Dynamic 3D hand reconstruction from egocentric videos is essential for next-generation computing platforms such as AR/VR and AI glasses. Despite its importance, most prior works focus either on multi-view 3D hand reconstruction or on 4D human body reconstruction. Egocentric 4D hand reconstruction remains challenging due to fast head motion, rapid hand dynamics, severe occlusions, and inherent ambiguity from single-view observations. To address these challenges, we introduce Hand-4DGS, the first feed-forward framework for reconstructing dynamic 4D hands directly from egocentric videos, enabling both fast (~60 FPS) inference and strong generalization. Our approach incorporates a mesh-guided representation for structural priors and temporal convolutions to model dynamic motion. We evaluate our framework on two challenging egocentric datasets, H2O and ARCTIC, and demonstrate significant improvements over baselines. Our method benefits from the generalization capability of feed-forward networks and effective 2D image supervision through Gaussian splatting, without requiring expensive 3D hand pose ground-truth annotations.
3D hand pose estimation is a fundamental task in understanding human hands. However, accurately estimating 3D hand poses remains challenging due to the complex movement of hands, self-similarity, and frequent occlusions. In this work, we address two limitations: the inability of existing 3D hand pose estimation methods to estimate aleatoric (data) uncertainty, and the lack of uncertainty modeling that incorporates joint correlation knowledge, which has not been thoroughly investigated. To this end, we introduce aleatoric uncertainty modeling into the 3D hand pose estimation framework, aiming to achieve a better trade-off between modeling joint correlations and computational efficiency. We propose a novel parameterization that leverages a single linear layer to capture intrinsic correlations among hand joints. This is enabled by formulating the hand joint output space as a probabilistic distribution, allowing the linear layer to capture joint correlations. Our proposed parameterization is used as a task head layer, and can be applied as an add-on module on top of the existing models. Our experiments demonstrate that our parameterization for uncertainty modeling outperforms existing
Hand gesture recognition is an important aspect of human-computer interaction. It forms the basis of sign language for the visually impaired people. This work proposes a novel hand gesture recognizing system for the differently-abled persons. The model uses a convolutional neural network, known as VGG-16 net, for building a trained model on a widely used image dataset by employing Python and Keras libraries. Furthermore, the result is validated by the NUS dataset, consisting of 10 classes of hand gestures, fed to the model as the validation set. Afterwards, a testing dataset of 10 classes is built by employing Google's open source Application Programming Interface (API) that captures different gestures of human hand and the efficacy is then measured by carrying out experiments. The experimental results show that by combining a transfer learning mechanism together with the image data augmentation, the VGG-16 net produced around 98% accuracy.
This paper proposes the second version of the widespread Hand Gesture Recognition dataset HaGRID -- HaGRIDv2. We cover 15 new gestures with conversation and control functions, including two-handed ones. Building on the foundational concepts proposed by HaGRID's authors, we implemented the dynamic gesture recognition algorithm and further enhanced it by adding three new groups of manipulation gestures. The ``no gesture" class was diversified by adding samples of natural hand movements, which allowed us to minimize false positives by 6 times. Combining extra samples with HaGRID, the received version outperforms the original in pre-training models for gesture-related tasks. Besides, we achieved the best generalization ability among gesture and hand detection datasets. In addition, the second version enhances the quality of the gestures generated by the diffusion model. HaGRIDv2, pre-trained models, and a dynamic gesture recognition algorithm are publicly available.
