mlsanityData to 14 Oct 2026

Capturing Head Avatar with Hand Contacts from a Monocular Video

arXiv 2510.17181 ↗First posted 20 Oct 2025cs.CVcited by 1

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Abstract (arXiv)

Photorealistic 3D head avatars are vital for telepresence, gaming, and VR. However, most methods focus solely on facial regions, ignoring natural hand-face interactions, such as a hand resting on the chin or fingers gently touching the cheek, which convey cognitive states like pondering. In this work, we present a novel framework that jointly learns detailed head avatars and the non-rigid deformations induced by hand-face interactions. There are two principal challenges in this task. First, naively tracking hand and face separately fails to capture their relative poses. To overcome this, we propose to combine depth order loss with contact regularization during pose tracking, ensuring correct spatial relationships between the face and hand. Second, no publicly available priors exist for hand-induced deformations, making them non-trivial to learn from monocular videos. To address this, we learn a PCA basis specific to hand-induced facial deformations from a face-hand interaction dataset. This reduces the problem to estimating a compact set of PCA parameters rather than a full spatial deformation field. Furthermore, inspired by physics-based simulation, we incorporate a contact loss that provides additional supervision, significantly reducing interpenetration artifacts and enhancing the physical plausibility of the results. We evaluate our approach on RGB(D) videos captured by an iPhone. Additionally, to better evaluate the reconstructed geometry, we construct a synthetic dataset of avatars with various types of hand interactions. We show that our method can capture better appearance and more accurate deforming geometry of the face than SOTA surface reconstruction methods.

Key facts. Cited by 1 paper in the map (data through 14 Oct 2026). Builds on 17 of its 30 references that are in the map. First posted on arXiv 20 Oct 2025.

Builds on

17 of 30 references.

References · 17

  1. 2017How far are we from solving the 2D & 3D Face Alignment problem? (and a dataset of 230,000 3D facial landmarks)cited by 525
  2. 2020Learning an Animatable Detailed 3D Face Model from In-The-Wild Imagescited by 477
  3. 2023Reconstructing Hands in 3D with Transformerscited by 306
  4. 2024Sapiens: Foundation for Human Vision Modelscited by 229
  5. 2023Putting the Object Back into Video Object Segmentationcited by 188
  6. 2022PointAvatar: Deformable Point-based Head Avatars from Videoscited by 184
  7. 2021Collaborative Regression of Expressive Bodies using Moderationcited by 137
  8. 2023MonoGaussianAvatar: Monocular Gaussian Point-based Head Avatarcited by 89
  9. 2019DeepDeform: Learning Non-rigid RGB-D Reconstruction with Semi-supervised Datacited by 77
  10. 2022Neural Surface Reconstruction of Dynamic Scenes with Monocular RGB-D Cameracited by 57
  11. 2020Neural Non-Rigid Trackingcited by 49
  12. 2023FLARE: Fast Learning of Animatable and Relightable Mesh Avatarscited by 39
5 more
  1. 2022OcclusionFusion: Occlusion-aware Motion Estimation for Real-time Dynamic 3D Reconstructioncited by 27
  2. 2023BakedAvatar: Baking Neural Fields for Real-Time Head Avatar Synthesiscited by 20
  3. 2023Decaf: Monocular Deformation Capture for Face and Hand Interactionscited by 18
  4. 2024DICE: End-to-end Deformation Capture of Hand-Face Interactions from a Single Imagecited by 9
  5. 2024NePHIM: A Neural Physics-Based Head-Hand Interaction Modelcited by 2

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Citing papers per year: 2026: 1.

1 paper.