts. To verify the superiority of BPJDet, we conduct experiments on three body-part datasets (CityPersons, CrowdHuman and BodyHands) and one body-parts dataset COCOHumanParts. While keeping high detection accuracy, BPJDet achieves state-of-the-art association performance on all datasets comparing with its counterparts. Besides, we show benefits of advanced body-part association capability by improving performance of two representative downstream applications: accurate crowd head detection and hand contact estimation. Code is released in https://github.com/hnuzhy/BPJDet.

  • 5 authors
·
Apr 21, 2023

UGG: Unified Generative Grasping

Dexterous grasping aims to produce diverse grasping postures with a high grasping success rate. Regression-based methods that directly predict grasping parameters given the object may achieve a high success rate but often lack diversity. Generation-based methods that generate grasping postures conditioned on the object can often produce diverse grasping, but they are insufficient for high grasping success due to lack of discriminative information. To mitigate, we introduce a unified diffusion-based dexterous grasp generation model, dubbed the name UGG, which operates within the object point cloud and hand parameter spaces. Our all-transformer architecture unifies the information from the object, the hand, and the contacts, introducing a novel representation of contact points for improved contact modeling. The flexibility and quality of our model enable the integration of a lightweight discriminator, benefiting from simulated discriminative data, which pushes for a high success rate while preserving high diversity. Beyond grasp generation, our model can also generate objects based on hand information, offering valuable insights into object design and studying how the generative model perceives objects. Our model achieves state-of-the-art dexterous grasping on the large-scale DexGraspNet dataset while facilitating human-centric object design, marking a significant advancement in dexterous grasping research. Our project page is https://jiaxin-lu.github.io/ugg/ .

  • 7 authors
·
Nov 28, 2023

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

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

  • 8 authors
·
Mar 7

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

GeneOH Diffusion: Towards Generalizable Hand-Object Interaction Denoising via Denoising Diffusion

In this work, we tackle the challenging problem of denoising hand-object interactions (HOI). Given an erroneous interaction sequence, the objective is to refine the incorrect hand trajectory to remove interaction artifacts for a perceptually realistic sequence. This challenge involves intricate interaction noise, including unnatural hand poses and incorrect hand-object relations, alongside the necessity for robust generalization to new interactions and diverse noise patterns. We tackle those challenges through a novel approach, GeneOH Diffusion, incorporating two key designs: an innovative contact-centric HOI representation named GeneOH and a new domain-generalizable denoising scheme. The contact-centric representation GeneOH informatively parameterizes the HOI process, facilitating enhanced generalization across various HOI scenarios. The new denoising scheme consists of a canonical denoising model trained to project noisy data samples from a whitened noise space to a clean data manifold and a "denoising via diffusion" strategy which can handle input trajectories with various noise patterns by first diffusing them to align with the whitened noise space and cleaning via the canonical denoiser. Extensive experiments on four benchmarks with significant domain variations demonstrate the superior effectiveness of our method. GeneOH Diffusion also shows promise for various downstream applications. Project website: https://meowuu7.github.io/GeneOH-Diffusion/.

  • 2 authors
·
Feb 22, 2024 1

InteractAnything: Zero-shot Human Object Interaction Synthesis via LLM Feedback and Object Affordance Parsing

Recent advances in 3D human-aware generation have made significant progress. However, existing methods still struggle with generating novel Human Object Interaction (HOI) from text, particularly for open-set objects. We identify three main challenges of this task: precise human-object relation reasoning, affordance parsing for any object, and detailed human interaction pose synthesis aligning description and object geometry. In this work, we propose a novel zero-shot 3D HOI generation framework without training on specific datasets, leveraging the knowledge from large-scale pre-trained models. Specifically, the human-object relations are inferred from large language models (LLMs) to initialize object properties and guide the optimization process. Then we utilize a pre-trained 2D image diffusion model to parse unseen objects and extract contact points, avoiding the limitations imposed by existing 3D asset knowledge. The initial human pose is generated by sampling multiple hypotheses through multi-view SDS based on the input text and object geometry. Finally, we introduce a detailed optimization to generate fine-grained, precise, and natural interaction, enforcing realistic 3D contact between the 3D object and the involved body parts, including hands in grasping. This is achieved by distilling human-level feedback from LLMs to capture detailed human-object relations from the text instruction. Extensive experiments validate the effectiveness of our approach compared to prior works, particularly in terms of the fine-grained nature of interactions and the ability to handle open-set 3D objects.