This work introduces a novel and generalizable multi-view Hand Mesh Reconstruction (HMR) model, named POEM, designed for practical use in real-world hand motion capture scenarios. The advances of the POEM model consist of two main aspects. First, concerning the modeling of the problem, we propose embedding a static basis point within the multi-view stereo space. A point represents a natural form of 3D information and serves as an ideal medium for fusing features across different views, given its varied projections across these views. Consequently, our method harnesses a simple yet effective idea: a complex 3D hand mesh can be represented by a set of 3D basis points that 1) are embedded in the multi-view stereo, 2) carry features from the multi-view images, and 3) encompass the hand in it. The second advance lies in the training strategy. We utilize a combination of five large-scale multi-view datasets and employ randomization in the number, order, and poses of the cameras. By processing such a vast amount of data and a diverse array of camera configurations, our model demonstrates notable generalizability in the real-world applications. As a result, POEM presents a highly practical
With the increase number of companies focusing on commercializing Augmented Reality (AR), Virtual Reality (VR) and wearable devices, the need for a hand based input mechanism is becoming essential in order to make the experience natural, seamless and immersive. Hand pose estimation has progressed drastically in recent years due to the introduction of commodity depth cameras. Hand pose estimation based on vision is still a challenging problem due to its complexity from self-occlusion (between fingers), close similarity between fingers, dexterity of the hands, speed of the pose and the high dimension of the hand kinematic parameters. Articulated hand pose estimation is still an open problem and under intensive research from both academia and industry. The 2 approaches used for hand pose estimation are: discriminative and generative. Generative approach is a model based that tries to fit a hand model to the observed data. Discriminative approach is appearance based, usually implemented with machine learning (ML) and require a large amount of training data. Recent hand pose estimation uses hybrid approach by combining both discriminative and generative methods into a single hand pipeli
Estimating 3D hand and object pose from a single image is an extremely challenging problem: hands and objects are often self-occluded during interactions, and the 3D annotations are scarce as even humans cannot directly label the ground-truths from a single image perfectly. To tackle these challenges, we propose a unified framework for estimating the 3D hand and object poses with semi-supervised learning. We build a joint learning framework where we perform explicit contextual reasoning between hand and object representations by a Transformer. Going beyond limited 3D annotations in a single image, we leverage the spatial-temporal consistency in large-scale hand-object videos as a constraint for generating pseudo labels in semi-supervised learning. Our method not only improves hand pose estimation in challenging real-world dataset, but also substantially improve the object pose which has fewer ground-truths per instance. By training with large-scale diverse videos, our model also generalizes better across multiple out-of-domain datasets. Project page and code: https://stevenlsw.github.io/Semi-Hand-Object
Recent advances have enabled 3d object reconstruction approaches using a single off-the-shelf RGB-D camera. Although these approaches are successful for a wide range of object classes, they rely on stable and distinctive geometric or texture features. Many objects like mechanical parts, toys, household or decorative articles, however, are textureless and characterized by minimalistic shapes that are simple and symmetric. Existing in-hand scanning systems and 3d reconstruction techniques fail for such symmetric objects in the absence of highly distinctive features. In this work, we show that extracting 3d hand motion for in-hand scanning effectively facilitates the reconstruction of even featureless and highly symmetric objects and we present an approach that fuses the rich additional information of hands into a 3d reconstruction pipeline, significantly contributing to the state-of-the-art of in-hand scanning.
We examine the impact of New York City's congestion pricing program through automated analysis of traffic camera data. Our computer vision pipeline processes footage from over 900 cameras distributed throughout Manhattan and New York, comparing traffic patterns from November 2024 through the program's implementation in January 2025 until January 2026. We establish baseline traffic patterns and identify systematic changes in vehicle density across the monitored region.
