Source-linked AI summary

LISA: Learning Implicit Shape and Appearance of Hands

Enric Corona, Tomas Hodan, Minh Vo, Francesc Moreno-Noguer, Chris Sweeney, Richard Newcombe, Lingni Ma

arXiv:2204.01695v1cs.CV

TL;DR

Hand models such as MANO have low resolution and lack texture coordinates, while the applicability of implicit representations to articulated hands and unseen poses remained open. LISA combines per-bone implicit shape and color predictions with learned skinning weights, and reports accurate reconstructions that surpass evaluated baselines by large margins.

  • Problem

    MANO’s low-resolution mesh lacks texture coordinates for representing surface color, and implicit representations’ applicability to articulated hands and unseen poses remained unexplored.

    Source: §1 · pp. 1–2
  • Method

    LISA learns disentangled hand shape, pose, and appearance from multi-view RGB sequences with coarse skeleton poses, blending per-bone SDF and color predictions using learned skinning weights.

    Source: §1 · p. 2, §4 · p. 4, §4.1 · p. 4
  • Results

    LISA achieves sub-millimeter error in point-cloud fitting and surpasses evaluated baselines by large margins in point-cloud and image-based hand reconstruction.

    Source: §1 · p. 2, §6 · p. 8
  • Takeaways & Limitations

    LISA provides a hand representation with independent control of pose, shape, and color, and is demonstrated on reconstruction from point clouds and images.

    Source: §1 · p. 2, §6 · p. 8

    LISA assumes a kinematic skeleton with coarse 3D poses produced by preprocessing training sequences with a hand tracker.

    Source: §4 · p. 4

Abstract

from arXiv · show

This paper proposes a do-it-all neural model of human hands, named LISA. The model can capture accurate hand shape and appearance, generalize to arbitrary hand subjects, provide dense surface correspondences, be reconstructed from images in the wild and easily animated. We train LISA by minimizing the shape and appearance losses on a large set of multi-view RGB image sequences annotated with coarse 3D poses of the hand skeleton. For a 3D point in the hand local coordinate, our model predicts the color and the signed distance with respect to each hand bone independently, and then combines the per-bone predictions using predicted skinning weights. The shape, color and pose representations are disentangled by design, allowing to estimate or animate only selected parameters. We experimentally demonstrate that LISA can accurately reconstruct a dynamic hand from monocular or multi-view sequences, achieving a noticeably higher quality of reconstructed hand shapes compared to baseline approaches. Project page: https://www.iri.upc.edu/people/ecorona/lisa/.

1. Introduction

Hand modeling and tracking matter for applications including human-robot interaction, prosthetics, and virtual or augmented reality. This section identifies limitations of MANO and the open question of how implicit representations apply to articulated hands and unseen poses, then introduces LISA and its contributions.

  • MANO is widely used for hand modeling and tracking, but its low-resolution mesh lacks texture coordinates, complicating surface-color representation.Source: §1 · p. 1
  • Implicit representations can capture finer geometry and appearance, but their applicability to articulated hands and generalization to unseen poses remained unexplored.Source: §1 · pp. 1–2
  • LISA is introduced as a neural hand model for shape and appearance, arbitrary-subject generalization, dense surface correspondences, image-based reconstruction, and animation.Source: §1 · p. 2
  • LISA is trained with shape and appearance losses on multi-view RGB sequences annotated with coarse 3D hand-skeleton poses.Source: §1 · p. 2
  • LISA disentangles shape, color, and pose representations, and its evaluation reports better hand reconstruction than baselines for point clouds and RGB images.Source: §1 · p. 2

2. Related work

Related work covers parametric hand meshes, implicit shape representations for articulated objects, neural appearance modeling, and disentangled representations. LISA draws on these directions while combining per-bone shape and color predictions with learned skinning weights.

  • MANO captures hand shape and pose through blend shapes but is limited by low mesh resolution; neural mesh refinements and GHUM address aspects of this limitation.Source: §2 · p. 2
  • Implicit geometry methods commonly model shape with SDFs or occupancy fields, and part-based implicit templates have been studied to improve learning efficiency.Source: §2 · p. 2
  • Articulated implicit models use approaches including inverse skinning, per-bone occupancy, point-cloud registration, and learned canonicalization; LISA takes inspiration from NASA and explicitly models skinning weights for blending shape and color.Source: §2 · p. 2
  • Neural appearance methods render learned volumes from multi-view images; LISA predicts SDF and appearance independently within each bone and blends them using corresponding skinning weights.Source: §2 · p. 2
  • LISA’s architecture trains on multi-view RGB sequences with coarse skeleton poses and combines per-bone signed-distance and color predictions using learned skinning weights.Source: Figure 2 · p. 3
  • Prior disentanglement methods factor properties such as shape, pose, identity, deformation, and expression; LISA proposes a generative hand representation with disentangled shape, pose, and appearance parameters.Source: §2 · pp. 2–3

3. Background

The background describes MANO’s skeleton-driven parametric mesh and VolSDF’s neural rendering formulation. LISA reuses MANO’s pose parameters and bone transformations while using VolSDF to represent geometry and appearance.