  • 6 authors
·
May 30

InterAnimate: Taming Region-aware Diffusion Model for Realistic Human Interaction Animation

Recent video generation research has focused heavily on isolated actions, leaving interactive motions-such as hand-face interactions-largely unexamined. These interactions are essential for emerging biometric authentication systems, which rely on interactive motion-based anti-spoofing approaches. From a security perspective, there is a growing need for large-scale, high-quality interactive videos to train and strengthen authentication models. In this work, we introduce a novel paradigm for animating realistic hand-face interactions. Our approach simultaneously learns spatio-temporal contact dynamics and biomechanically plausible deformation effects, enabling natural interactions where hand movements induce anatomically accurate facial deformations while maintaining collision-free contact. To facilitate this research, we present InterHF, a large-scale hand-face interaction dataset featuring 18 interaction patterns and 90,000 annotated videos. Additionally, we propose InterAnimate, a region-aware diffusion model designed specifically for interaction animation. InterAnimate leverages learnable spatial and temporal latents to effectively capture dynamic interaction priors and integrates a region-aware interaction mechanism that injects these priors into the denoising process. To the best of our knowledge, this work represents the first large-scale effort to systematically study human hand-face interactions. Qualitative and quantitative results show InterAnimate produces highly realistic animations, setting a new benchmark. Code and data will be made public to advance research.

  • 13 authors
·
Apr 15

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

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

  • 17 authors
·
Oct 24

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

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

  • 5 authors
·
Sep 16, 2023

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

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

  • 8 authors
·
Feb 5, 2023

CordViP: Correspondence-based Visuomotor Policy for Dexterous Manipulation in Real-World

Achieving human-level dexterity in robots is a key objective in the field of robotic manipulation. Recent advancements in 3D-based imitation learning have shown promising results, providing an effective pathway to achieve this goal. However, obtaining high-quality 3D representations presents two key problems: (1) the quality of point clouds captured by a single-view camera is significantly affected by factors such as camera resolution, positioning, and occlusions caused by the dexterous hand; (2) the global point clouds lack crucial contact information and spatial correspondences, which are necessary for fine-grained dexterous manipulation tasks. To eliminate these limitations, we propose CordViP, a novel framework that constructs and learns correspondences by leveraging the robust 6D pose estimation of objects and robot proprioception. Specifically, we first introduce the interaction-aware point clouds, which establish correspondences between the object and the hand. These point clouds are then used for our pre-training policy, where we also incorporate object-centric contact maps and hand-arm coordination information, effectively capturing both spatial and temporal dynamics. Our method demonstrates exceptional dexterous manipulation capabilities with an average success rate of 90\% in four real-world tasks, surpassing other baselines by a large margin. Experimental results also highlight the superior generalization and robustness of CordViP to different objects, viewpoints, and scenarios. Code and videos are available on https://aureleopku.github.io/CordViP.

  • 11 authors
·
Feb 12

Multi-HMR: Multi-Person Whole-Body Human Mesh Recovery in a Single Shot

We present Multi-HMR, a strong sigle-shot model for multi-person 3D human mesh recovery from a single RGB image. Predictions encompass the whole body, i.e., including hands and facial expressions, using the SMPL-X parametric model and 3D location in the camera coordinate system. Our model detects people by predicting coarse 2D heatmaps of person locations, using features produced by a standard Vision Transformer (ViT) backbone. It then predicts their whole-body pose, shape and 3D location using a new cross-attention module called the Human Prediction Head (HPH), with one query attending to the entire set of features for each detected person. As direct prediction of fine-grained hands and facial poses in a single shot, i.e., without relying on explicit crops around body parts, is hard to learn from existing data, we introduce CUFFS, the Close-Up Frames of Full-Body Subjects dataset, containing humans close to the camera with diverse hand poses. We show that incorporating it into the training data further enhances predictions, particularly for hands. Multi-HMR also optionally accounts for camera intrinsics, if available, by encoding camera ray directions for each image token. This simple design achieves strong performance on whole-body and body-only benchmarks simultaneously: a ViT-S backbone on 448{times}448 images already yields a fast and competitive model, while larger models and higher resolutions obtain state-of-the-art results.