Egocentric vision is an emerging field of computer vision that is characterized by the acquisition of images and video from the first person perspective. In this paper we address the challenge of egocentric human action recognition by utilizing the presence and position of detected regions of interest in the scene explicitly, without further use of visual features. Initially, we recognize that human hands are essential in the execution of actions and focus on obtaining their movements as the principal cues that define actions. We employ object detection and region tracking techniques to locate hands and capture their movements. Prior knowledge about egocentric views facilitates hand identification between left and right. With regard to detection and tracking, we contribute a pipeline that successfully operates on unseen egocentric videos to find the camera wearer's hands and associate them through time. Moreover, we emphasize on the value of scene information for action recognition. We acknowledge that the presence of objects is significant for the execution of actions by humans and in general for the description of a scene. To acquire this information, we utilize object detection
While olfaction is central to how animals perceive the world, this rich chemical sensory modality remains largely inaccessible to machines. One key bottleneck is the lack of diverse, multimodal olfactory training data collected in natural settings. We present New York Smells, a large dataset of paired image and olfactory signals captured ``in the wild.'' Our dataset contains 7,000 smell-image pairs from 3,500 distinct objects across indoor and outdoor environments, with approximately 70$\times$ more objects than existing olfactory datasets. Our benchmark has three tasks: cross-modal smell-to-image retrieval, recognizing scenes, objects, and materials from smell alone, and fine-grained discrimination between grass species. Through experiments on our dataset, we find that visual data enables cross-modal olfactory representation learning, and that our learned olfactory representations outperform widely-used hand-crafted features.
In-hand object reorientation has been a challenging problem in robotics due to high dimensional actuation space and the frequent change in contact state between the fingers and the objects. We present a simple model-free framework that can learn to reorient objects with both the hand facing upwards and downwards. We demonstrate the capability of reorienting over 2000 geometrically different objects in both cases. The learned policies show strong zero-shot transfer performance on new objects. We provide evidence that these policies are amenable to real-world operation by distilling them to use observations easily available in the real world. The videos of the learned policies are available at: https://taochenshh.github.io/projects/in-hand-reorientation.
Most of the existing deep learning-based methods for 3D hand and human pose estimation from a single depth map are based on a common framework that takes a 2D depth map and directly regresses the 3D coordinates of keypoints, such as hand or human body joints, via 2D convolutional neural networks (CNNs). The first weakness of this approach is the presence of perspective distortion in the 2D depth map. While the depth map is intrinsically 3D data, many previous methods treat depth maps as 2D images that can distort the shape of the actual object through projection from 3D to 2D space. This compels the network to perform perspective distortion-invariant estimation. The second weakness of the conventional approach is that directly regressing 3D coordinates from a 2D image is a highly non-linear mapping, which causes difficulty in the learning procedure. To overcome these weaknesses, we firstly cast the 3D hand and human pose estimation problem from a single depth map into a voxel-to-voxel prediction that uses a 3D voxelized grid and estimates the per-voxel likelihood for each keypoint. We design our model as a 3D CNN that provides accurate estimates while running in real-time. Our syst
The notion of time in general relativity must arise from an internal clock, i.e., a degree of freedom in the gravitational theory internal to the system that can serve the role of a physical clock. One such internal notion of time is the York time, corresponding to constant extrinsic curvature slicing of spacetime. We study the Hartle-Hawking wavefunction of asymptotically $AdS_2$ JT gravity as a function of York time. Using both canonical quantization and the JT gravity path integral, we explicitly calculate this wavefunction and show that it satisfies a Schrodinger equation with respect to York time. We find the corresponding York Hamiltonian, which turns out to be manifestly Hermitian. Our analysis cleanly avoids operator ordering ambiguities. The dependence of the wavefunction on York time should be thought of as emerging from a unitary transformation of the gravitational length basis states, and not from a physical time evolution of the state in the dual boundary theory.