  • MANO represents a hand using pose parameters θ and shape parameters β, with a 16-joint skeleton and a 10-dimensional shape vector controlling a triangular mesh.Source: §3 · p. 3
  • Linear Blend Skinning deforms canonical hand vertices using bone transformations and weights, and LISA uses MANO’s pose parameters and bone transformations.Source: §3 · p. 3
  • NeRF maps 3D locations and viewing directions to color and density, while VolSDF derives volume density from an SDF and uses separate MLPs for geometry and color.Source: §3 · p. 3

4. LISA: The proposed hand model

LISA learns hand geometry, deformation, and appearance from calibrated multi-view RGB sequences, using coarse skeleton poses and known foreground masks. Its implicit hand model is trained and fitted to point clouds or images.

4.1. Model definition

  • Per-bone MLPs predict SDF and color in unposed coordinates, while a weight MLP blends them; conditioning weights on per-bone SDFs improves geometry learning.The predicted weights are analogous to classic LBS skinning weights.Source: §4.1 · p. 4

4.2. Training

  • Shape β+ and color γ are user-specific 128-dimensional codes; MANO pose is fixed for the first 10% of training, then optimized to address annotation errors.Source: §4.2 · p. 5
  • Training combines rendered-color, Eikonal SDF, supervised skinning-weight, and regularization losses, sampling SDF points on-surface and uniformly in the scene.Source: §4.2 · p. 5
  • A 3DH prior pretrained on ~13k scans from 183 users uses surface-zero and normal-gradient supervision, then initializes full optimization and boosts performance.Source: §4.2 · p. 5

4.3. Inference

  • For point-cloud reconstruction, LISA is fit to the data by minimizing an objective similar to the one used to learn the shape prior.Source: §4.3 · pp. 5–6
  • Image fitting minimizes color and shape-pose regularization losses plus a 2D joint reprojection penalty, using foreground masks and detected 2D joints; multiview fitting also uses camera extrinsics.Source: §4.3 · p. 6

5. Experiments

The experiments evaluate LISA on hand reconstruction from point clouds and RGB images, using image-trained and geometry-prior variants alongside adapted implicit-model baselines. Across these evaluations, LISA-im leads image-only shape reconstruction, while adding a geometric prior improves shape results; image-based color results are comparable across methods on InterHand2.6M.

5.1. Datasets and baselines

  • Training uses multi-view sequences from 27 users and a 3DH geometry prior; baselines include adapted NASA and NARF, MANO, and a pose-, shape-, and color-conditioned VolSDF.The InterHand2.6M training set contains 5,804 multi-view frames and 131k images; evaluations also use 3DH, MANO, and DeepHandMesh.Source: §5.1 · p. 6

5.3. Shape and color reconstruction from images

  • On DeepHandMesh images, LISA-im outperforms all other image-trained methods in shape reconstruction, and LISA-full adds a boost most noticeable with one view.Table 2 reports shape distances and novel-view color PSNR for reconstructions from 1, 2, or 4 views.Source: Table 2 · p. 7, §5.3 · p. 7

5.2. Shape reconstruction from point clouds

  • LISA-im consistently outperforms other image-trained methods on point-cloud shape reconstruction, while adding the geometric prior significantly boosts performance.LISA-geom, trained only with the prior, has lower errors than LISA-full; the paper attributes this to wrist closure learned from segmented training images, which increases measured error.Source: Table 1 · p. 6, §5.2 · p. 7

5.3. Shape and color reconstruction from images

  • On InterHand2.6M color reconstruction, methods are comparable across PSNR, SSIM, and LPIPS; the authors suspect noisy training hand masks contribute.For DeepHandMesh novel-view PSNR, LISA-im is slightly superior except in the single-image case, where it is on par with NASA.Source: §5.3 · pp. 7–8, Table 3 · p. 7
  • LISA-full reconstructs hands from in-the-wild images, including cases with partial object occlusion.Figure 4 also displays color, shape, and predicted skinning weights for reconstructions using one input RGB and two held-out views as rendering ground truth.Source: §5.3 · p. 8, Figure 4 · p. 8

5.4. Inference speed

  • Fitting LISA takes approximately 5 minutes; mesh extraction at resolution 128^3 takes around 5 seconds, while novel-view rendering takes about one minute.Measurements used 1024 × 667 px images and one Nvidia Tesla P100 GPU.Source: §5.4 · p. 8

6. Conclusion

LISA combines volume rendering with a hand geometric prior to represent textured hands with independent control of pose, shape, and color. The paper reports accurate reconstructions across point-cloud fitting and image reconstruction, while identifying several directions for future work.

6. Conclusion

  • LISA combines volume rendering approaches with a hand geometric prior to represent textured hands.Source: §6 · p. 8
  • Sub-millimeter error in point-cloud fitting and large margins over evaluated baselines in image reconstruction demonstrate accurate 3D shape reconstruction.Source: §6 · p. 8
  • The reported accuracy is not achievable with low-resolution parametric meshes such as MANO or single-person models such as DeepHandMesh.Source: §6 · p. 8
  • Future work includes temporal consistency, reducing inference inputs, improving runtime efficiency, and adding high-frequency texture detail while retaining generalization.Source: §6 · p. 8
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