# MASS: Mesh-inellipse Aligned Deformable Surfel Splatting for Hand Reconstruction and Rendering from Egocentric Monocular Video

arXiv: https://arxiv.org/abs/2604.08943 · HTML: https://mlsanity.com/paper/2604.08943/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 27 of its 34 references that are in the map.
- First posted on arXiv 10 Apr 2026.

## Builds on (most cited first, 27 of 27)

- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [Instant Neural Graphics Primitives with a Multiresolution Hash Encoding](https://mlsanity.com/paper/2201.05989/) (2022)
- [Expressive Body Capture: 3D Hands, Face, and Body from a Single Image](https://mlsanity.com/paper/1904.05866/) (2019)
- [2D Gaussian Splatting for Geometrically Accurate Radiance Fields](https://mlsanity.com/paper/2403.17888/) (2024)
- [HumanNeRF: Free-viewpoint Rendering of Moving People from Monocular Video](https://mlsanity.com/paper/2201.04127/) (2022)
- [Segment Anything in High Quality](https://mlsanity.com/paper/2306.01567/) (2023)
- [ARCTIC: A Dataset for Dexterous Bimanual Hand-Object Manipulation](https://mlsanity.com/paper/2204.13662/) (2022)
- [Reconstructing Hands in 3D with Transformers](https://mlsanity.com/paper/2312.05251/) (2023)
- [SplattingAvatar: Realistic Real-Time Human Avatars with Mesh-Embedded Gaussian Splatting](https://mlsanity.com/paper/2403.05087/) (2024)
- [SelfRecon: Self Reconstruction Your Digital Avatar from Monocular Video](https://mlsanity.com/paper/2201.12792/) (2022)
- [WiLoR: End-to-end 3D Hand Localization and Reconstruction in-the-wild](https://mlsanity.com/paper/2409.12259/) (2024)
- [Model-based 3D Hand Reconstruction via Self-Supervised Learning](https://mlsanity.com/paper/2103.11703/) (2021)
- [LISA: Learning Implicit Shape and Appearance of Hands](https://mlsanity.com/paper/2204.01695/) (2022)
- [GoMAvatar: Efficient Animatable Human Modeling from Monocular Video Using Gaussians-on-Mesh](https://mlsanity.com/paper/2404.07991/) (2024)
- [Dyn-HaMR: Recovering 4D Interacting Hand Motion from a Dynamic Camera](https://mlsanity.com/paper/2412.12861/) (2024)
- [Towards Accurate Alignment in Real-time 3D Hand-Mesh Reconstruction](https://mlsanity.com/paper/2109.01723/) (2021)
- [A Probabilistic Attention Model with Occlusion-aware Texture Regression for 3D Hand Reconstruction from a Single RGB Image](https://mlsanity.com/paper/2304.14299/) (2023)
- [HARP: Personalized Hand Reconstruction from a Monocular RGB Video](https://mlsanity.com/paper/2212.09530/) (2022)
- [LiveHand: Real-time and Photorealistic Neural Hand Rendering](https://mlsanity.com/paper/2302.07672/) (2023)
- [MANUS: Markerless Grasp Capture using Articulated 3D Gaussians](https://mlsanity.com/paper/2312.02137/) (2023)
- [Predicting 4D Hand Trajectory from Monocular Videos](https://mlsanity.com/paper/2501.08329/) (2025)
- [OHTA: One-shot Hand Avatar via Data-driven Implicit Priors](https://mlsanity.com/paper/2402.18969/) (2024)
- [Dynamic 2D Gaussians: Geometrically Accurate Radiance Fields for Dynamic Objects](https://mlsanity.com/paper/2409.14072/) (2024)
- [HandNeRF: Learning to Reconstruct Hand-Object Interaction Scene from a Single RGB Image](https://mlsanity.com/paper/2309.07891/) (2023)
- [3D Points Splatting for Real-Time Dynamic Hand Reconstruction](https://mlsanity.com/paper/2312.13770/) (2023)
- [HOGSA: Bimanual Hand-Object Interaction Understanding with 3D Gaussian Splatting Based Data Augmentation](https://mlsanity.com/paper/2501.02845/) (2025)
- [V-Hands: Touchscreen-based Hand Tracking for Remote Whiteboard Interaction](https://mlsanity.com/paper/2409.13347/) (2024)

## Abstract (arXiv)

Reconstructing high-fidelity 3D hands from egocentric monocular videos remains a challenge due to the limitations in capturing high-resolution geometry, hand-object interactions, and complex objects on hands. Additionally, existing methods often incur high computational costs, making them impractical for real-time applications. In this work, we propose Mesh-inellipse Aligned deformable Surfel Splatting (MASS) to address these challenges by leveraging a deformable 2D Gaussian Surfel representation. We introduce the mesh-aligned Steiner Inellipse and fractal densification for mesh-to-surfel conversion that initiates high-resolution 2D Gaussian surfels from coarse parametric hand meshes, providing surface representation with photorealistic rendering potential. Second, we propose Gaussian Surfel Deformation, which enables efficient modeling of hand deformations and personalized features by predicting residual updates to surfel attributes and introducing an opacity mask to refine geometry and texture without adaptive density control. In addition, we propose a two-stage training strategy and a novel binding loss to improve the optimization robustness and reconstruction quality. Extensive experiments on the ARCTIC dataset, the Hand Appearance dataset, and the Interhand2.6M dataset demonstrate that our model achieves superior reconstruction performance compared to state-of-the-art methods.