We use reinforcement learning (RL) to learn dexterous in-hand manipulation policies which can perform vision-based object reorientation on a physical Shadow Dexterous Hand. The training is performed in a simulated environment in which we randomize many of the physical properties of the system like friction coefficients and an object's appearance. Our policies transfer to the physical robot despite being trained entirely in simulation. Our method does not rely on any human demonstrations, but many behaviors found in human manipulation emerge naturally, including finger gaiting, multi-finger coordination, and the controlled use of gravity. Our results were obtained using the same distributed RL system that was used to train OpenAI Five. We also include a video of our results: https://youtu.be/jwSbzNHGflM
Bone age assessment is challenging in clinical practice due to the complicated bone age assessment process. Current automatic bone age assessment methods were designed with rare consideration of the diagnostic logistics and thus may yield certain uninterpretable hidden states and outputs. Consequently, doctors can find it hard to cooperate with such models harmoniously because it is difficult to check the correctness of the model predictions. In this work, we propose a new graph-based deep learning framework for bone age assessment with hand radiographs, called Doctor Imitator (DI). The architecture of DI is designed to learn the diagnostic logistics of doctors using the scoring methods (e.g., the Tanner-Whitehouse method) for bone age assessment. Specifically, the convolutions of DI capture the local features of the anatomical regions of interest (ROIs) on hand radiographs and predict the ROI scores by our proposed Anatomy-based Group Convolution, summing up for bone age prediction. Besides, we develop a novel Dual Graph-based Attention module to compute patient-specific attention for ROI features and context attention for ROI scores. As far as we know, DI is the first automatic b
The New York Times (NYT) games have found widespread popularity in recent years and reportedly account for an increasing fraction of the newspaper's readership. In this paper, we bring the computational lens to the study of New York Times games and consider four of them not previously studied: Letter Boxed, Pips, Strands and Tiles. We show that these games can be just as hard as they are fun. In particular, we characterize the hardness of several variants of computational problems related to these popular puzzle games. For Letter Boxed, we show that deciding whether an instance is solvable is in general NP-Complete, while in some parameter settings it can be done in polynomial time. Similarly, for Pips we prove that deciding whether a puzzle has a solution is NP-Complete even in some restricted classes of instances. We then show that one natural computational problem arising from Strands is NP-Complete in most parameter settings. Finally, we demonstrate that deciding whether a Tiles puzzle is solvable with a single, uninterrupted combo requires polynomial time.
The existence of "Hot Hands" and "Streaks" in sports and gambling is hotly debated, but there is no uncertainty about the recent batting-average of the New York Times: it is now two-for-two in mangling and misunderstanding elementary concepts in probability and statistics; and mixing up the key points in a recent paper that re-examines earlier work on the statistics of streaks. In so doing, it's high-visibility articles have added to the general-public's confusion about probability, making it seem mysterious and paradoxical when it needn't be. However, those articles make excellent case studies on how to get it wrong, and for discussions in high-school and college classes focusing on quantitative reasoning, data analysis, probability and statistics. What I have written here is intended for that audience.
Gradually typed programming languages, which allow for soundly mixing static and dynamically typed programming styles, present a strong challenge for metatheorists. Even the simplest sound gradually typed languages feature at least recursion and errors, with realistic languages featuring furthermore runtime allocation of memory locations and dynamic type tags. Further, the desired metatheoretic properties of gradually typed languages have become increasingly sophisticated: validity of type-based equational reasoning as well as the relational property known as graduality. Many recent works have tackled verifying these properties, but the resulting mathematical developments are highly repetitive and tedious, with few reusable theorems persisting across different developments. In this work, we present a new denotational semantics for gradual typing developed using guarded domain theory. Guarded domain theory combines the generality of step-indexed logical relations for modeling advanced programming features with the modularity and reusability of denotational semantics. We demonstrate the feasibility of this approach with a model of a simple gradually typed lambda calculus and prove th
We estimate the number of street vendors in New York City. First, we summarize the process by which vendors receive licenses and permits to operate legally in New York City. We then describe a survey that was administered by the Street Vendor Project while distributing coronavirus relief aid to vendors operating in New York City both with and without a license or permit. Finally, we review ratio estimation and develop a theoretical justification based on the theory of point processes. We find approximately 23,000 street vendors operate in New York City: 20,500 mobile food vendors and 2,400 general merchandise vendors. One third are located in just six ZIP Codes: 11368 (16%), 11372 (3%), and 11354 (3%) in North and West Queens and 10036 (5%), 10019 (4%), and 10001 (3%) in the Chelsea and Clinton neighborhoods of Manhattan. Our estimates suggest the American Community Survey misses the majority of New York City street vendors.