# Dynamics Based 3D Skeletal Hand Tracking

arXiv: https://arxiv.org/abs/1705.07640 · HTML: https://mlsanity.com/paper/1705.07640/

## Key facts

- Cited by 10 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 22 May 2017.

## Built on by (most cited first, 10 of 10)

- [Observation-Centric SORT: Rethinking SORT for Robust Multi-Object Tracking](https://mlsanity.com/paper/2203.14360/) (2022)
- [Embodied Hands: Modeling and Capturing Hands and Bodies Together](https://mlsanity.com/paper/2201.02610/) (2022)
- [Real-time Pose and Shape Reconstruction of Two Interacting Hands With a Single Depth Camera](https://mlsanity.com/paper/2106.08059/) (2021)
- [Hamba: Single-view 3D Hand Reconstruction with Graph-guided Bi-Scanning Mamba](https://mlsanity.com/paper/2407.09646/) (2024)
- [RGB2Hands: Real-Time Tracking of 3D Hand Interactions from Monocular RGB Video](https://mlsanity.com/paper/2106.11725/) (2021)
- [Efficient Annotation and Learning for 3D Hand Pose Estimation: A Survey](https://mlsanity.com/paper/2206.02257/) (2022)
- [UV-Based 3D Hand-Object Reconstruction with Grasp Optimization](https://mlsanity.com/paper/2211.13429/) (2022)
- [NIMBLE: A Non-rigid Hand Model with Bones and Muscles](https://mlsanity.com/paper/2202.04533/) (2022)
- [Physics-Based Rigid Body Object Tracking and Friction Filtering From RGB-D Videos](https://mlsanity.com/paper/2309.15703/) (2023)
- [Mutual Adaptive Reasoning for Monocular 3D Multi-Person Pose Estimation](https://mlsanity.com/paper/2207.07900/) (2022)

## Abstract (arXiv)

Tracking the full skeletal pose of the hands and fingers is a challenging problem that has a plethora of applications for user interaction. Existing techniques either require wearable hardware, add restrictions to user pose, or require significant computation resources. This research explores a new approach to tracking hands, or any articulated model, by using an augmented rigid body simulation. This allows us to phrase 3D object tracking as a linear complementarity problem with a well-defined solution. Based on a depth sensor's samples, the system generates constraints that limit motion orthogonal to the rigid body model's surface. These constraints, along with prior motion, collision/contact constraints, and joint mechanics, are resolved with a projected Gauss-Seidel solver. Due to camera noise properties and attachment errors, the numerous surface constraints are impulse capped to avoid overpowering mechanical constraints. To improve tracking accuracy, multiple simulations are spawned at each frame and fed a variety of heuristics, constraints and poses. A 3D error metric selects the best-fit simulation, helping the system handle challenging hand motions. Such an approach enables real-time, robust, and accurate 3D skeletal tracking of a user's hand on a variety of depth cameras, while only utilizing a single x86 CPU core for processing.
