CVAug 13, 2025
Enhancing Monocular 3D Hand Reconstruction with Learned Texture PriorsGiorgos Karvounas, Nikolaos Kyriazis, Iason Oikonomidis et al.
We revisit the role of texture in monocular 3D hand reconstruction, not as an afterthought for photorealism, but as a dense, spatially grounded cue that can actively support pose and shape estimation. Our observation is simple: even in high-performing models, the overlay between predicted hand geometry and image appearance is often imperfect, suggesting that texture alignment may be an underused supervisory signal. We propose a lightweight texture module that embeds per-pixel observations into UV texture space and enables a novel dense alignment loss between predicted and observed hand appearances. Our approach assumes access to a differentiable rendering pipeline and a model that maps images to 3D hand meshes with known topology, allowing us to back-project a textured hand onto the image and perform pixel-based alignment. The module is self-contained and easily pluggable into existing reconstruction pipelines. To isolate and highlight the value of texture-guided supervision, we augment HaMeR, a high-performing yet unadorned transformer architecture for 3D hand pose estimation. The resulting system improves both accuracy and realism, demonstrating the value of appearance-guided alignment in hand reconstruction.
CVJul 12, 2021
Multi-view Image-based Hand Geometry Refinement using Differentiable Monte Carlo Ray TracingGiorgos Karvounas, Nikolaos Kyriazis, Iason Oikonomidis et al.
The amount and quality of datasets and tools available in the research field of hand pose and shape estimation act as evidence to the significant progress that has been made.However, even the datasets of the highest quality, reported to date, have shortcomings in annotation. We propose a refinement approach, based on differentiable ray tracing,and demonstrate how a high-quality publicly available, multi-camera dataset of hands(InterHand2.6M) can become an even better dataset, with respect to annotation quality. Differentiable ray tracing has not been employed so far to relevant problems and is hereby shown to be superior to the approximative alternatives that have been employed in the past. To tackle the lack of reliable ground truth, as far as quantitative evaluation is concerned, we resort to realistic synthetic data, to show that the improvement we induce is indeed significant. The same becomes evident in real data through visual evaluation.
CVMar 27, 2021
H-GAN: the power of GANs in your HandsSergiu Oprea, Giorgos Karvounas, Pablo Martinez-Gonzalez et al.
We present HandGAN (H-GAN), a cycle-consistent adversarial learning approach implementing multi-scale perceptual discriminators. It is designed to translate synthetic images of hands to the real domain. Synthetic hands provide complete ground-truth annotations, yet they are not representative of the target distribution of real-world data. We strive to provide the perfect blend of a realistic hand appearance with synthetic annotations. Relying on image-to-image translation, we improve the appearance of synthetic hands to approximate the statistical distribution underlying a collection of real images of hands. H-GAN tackles not only the cross-domain tone mapping but also structural differences in localized areas such as shading discontinuities. Results are evaluated on a qualitative and quantitative basis improving previous works. Furthermore, we relied on the hand classification task to claim our generated hands are statistically similar to the real domain of hands.
NEDec 16, 2019
Faster and Simpler SNN Simulation with Work QueuesDennis Bautembach, Iason Oikonomidis, Nikolaos Kyriazis et al.
We present a clock-driven Spiking Neural Network simulator which is up to 3x faster than the state of the art while, at the same time, being more general and requiring less programming effort on both the user's and maintainer's side. This is made possible by designing our pipeline around "work queues" which act as interfaces between stages and greatly reduce implementation complexity. We evaluate our work using three well-established SNN models on a series of benchmarks.
DCApr 30, 2018
On the Feasibility of Real-Time 3D Hand Tracking using Edge GPGPU AccelerationAmmar Qammaz, Sokol Kosta, Nikolaos Kyriazis et al.
This paper presents the case study of a non-intrusive porting of a monolithic C++ library for real-time 3D hand tracking, to the domain of edge-based computation. Towards a proof of concept, the case study considers a pair of workstations, a computationally powerful and a computationally weak one. By wrapping the C++ library in Java container and by capitalizing on a Java-based offloading infrastructure that supports both CPU and GPGPU computations, we are able to establish automatically the required server-client workflow that best addresses the resource allocation problem in the effort to execute from the weak workstation. As a result, the weak workstation can perform well at the task, despite lacking the sufficient hardware to do the required computations locally. This is achieved by offloading computations which rely on GPGPU, to the powerful workstation, across the network that connects them. We show the edge-based computation challenges associated with the information flow of the ported algorithm, demonstrate how we cope with them, and identify what needs to be improved for achieving even better performance.