mlsanityData to 14 Oct 2026

3D Points Splatting for Real-Time Dynamic Hand Reconstruction

arXiv 2312.13770 ↗First posted 21 Dec 2023cs.CVcited by 10

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Abstract (arXiv)

We present 3D Points Splatting Hand Reconstruction (3D-PSHR), a real-time and photo-realistic hand reconstruction approach. We propose a self-adaptive canonical points upsampling strategy to achieve high-resolution hand geometry representation. This is followed by a self-adaptive deformation that deforms the hand from the canonical space to the target pose, adapting to the dynamic changing of canonical points which, in contrast to the common practice of subdividing the MANO model, offers greater flexibility and results in improved geometry fitting. To model texture, we disentangle the appearance color into the intrinsic albedo and pose-aware shading, which are learned through a Context-Attention module. Moreover, our approach allows the geometric and the appearance models to be trained simultaneously in an end-to-end manner. We demonstrate that our method is capable of producing animatable, photorealistic and relightable hand reconstructions using multiple datasets, including monocular videos captured with handheld smartphones and large-scale multi-view videos featuring various hand poses. We also demonstrate that our approach achieves real-time rendering speeds while simultaneously maintaining superior performance compared to existing state-of-the-art methods.

Key facts. Cited by 10 papers in the map (data through 14 Oct 2026). Builds on 27 of its 39 references that are in the map. First posted on arXiv 21 Dec 2023.

Builds on

27 of 39 references.

References · 27

  1. 2014Adam: A Method for Stochastic Optimizationcited by 37,240
  2. 2019PyTorch: An Imperative Style, High-Performance Deep Learning Librarycited by 20,305
  3. 20233D Gaussian Splatting for Real-Time Radiance Field Renderingcited by 6,226
  4. 2016Photo-Realistic Single Image Super-Resolution Using a Generative Adversarial Networkcited by 1,908
  5. 2020Implicit Geometric Regularization for Learning Shapescited by 710
  6. 2022Point-NeRF: Point-based Neural Radiance Fieldscited by 503
  7. 2022HumanNeRF: Free-viewpoint Rendering of Moving People from Monocular Videocited by 483
  8. 2019SynSin: End-to-end View Synthesis from a Single Imagecited by 364
  9. 2020InterHand2.6M: A Dataset and Baseline for 3D Interacting Hand Pose Estimation from a Single RGB Imagecited by 245
  10. 2022NeuMan: Neural Human Radiance Field from a Single Videocited by 244
  11. 2019Differentiable Surface Splatting for Point-based Geometry Processingcited by 239
  12. 2021GRAM: Generative Radiance Manifolds for 3D-Aware Image Generationcited by 216
15 more
  1. 2021Neural Head Avatars from Monocular RGB Videoscited by 213
  2. 2022PointAvatar: Deformable Point-based Head Avatars from Videoscited by 184
  3. 2020Grasping Field: Learning Implicit Representations for Human Graspscited by 179
  4. 2022SelfRecon: Self Reconstruction Your Digital Avatar from Monocular Videocited by 144
  5. 2021LEAP: Learning Articulated Occupancy of Peoplecited by 107
  6. 2021imGHUM: Implicit Generative Models of 3D Human Shape and Articulated Posecited by 103
  7. 2023Neural Point Catacaustics for Novel-View Synthesis of Reflectionscited by 82
  8. 2021Model-based 3D Hand Reconstruction via Self-Supervised Learningcited by 65
  9. 2022ImFace: A Nonlinear 3D Morphable Face Model with Implicit Neural Representationscited by 64
  10. 2022LISA: Learning Implicit Shape and Appearance of Handscited by 63
  11. 2022Hand Avatar: Free-Pose Hand Animation and Rendering from Monocular Videocited by 37
  12. 2023A Probabilistic Attention Model with Occlusion-aware Texture Regression for 3D Hand Reconstruction from a Single RGB Imagecited by 32
  13. 2022HARP: Personalized Hand Reconstruction from a Monocular RGB Videocited by 28
  14. 2023HandNeRF: Neural Radiance Fields for Animatable Interacting Handscited by 27
  15. 2023Dynamic Mesh-Aware Radiance Fieldscited by 21

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Cited by year (2026 to 14 Oct)

Citing papers per year: 2024: 5; 2025: 4; 2026: 1.

10 papers.