# Capturing Head Avatar with Hand Contacts from a Monocular Video

arXiv: https://arxiv.org/abs/2510.17181 · HTML: https://mlsanity.com/paper/2510.17181/

## Key facts

- Cited by 1 papers 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 (most cited first, 17 of 17)

- [How far are we from solving the 2D & 3D Face Alignment problem? (and a dataset of 230,000 3D facial landmarks)](https://mlsanity.com/paper/1703.07332/) (2017)
- [Learning an Animatable Detailed 3D Face Model from In-The-Wild Images](https://mlsanity.com/paper/2012.04012/) (2020)
- [Reconstructing Hands in 3D with Transformers](https://mlsanity.com/paper/2312.05251/) (2023)
- [Sapiens: Foundation for Human Vision Models](https://mlsanity.com/paper/2408.12569/) (2024)
- [Putting the Object Back into Video Object Segmentation](https://mlsanity.com/paper/2310.12982/) (2023)
- [PointAvatar: Deformable Point-based Head Avatars from Videos](https://mlsanity.com/paper/2212.08377/) (2022)
- [Collaborative Regression of Expressive Bodies using Moderation](https://mlsanity.com/paper/2105.05301/) (2021)
- [MonoGaussianAvatar: Monocular Gaussian Point-based Head Avatar](https://mlsanity.com/paper/2312.04558/) (2023)
- [DeepDeform: Learning Non-rigid RGB-D Reconstruction with Semi-supervised Data](https://mlsanity.com/paper/1912.04302/) (2019)
- [Neural Surface Reconstruction of Dynamic Scenes with Monocular RGB-D Camera](https://mlsanity.com/paper/2206.15258/) (2022)
- [Neural Non-Rigid Tracking](https://mlsanity.com/paper/2006.13240/) (2020)
- [FLARE: Fast Learning of Animatable and Relightable Mesh Avatars](https://mlsanity.com/paper/2310.17519/) (2023)
- [OcclusionFusion: Occlusion-aware Motion Estimation for Real-time Dynamic 3D Reconstruction](https://mlsanity.com/paper/2203.07977/) (2022)
- [BakedAvatar: Baking Neural Fields for Real-Time Head Avatar Synthesis](https://mlsanity.com/paper/2311.05521/) (2023)
- [Decaf: Monocular Deformation Capture for Face and Hand Interactions](https://mlsanity.com/paper/2309.16670/) (2023)
- [DICE: End-to-end Deformation Capture of Hand-Face Interactions from a Single Image](https://mlsanity.com/paper/2406.17988/) (2024)
- [NePHIM: A Neural Physics-Based Head-Hand Interaction Model](https://mlsanity.com/paper/2410.13503/) (2024)

## Built on by (most cited first, 1 of 1)

- [NBAvatar: Neural Billboards Avatars with Realistic Hand-Face Interaction](https://mlsanity.com/paper/2603.12063/) (2026)

## 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.
