# JGHand: Joint-Driven Animatable Hand Avater via 3D Gaussian Splatting

arXiv: https://arxiv.org/abs/2501.19088 · HTML: https://mlsanity.com/paper/2501.19088/

## Key facts

- Cited by 3 papers in the map (data through 14 Oct 2026).
- Builds on 20 of its 31 references that are in the map.
- First posted on arXiv 31 Jan 2025.

## Builds on (most cited first, 20 of 20)

- [The Unreasonable Effectiveness of Deep Features as a Perceptual Metric](https://mlsanity.com/paper/1801.03924/) (2018)
- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [Expressive Body Capture: 3D Hands, Face, and Body from a Single Image](https://mlsanity.com/paper/1904.05866/) (2019)
- [Dynamic 3D Gaussians: Tracking by Persistent Dynamic View Synthesis](https://mlsanity.com/paper/2308.09713/) (2023)
- [InterHand2.6M: A Dataset and Baseline for 3D Interacting Hand Pose Estimation from a Single RGB Image](https://mlsanity.com/paper/2008.09309/) (2020)
- [3DGS-Avatar: Animatable Avatars via Deformable 3D Gaussian Splatting](https://mlsanity.com/paper/2312.09228/) (2023)
- [Embodied Hands: Modeling and Capturing Hands and Bodies Together](https://mlsanity.com/paper/2201.02610/) (2022)
- [HUGS: Human Gaussian Splats](https://mlsanity.com/paper/2311.17910/) (2023)
- [LoopReg: Self-supervised Learning of Implicit Surface Correspondences, Pose and Shape for 3D Human Mesh Registration](https://mlsanity.com/paper/2010.12447/) (2020)
- [ASH: Animatable Gaussian Splats for Efficient and Photoreal Human Rendering](https://mlsanity.com/paper/2312.05941/) (2023)
- [LISA: Learning Implicit Shape and Appearance of Hands](https://mlsanity.com/paper/2204.01695/) (2022)
- [Fast-SNARF: A Fast Deformer for Articulated Neural Fields](https://mlsanity.com/paper/2211.15601/) (2022)
- [GGHead: Fast and Generalizable 3D Gaussian Heads](https://mlsanity.com/paper/2406.09377/) (2024)
- [A Skeleton-Driven Neural Occupancy Representation for Articulated Hands](https://mlsanity.com/paper/2109.11399/) (2021)
- [Hand Avatar: Free-Pose Hand Animation and Rendering from Monocular Video](https://mlsanity.com/paper/2211.12782/) (2022)
- [Contrastive Representation Learning for Hand Shape Estimation](https://mlsanity.com/paper/2106.04324/) (2021)
- [HandNeRF: Neural Radiance Fields for Animatable Interacting Hands](https://mlsanity.com/paper/2303.13825/) (2023)
- [LiveHand: Real-time and Photorealistic Neural Hand Rendering](https://mlsanity.com/paper/2302.07672/) (2023)
- [OHTA: One-shot Hand Avatar via Data-driven Implicit Priors](https://mlsanity.com/paper/2402.18969/) (2024)
- [3D Points Splatting for Real-Time Dynamic Hand Reconstruction](https://mlsanity.com/paper/2312.13770/) (2023)

## Built on by (most cited first, 3 of 3)

- [Glove2Hand: Synthesizing Natural Hand-Object Interaction from Multi-Modal Sensing Gloves](https://mlsanity.com/paper/2603.20850/) (2026)
- [HandSCS: Structural Coordinate Space for Animatable Hand Gaussian Splatting](https://mlsanity.com/paper/2503.14736/) (2025)
- [Hand-4DGS: Feed-Forward 3D Gaussian Splatting for 4D Hand Reconstruction from Egocentric Videos](https://mlsanity.com/paper/2606.19156/) (2026)

## Abstract (arXiv)

Since hands are the primary interface in daily interactions, modeling high-quality digital human hands and rendering realistic images is a critical research problem. Furthermore, considering the requirements of interactive and rendering applications, it is essential to achieve real-time rendering and driveability of the digital model without compromising rendering quality. Thus, we propose Jointly 3D Gaussian Hand (JGHand), a novel joint-driven 3D Gaussian Splatting (3DGS)-based hand representation that renders high-fidelity hand images in real-time for various poses and characters. Distinct from existing articulated neural rendering techniques, we introduce a differentiable process for spatial transformations based on 3D key points. This process supports deformations from the canonical template to a mesh with arbitrary bone lengths and poses. Additionally, we propose a real-time shadow simulation method based on per-pixel depth to simulate self-occlusion shadows caused by finger movements. Finally, we embed the hand prior and propose an animatable 3DGS representation of the hand driven solely by 3D key points. We validate the effectiveness of each component of our approach through comprehensive ablation studies. Experimental results on public datasets demonstrate that JGHand achieves real-time rendering speeds with enhanced quality, surpassing state-of-the-art methods.
