mlsanityData to 7 Oct 2026

WildGHand: Learning Anti-Perturbation Gaussian Hand Avatars from Monocular In-the-Wild Videos

arXiv 2602.20556 ↗First posted 24 Feb 2026cs.CVcited by 0

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Abstract (arXiv)

Despite recent progress in 3D hand reconstruction from monocular videos, most existing methods rely on data captured in well-controlled environments and therefore degrade in real-world settings with severe perturbations, such as hand-object interactions, extreme poses, illumination changes, and motion blur. To tackle these issues, we introduce WildGHand, an optimization-based framework that enables self-adaptive 3D Gaussian splatting on in-the-wild videos and produces high-fidelity hand avatars. WildGHand incorporates two key components: (i) a dynamic perturbation disentanglement module that explicitly represents perturbations as time-varying biases on 3D Gaussian attributes during optimization, and (ii) a perturbation-aware optimization strategy that generates per-frame anisotropic weighted masks to guide optimization. Together, these components allow the framework to identify and suppress perturbations across both spatial and temporal dimensions. We further curate a dataset of monocular hand videos captured under diverse perturbations to benchmark in-the-wild hand avatar reconstruction. Extensive experiments on this dataset and two public datasets demonstrate that WildGHand achieves state-of-the-art performance and substantially improves over its base model across multiple metrics (e.g., up to a 15.8% relative gain in PSNR and a 23.1% relative reduction in LPIPS). Our implementation and dataset are available at https://github.com/XuanHuang0/WildGHand.

Key facts. No citing papers in the map yet (data through 7 Oct 2026). Builds on 68 of its 75 references that are in the map. First posted on arXiv 24 Feb 2026.

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68 of 75 references.

References · 68

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38 more
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