DICE: End-to-end Deformation Capture of Hand-Face Interactions from a Single Image
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Abstract (arXiv)
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.
Key facts. Cited by 9 papers in the map (data through 14 Oct 2026). Builds on 106 of its 142 references that are in the map. First posted on arXiv 26 Jun 2024.
Builds on
106 of 142 references.
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38 more
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50 most cited of 106 All 106 (JSON)
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Citing papers per year: 2024: 1; 2025: 6; 2026: 2.
9 papers.
- 2025InterMimic: Towards Universal Whole-Body Control for Physics-Based Human-Object Interactionscited by 72
- 2025Vid2Sim: Generalizable, Video-based Reconstruction of Appearance, Geometry and Physics for Mesh-free Simulationcited by 20
- 2025Learning Dense Hand Contact Estimation from Imbalanced Datacited by 14
- 2025DyTact: Capturing Dynamic Contacts in Hand-Object Manipulationcited by 8
- 2026CoMoVi: Co-Generation of 3D Human Motions and Realistic Videoscited by 6
- 2025InteractAvatar: Modeling Hand-Face Interaction in Photorealistic Avatars with Deformable Gaussianscited by 2
- 2024Dynamic Realms: 4D Content Analysis, Recovery and Generation with Geometric, Topological and Physical Priorscited by 1
- 2025Capturing Head Avatar with Hand Contacts from a Monocular Videocited by 1
- 2026NBAvatar: Neural Billboards Avatars with Realistic Hand-Face Interactioncited by 1
- 2026NBAvatar: Neural Billboards Avatars with Realistic Hand-Face Interaction12 Mar 2026
- 2026CoMoVi: Co-Generation of 3D Human Motions and Realistic Videos15 Jan 2026
- 2025Capturing Head Avatar with Hand Contacts from a Monocular Video20 Oct 2025
- 2025Vid2Sim: Generalizable, Video-based Reconstruction of Appearance, Geometry and Physics for Mesh-free Simulation6 Jun 2025
- 2025DyTact: Capturing Dynamic Contacts in Hand-Object Manipulation3 Jun 2025
- 2025Learning Dense Hand Contact Estimation from Imbalanced Data16 May 2025
- 2025InteractAvatar: Modeling Hand-Face Interaction in Photorealistic Avatars with Deformable Gaussians10 Apr 2025
- 2025InterMimic: Towards Universal Whole-Body Control for Physics-Based Human-Object Interactions27 Feb 2025
- 2024Dynamic Realms: 4D Content Analysis, Recovery and Generation with Geometric, Topological and Physical Priors23 Sep 2024