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Rethinking Graph Convolution for 2D-to-3D Hand Pose Lifting

arXiv 2605.13604 ↗First posted 13 May 2026cs.CVcited by 0

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Abstract (arXiv)

Graph convolutional networks (GCNs) are widely used for 3D hand pose estimation, where the hand skeleton is encoded as a fixed adjacency graph. We revisit whether this is the most effective way to incorporate hand topology in 2D-to-3D lifting. In this paper, we perform controlled, parameter-matched ablations on the FPHA benchmark and show that standard multi-head self-attention consistently outperforms GCN baselines. Even when the GCN is strengthened with multi-hop adjacency and matched parameter count, self-attention reduces MPJPE from 12.36 mm to 10.09 mm. A skeleton-constrained graph attention network recovers most of this gap, indicating that input-dependent aggregation is a major source of improvement, while fully connected attention yields additional gains. We further show that hand topology is most effective when introduced as a soft structural prior through graph-distance positional encoding, rather than as a hard adjacency constraint. These results suggest that, for hand pose lifting, adaptive spatial attention is a more effective inductive bias than fixed graph convolution.

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References · 10

  1. 2017Attention Is All You Needcited by 59,932
  2. 2016Semi-Supervised Classification with Graph Convolutional Networkscited by 11,282
  3. 2017Graph Attention Networkscited by 8,854
  4. 2021Do Transformers Really Perform Bad for Graph Representation?cited by 318
  5. 20213D Human Pose Estimation with Spatial and Temporal Transformerscited by 271
  6. 2017First-Person Hand Action Benchmark with RGB-D Videos and 3D Hand Pose Annotationscited by 229
  7. 2022MotionBERT: A Unified Perspective on Learning Human Motion Representationscited by 188
  8. 2023AssemblyHands: Towards Egocentric Activity Understanding via 3D Hand Pose Estimationcited by 64
  9. 2022Hierarchical Temporal Transformer for 3D Hand Pose Estimation and Action Recognition from Egocentric RGB Videoscited by 35
  10. 2021Dynamic Iterative Refinement for Efficient 3D Hand Pose Estimationcited by 3

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