arXiv Computer Vision

Grasp in Gaussians: Fast Monocular Reconstruction of Dynamic Hand-Object Interactions

Grasp in Gaussians (GraG) is a fast, robust method for reconstructing dynamic 3D hand‑object interactions from a single monocular video. It leverages pretrained hand and object priors and represents the scene with a compact Sum‑of‑Gaussians (SoG) model, enabling efficient tracking while preserving geometric fidelity. Experiments show GraG achieves temporally coherent reconstructions on long sequences 4.4×–38.9× faster than prior work.

arXiv Computer Vision
2d ago

ACE-Ego-Hand: Repurposing Video Diffusion Models for Occlusion-Robust Egocentric 3D Hand Motion Recovery

arXiv:2608.20308v2 Announce Type: replace Abstract: Egocentric video offers scalable manipulation data for embodied AI, yet recovering metric 3D hand trajectories remains challenging due to severe ob...

By Yufei Liu, Xixi Wang, Hao Li, Ganlong Zhao, Kaitong Cai, Chengkai Jin, Chunxiao Liu, Jianbo Liu, Siyuan Huang, Xingang Pan, Hongsheng Li
arXiv Computer Vision
Aug 21

DreamHand: Repurposing Video Diffusion Models for Occlusion-Robust Egocentric 3D Hand Motion Recovery

arXiv:2608. 20308v1 Announce Type: new Abstract: Egocentric video offers scalable manipulation data for embodied AI, yet recovering metric 3D hand trajectories remains challenging due to severe object occlusion and frequent out-of-sight gaps.

By Yufei Liu, Xixi Wang, Hao Li, Ganlong Zhao, Kaitong Cai, Chengkai Jin, Chunxiao Liu, Jianbo Liu, Siyuan Huang, Xingang Pan, Hongsheng Li
Hugging Face Trending Papers
Jun 9

ManiSplat: Manipulation Trajectory Synthesis from Monocular Video via Decoupled 3D Gaussian Splatting

Reconstructing dynamic and interactive 3D scenes from real-world observations remains a fundamental challenge in computer vision and robotics. While recent advances in 3D Gaussian Splatting have enabled high-fidelity static reconstruction, extending it to interactive environments with articulated robots and manipulable objects remains difficult due to complex contact interactions and abrupt pose changes.

arXiv AI
Jun 19

Human Universal Grasping

arXiv:2606. 17054v1 Announce Type: cross Abstract: Humans can grasp objects effortlessly, whereas multi-fingered robots are far from this level of generality.

By Kevin Yuanbo Wu, Tianxing Zhou, Isaac Tu, Billy Yan, Irmak Guzey, David Fouhey, Dandan Shan, Lerrel Pinto
arXiv Computer Vision
Aug 27

4DStreamCtrl: Interactive Video Generation with Online 4D Control

The paper introduces 4DStreamCtrl, a system that unifies camera motion, object trajectories, and depth into a single 3D point‑track representation, enabling joint control, depth editing, and motion transfer in a single forward pass. By mining in‑the‑wild video for 3D motion supervision and encoding it with a lightweight Geometric Motion Head, the authors train a causal streaming student that can generate arbitrarily long videos in just four denoising steps, achieving 20 FPS on a single high‑end GPU for 480p video. This approach outperforms prior camera‑only, 2D, and offline‑3D methods in motion‑control precision while maintaining temporal coherence over hundreds of frames, thereby enabling interactive 4D‑controllable streaming generation for the first time.

By Shiqian Li, Chenguo Lin, Zhiguang Liu, Yu Tang, Jiarong Ou, Rui Chen, Yixin Zhu
arXiv Computer Vision
Aug 27

Forge4D: Feed-Forward 4D Human Reconstruction and Interpolation from Uncalibrated Sparse-view Videos

Forge4D is a feed‑forward model that reconstructs temporally aligned 4D human representations from uncalibrated sparse‑view videos, enabling both novel view and novel time synthesis. It achieves this by jointly streaming 3D Gaussian reconstruction with dense motion prediction, using learnable state tokens for temporal consistency and a self‑supervised retargeting loss for motion prediction. Extensive experiments confirm its effectiveness on in‑domain and out‑of‑domain datasets.

By Yingdong Hu, Yisheng He, Jinnan Chen, Weihao Yuan, Kejie Qiu, Zehong Lin, Siyu Zhu, Zilong Dong, Steven Hoi, Jun Zhang