  • 7 authors
·
Feb 22, 2024

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

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

  • 3 authors
·
Sep 14, 2024

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

Neural feels with neural fields: Visuo-tactile perception for in-hand manipulation

To achieve human-level dexterity, robots must infer spatial awareness from multimodal sensing to reason over contact interactions. During in-hand manipulation of novel objects, such spatial awareness involves estimating the object's pose and shape. The status quo for in-hand perception primarily employs vision, and restricts to tracking a priori known objects. Moreover, visual occlusion of objects in-hand is imminent during manipulation, preventing current systems to push beyond tasks without occlusion. We combine vision and touch sensing on a multi-fingered hand to estimate an object's pose and shape during in-hand manipulation. Our method, NeuralFeels, encodes object geometry by learning a neural field online and jointly tracks it by optimizing a pose graph problem. We study multimodal in-hand perception in simulation and the real-world, interacting with different objects via a proprioception-driven policy. Our experiments show final reconstruction F-scores of 81% and average pose drifts of 4.7,mm, further reduced to 2.3,mm with known CAD models. Additionally, we observe that under heavy visual occlusion we can achieve up to 94% improvements in tracking compared to vision-only methods. Our results demonstrate that touch, at the very least, refines and, at the very best, disambiguates visual estimates during in-hand manipulation. We release our evaluation dataset of 70 experiments, FeelSight, as a step towards benchmarking in this domain. Our neural representation driven by multimodal sensing can serve as a perception backbone towards advancing robot dexterity. Videos can be found on our project website https://suddhu.github.io/neural-feels/

  • 12 authors
·
Dec 20, 2023 1

SMPLest-X: Ultimate Scaling for Expressive Human Pose and Shape Estimation

Expressive human pose and shape estimation (EHPS) unifies body, hands, and face motion capture with numerous applications. Despite encouraging progress, current state-of-the-art methods focus on training innovative architectural designs on confined datasets. In this work, we investigate the impact of scaling up EHPS towards a family of generalist foundation models. 1) For data scaling, we perform a systematic investigation on 40 EHPS datasets, encompassing a wide range of scenarios that a model trained on any single dataset cannot handle. More importantly, capitalizing on insights obtained from the extensive benchmarking process, we optimize our training scheme and select datasets that lead to a significant leap in EHPS capabilities. Ultimately, we achieve diminishing returns at 10M training instances from diverse data sources. 2) For model scaling, we take advantage of vision transformers (up to ViT-Huge as the backbone) to study the scaling law of model sizes in EHPS. To exclude the influence of algorithmic design, we base our experiments on two minimalist architectures: SMPLer-X, which consists of an intermediate step for hand and face localization, and SMPLest-X, an even simpler version that reduces the network to its bare essentials and highlights significant advances in the capture of articulated hands. With big data and the large model, the foundation models exhibit strong performance across diverse test benchmarks and excellent transferability to even unseen environments. Moreover, our finetuning strategy turns the generalist into specialist models, allowing them to achieve further performance boosts. Notably, our foundation models consistently deliver state-of-the-art results on seven benchmarks such as AGORA, UBody, EgoBody, and our proposed SynHand dataset for comprehensive hand evaluation. (Code is available at: https://github.com/wqyin/SMPLest-X).

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

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

  • 5 authors
·
Nov 22

Re-HOLD: Video Hand Object Interaction Reenactment via adaptive Layout-instructed Diffusion Model

Current digital human studies focusing on lip-syncing and body movement are no longer sufficient to meet the growing industrial demand, while human video generation techniques that support interacting with real-world environments (e.g., objects) have not been well investigated. Despite human hand synthesis already being an intricate problem, generating objects in contact with hands and their interactions presents an even more challenging task, especially when the objects exhibit obvious variations in size and shape. To tackle these issues, we present a novel video Reenactment framework focusing on Human-Object Interaction (HOI) via an adaptive Layout-instructed Diffusion model (Re-HOLD). Our key insight is to employ specialized layout representation for hands and objects, respectively. Such representations enable effective disentanglement of hand modeling and object adaptation to diverse motion sequences. To further improve the generation quality of HOI, we design an interactive textural enhancement module for both hands and objects by introducing two independent memory banks. We also propose a layout adjustment strategy for the cross-object reenactment scenario to adaptively adjust unreasonable layouts caused by diverse object sizes during inference. Comprehensive qualitative and quantitative evaluations demonstrate that our proposed framework significantly outperforms existing methods. Project page: https://fyycs.github.io/Re-HOLD.

