Zhishan Zhou

CV
h-index42
5papers
77citations
Novelty56%
AI Score47

5 Papers

CVOct 7, 2023
1st Place Solution of Egocentric 3D Hand Pose Estimation Challenge 2023 Technical Report:A Concise Pipeline for Egocentric Hand Pose Reconstruction

Zhishan Zhou, Zhi Lv, Shihao Zhou et al.

This report introduce our work on Egocentric 3D Hand Pose Estimation workshop. Using AssemblyHands, this challenge focuses on egocentric 3D hand pose estimation from a single-view image. In the competition, we adopt ViT based backbones and a simple regressor for 3D keypoints prediction, which provides strong model baselines. We noticed that Hand-objects occlusions and self-occlusions lead to performance degradation, thus proposed a non-model method to merge multi-view results in the post-process stage. Moreover, We utilized test time augmentation and model ensemble to make further improvement. We also found that public dataset and rational preprocess are beneficial. Our method achieved 12.21mm MPJPE on test dataset, achieve the first place in Egocentric 3D Hand Pose Estimation challenge.

CVMar 25, 2024
Benchmarks and Challenges in Pose Estimation for Egocentric Hand Interactions with Objects

Zicong Fan, Takehiko Ohkawa, Linlin Yang et al.

We interact with the world with our hands and see it through our own (egocentric) perspective. A holistic 3Dunderstanding of such interactions from egocentric views is important for tasks in robotics, AR/VR, action recognition and motion generation. Accurately reconstructing such interactions in 3D is challenging due to heavy occlusion, viewpoint bias, camera distortion, and motion blur from the head movement. To this end, we designed the HANDS23 challenge based on the AssemblyHands and ARCTIC datasets with carefully designed training and testing splits. Based on the results of the top submitted methods and more recent baselines on the leaderboards, we perform a thorough analysis on 3D hand(-object) reconstruction tasks. Our analysis demonstrates the effectiveness of addressing distortion specific to egocentric cameras, adopting high-capacity transformers to learn complex hand-object interactions, and fusing predictions from different views. Our study further reveals challenging scenarios intractable with state-of-the-art methods, such as fast hand motion, object reconstruction from narrow egocentric views, and close contact between two hands and objects. Our efforts will enrich the community's knowledge foundation and facilitate future hand studies on egocentric hand-object interactions.

CVMar 4, 2024
A Simple Baseline for Efficient Hand Mesh Reconstruction

Zhishan Zhou, Shihao. zhou, Zhi Lv et al.

3D hand pose estimation has found broad application in areas such as gesture recognition and human-machine interaction tasks. As performance improves, the complexity of the systems also increases, which can limit the comparative analysis and practical implementation of these methods. In this paper, we propose a simple yet effective baseline that not only surpasses state-of-the-art (SOTA) methods but also demonstrates computational efficiency. To establish this baseline, we abstract existing work into two components: a token generator and a mesh regressor, and then examine their core structures. A core structure, in this context, is one that fulfills intrinsic functions, brings about significant improvements, and achieves excellent performance without unnecessary complexities. Our proposed approach is decoupled from any modifications to the backbone, making it adaptable to any modern models. Our method outperforms existing solutions, achieving state-of-the-art (SOTA) results across multiple datasets. On the FreiHAND dataset, our approach produced a PA-MPJPE of 5.7mm and a PA-MPVPE of 6.0mm. Similarly, on the Dexycb dataset, we observed a PA-MPJPE of 5.5mm and a PA-MPVPE of 5.0mm. As for performance speed, our method reached up to 33 frames per second (fps) when using HRNet and up to 70 fps when employing FastViT-MA36

CVDec 3, 2025
OpenTrack3D: Towards Accurate and Generalizable Open-Vocabulary 3D Instance Segmentation

Zhishan Zhou, Siyuan Wei, Zengran Wang et al.

Generalizing open-vocabulary 3D instance segmentation (OV-3DIS) to diverse, unstructured, and mesh-free environments is crucial for robotics and AR/VR, yet remains a significant challenge. We attribute this to two key limitations of existing methods: (1) proposal generation relies on dataset-specific proposal networks or mesh-based superpoints, rendering them inapplicable in mesh-free scenarios and limiting generalization to novel scenes; and (2) the weak textual reasoning of CLIP-based classifiers, which struggle to recognize compositional and functional user queries. To address these issues, we introduce OpenTrack3D, a generalizable and accurate framework. Unlike methods that rely on pre-generated proposals, OpenTrack3D employs a novel visual-spatial tracker to construct cross-view consistent object proposals online. Given an RGB-D stream, our pipeline first leverages a 2D open-vocabulary segmenter to generate masks, which are lifted to 3D point clouds using depth. Mask-guided instance features are then extracted using DINO feature maps, and our tracker fuses visual and spatial cues to maintain instance consistency. The core pipeline is entirely mesh-free, yet we also provide an optional superpoints refinement module to further enhance performance when scene mesh is available. Finally, we replace CLIP with a multi-modal large language model (MLLM), significantly enhancing compositional reasoning for complex user queries. Extensive experiments on diverse benchmarks, including ScanNet200, Replica, ScanNet++, and SceneFun3D, demonstrate state-of-the-art performance and strong generalization capabilities.

CVNov 24, 2025
Disc3D: Automatic Curation of High-Quality 3D Dialog Data via Discriminative Object Referring

Siyuan Wei, Chunjie Wang, Xiao Liu et al.

3D Multi-modal Large Language Models (MLLMs) still lag behind their 2D peers, largely because large-scale, high-quality 3D scene-dialogue datasets remain scarce. Prior efforts hinge on expensive human annotation and leave two key ambiguities unresolved: viewpoint ambiguity, where spatial language presumes unknown camera poses, and object referring ambiguity, where non-exclusive descriptions blur the line between targets and distractors. We therefore present a fully automated pipeline that converts raw 3D scans into unambiguous, high-quality dialogue data at a fraction of the previous cost. By synergizing rule-based constraints with 2D MLLMs and LLMs, the pipeline enables controllable, scalable generation without human intervention. The pipeline comprises four stages: (1) meta-annotation collection harvesting object-, frame-, and scene-level captions, (2) scene graph construction with relation correction to capture proximal object relations, (3) discriminative object referring that generates exclusive and compact descriptions, and (4) multi-task data generation synthesizing diverse dialogues. Our pipeline systematically mitigates inherent flaws in source datasets and produces the final Disc3D dataset, over 2 million samples in 25K hybrid 3D scenes, spanning scene, view, and object captioning, visual grounding, and five object-centric QA tasks. Extensive experiments demonstrate that training with Disc3D yields consistent, significant improvements on both public benchmarks and our multifaceted Disc3D-QA tasks. Code, data, and models will be publicly available.