  • 9 authors
·
Mar 21

Being-H0: Vision-Language-Action Pretraining from Large-Scale Human Videos

We introduce Being-H0, a dexterous Vision-Language-Action model (VLA) trained on large-scale human videos. Existing VLAs struggle with complex manipulation tasks requiring high dexterity and generalize poorly to novel scenarios and tasks, primarily due to their reliance on synthetic data with significant sim-to-real gaps or teleoperated demonstrations lacking scale and diversity. To address this data bottleneck, we propose leveraging human hands as a foundation manipulator, capitalizing on the rich dexterity and scalability present in web data. Our approach centers on physical instruction tuning, a novel training paradigm that combines large-scale VLA pretraining from human videos, physical space alignment for 3D reasoning, and post-training adaptation for robotic tasks. Additionally, we introduce a part-level motion tokenization method which achieves millimeter-level reconstruction accuracy to model precise hand trajectories for action learning. To support our proposed paradigm, we further develop a comprehensive data curation pipeline that integrates heterogeneous sources -- including motion capture, VR, and RGB-only videos -- into a large-scale dataset with millions of motion-based instructional instances. We empirically show the excellence of Being-H0 in hand motion generation and instruction following, and it also scales well with model and data sizes. Importantly, we observe the expected gains of Being-H0 in real-world robotic manipulation as physical instruction tuning is applied. More details are available at https://beingbeyond.github.io/Being-H0.

  • 10 authors
·
Jul 21 1

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

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

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

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 2

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/.

URHand: Universal Relightable Hands

Existing photorealistic relightable hand models require extensive identity-specific observations in different views, poses, and illuminations, and face challenges in generalizing to natural illuminations and novel identities. To bridge this gap, we present URHand, the first universal relightable hand model that generalizes across viewpoints, poses, illuminations, and identities. Our model allows few-shot personalization using images captured with a mobile phone, and is ready to be photorealistically rendered under novel illuminations. To simplify the personalization process while retaining photorealism, we build a powerful universal relightable prior based on neural relighting from multi-view images of hands captured in a light stage with hundreds of identities. The key challenge is scaling the cross-identity training while maintaining personalized fidelity and sharp details without compromising generalization under natural illuminations. To this end, we propose a spatially varying linear lighting model as the neural renderer that takes physics-inspired shading as input feature. By removing non-linear activations and bias, our specifically designed lighting model explicitly keeps the linearity of light transport. This enables single-stage training from light-stage data while generalizing to real-time rendering under arbitrary continuous illuminations across diverse identities. In addition, we introduce the joint learning of a physically based model and our neural relighting model, which further improves fidelity and generalization. Extensive experiments show that our approach achieves superior performance over existing methods in terms of both quality and generalizability. We also demonstrate quick personalization of URHand from a short phone scan of an unseen identity.

  • 23 authors
·
Jan 10, 2024

Effective Whole-body Pose Estimation with Two-stages Distillation

Whole-body pose estimation localizes the human body, hand, face, and foot keypoints in an image. This task is challenging due to multi-scale body parts, fine-grained localization for low-resolution regions, and data scarcity. Meanwhile, applying a highly efficient and accurate pose estimator to widely human-centric understanding and generation tasks is urgent. In this work, we present a two-stage pose Distillation for Whole-body Pose estimators, named DWPose, to improve their effectiveness and efficiency. The first-stage distillation designs a weight-decay strategy while utilizing a teacher's intermediate feature and final logits with both visible and invisible keypoints to supervise the student from scratch. The second stage distills the student model itself to further improve performance. Different from the previous self-knowledge distillation, this stage finetunes the student's head with only 20% training time as a plug-and-play training strategy. For data limitations, we explore the UBody dataset that contains diverse facial expressions and hand gestures for real-life applications. Comprehensive experiments show the superiority of our proposed simple yet effective methods. We achieve new state-of-the-art performance on COCO-WholeBody, significantly boosting the whole-body AP of RTMPose-l from 64.8% to 66.5%, even surpassing RTMPose-x teacher with 65.3% AP. We release a series of models with different sizes, from tiny to large, for satisfying various downstream tasks. Our codes and models are available at https://github.com/IDEA-Research/DWPose.

  • 4 authors
·
Jul 28, 2023

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

TriDi: Trilateral Diffusion of 3D Humans, Objects, and Interactions

Modeling 3D human-object interaction (HOI) is a problem of great interest for computer vision and a key enabler for virtual and mixed-reality applications. Existing methods work in a one-way direction: some recover plausible human interactions conditioned on a 3D object; others recover the object pose conditioned on a human pose. Instead, we provide the first unified model - TriDi which works in any direction. Concretely, we generate Human, Object, and Interaction modalities simultaneously with a new three-way diffusion process, allowing to model seven distributions with one network. We implement TriDi as a transformer attending to the various modalities' tokens, thereby discovering conditional relations between them. The user can control the interaction either as a text description of HOI or a contact map. We embed these two representations into a shared latent space, combining the practicality of text descriptions with the expressiveness of contact maps. Using a single network, TriDi unifies all the special cases of prior work and extends to new ones, modeling a family of seven distributions. Remarkably, despite using a single model, TriDi generated samples surpass one-way specialized baselines on GRAB and BEHAVE in terms of both qualitative and quantitative metrics, and demonstrating better diversity. We show the applicability of TriDi to scene population, generating objects for human-contact datasets, and generalization to unseen object geometry. The project page is available at: https://virtualhumans.mpi-inf.mpg.de/tridi.

  • 4 authors
·
Dec 9, 2024

XHand: Real-time Expressive Hand Avatar

Hand avatars play a pivotal role in a wide array of digital interfaces, enhancing user immersion and facilitating natural interaction within virtual environments. While previous studies have focused on photo-realistic hand rendering, little attention has been paid to reconstruct the hand geometry with fine details, which is essential to rendering quality. In the realms of extended reality and gaming, on-the-fly rendering becomes imperative. To this end, we introduce an expressive hand avatar, named XHand, that is designed to comprehensively generate hand shape, appearance, and deformations in real-time. To obtain fine-grained hand meshes, we make use of three feature embedding modules to predict hand deformation displacements, albedo, and linear blending skinning weights, respectively. To achieve photo-realistic hand rendering on fine-grained meshes, our method employs a mesh-based neural renderer by leveraging mesh topological consistency and latent codes from embedding modules. During training, a part-aware Laplace smoothing strategy is proposed by incorporating the distinct levels of regularization to effectively maintain the necessary details and eliminate the undesired artifacts. The experimental evaluations on InterHand2.6M and DeepHandMesh datasets demonstrate the efficacy of XHand, which is able to recover high-fidelity geometry and texture for hand animations across diverse poses in real-time. To reproduce our results, we will make the full implementation publicly available at https://github.com/agnJason/XHand.

  • 3 authors
·
Jul 30, 2024

H2R: A Human-to-Robot Data Augmentation for Robot Pre-training from Videos

Large-scale pre-training using videos has proven effective for robot learning. However, the models pre-trained on such data can be suboptimal for robot learning due to the significant visual gap between human hands and those of different robots. To remedy this, we propose H2R, a simple data augmentation technique that detects human hand keypoints, synthesizes robot motions in simulation, and composites rendered robots into egocentric videos. This process explicitly bridges the visual gap between human and robot embodiments during pre-training. We apply H2R to augment large-scale egocentric human video datasets such as Ego4D and SSv2, replacing human hands with simulated robotic arms to generate robot-centric training data. Based on this, we construct and release a family of 1M-scale datasets covering multiple robot embodiments (UR5 with gripper/Leaphand, Franka) and data sources (SSv2, Ego4D). To verify the effectiveness of the augmentation pipeline, we introduce a CLIP-based image-text similarity metric that quantitatively evaluates the semantic fidelity of robot-rendered frames to the original human actions. We validate H2R across three simulation benchmarks: Robomimic, RLBench and PushT and real-world manipulation tasks with a UR5 robot equipped with Gripper and Leaphand end-effectors. H2R consistently improves downstream success rates, yielding gains of 5.0%-10.2% in simulation and 6.7%-23.3% in real-world tasks across various visual encoders and policy learning methods. These results indicate that H2R improves the generalization ability of robotic policies by mitigating the visual discrepancies between human and robot domains.

  • 6 authors
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May 17