# Reconstructing Hand-Held Objects from Monocular Video

Di Huang

<mailto:dihuanginfo@gmail.com>

The University of Sydney

Australia

Jiaming Sun

<mailto:suenjiaming@gmail.com>

Image Derivative Inc.

China

Xiaopeng Ji

<mailto:xp.ji@cad.zju.edu.cn>

Zhejiang University

China

Tong He

<mailto:tonghe90@gmail.com>

Shanghai AI Laboratory

China

Xingyi He

<mailto:hexingyi8@gmail.com>

Zhejiang University

China

Qing Shuai

<mailto:s_q@zju.edu.cn>

Zhejiang University

China

Wanli Ouyang

<mailto:wanli.ouyang@sydney.edu.au>

Shanghai AI Laboratory

The University of Sydney

Australia

Xiaowei Zhou $^{*}$

<mailto:xwzhou@zju.edu.cn>

State Kay Lab of CAD&CG

Zhejiang University

China

![Image](images/f171531343cca9dd397f78ba14a2c7c137eca2defca2ffc7cd866bf136f43604.jpg)

<div style="text-align: center;">Figure 1: Hand-held object reconstruction. We propose a novel approach that reconstructs a moving hand-held object from a video captured by a static RGB camera, which is a common real-life scenario. The proposed approach does not require any prior knowledge about the object and thus can be widely applicable. The data capture process (left) and reconstructed 3D meshes (right) are visualized.</div>

## ABSTRACT

This paper presents an approach that reconstructs a hand-held object from a monocular video. In contrast to many recent methods that directly predict object geometry by a trained network, the proposed approach does not require any learned prior about the object and is able to recover more accurate and detailed object geometry. The key idea is that the hand motion naturally provides multiple views of the object and the motion can be reliably estimated by a hand pose tracker. Then, the object geometry can be recovered by solving a multi-view reconstruction problem. We devise an implicit neural representation-based method to solve the reconstruction problem and address the issues of imprecise hand pose estimation, relative hand-object motion, and insufficient geometry optimization for small objects. We also provide a newly collected dataset with 3D ground truth to validate the proposed approach. The dataset and code will be released at <https://dihuangdh.github.io/hhor>.

## CCS CONCEPTS

• Computing methodologies → Reconstruction.

## KEYWORDS

Object reconstruction, joint hand-object reconstruction

## ACM Reference Format

Di Huang, Xiaopeng Ji, Xingyi He, Jiaming Sun, Tong He, Qing Shuai, Wanli Ouyang, and Xiaowei Zhou. 2022. Reconstructing Hand-Held Objects from Monocular Video. In SIGGRAPH Asia 2022 Conference Papers (SA '22 Conference Papers), December 6–9, 2022, Daegu, Republic of Korea. ACM, New York, NY, USA, 9 pages. <https://doi.org/10.1145/3550469.3555401>

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## 1 INTRODUCTION

Reconstructing a 3D object from 2D images is vital for many applications such as augmented reality, 3D printing, and robotic manipulation. Existing approaches [Izadi et al. 2011; Schönberger et al. 2016] mainly focus on the setting of capturing a static object with an RGB camera or depth sensor rotating around the object. This work investigates a different setting where the object is held by a moving hand with a fixed grasping gesture in front of a static RGB camera, as shown in Figure 1. This setting is not only common in daily scenarios, e.g., video conferencing, but also potentially provides a more user-friendly object capture procedure without the need to walk around the object.

The hand-held object capture leads to the following challenges that make existing reconstruction methods inapplicable. First, relative motion between the object and the camera needs to be solved for video-based 3D reconstruction. Existing systems generally rely on structure from motion (SfM) algorithms [Schönberger and Frahm 2016]. However, SfM assumes rigid scenes while in our setting, the object is moving independently of the background. Another alternative is to track the 6DoF pose of the object. But traditional object pose estimation methods either need object CAD models [Tjaden et al. 2016, 2017] or rely on rich textures for reliable feature tracking [Lowe 2004], both of which cannot be satisfied in our setting. Recent works [Chen et al. 2020; Wang et al. 2019] adopt learning-based methods for object pose estimation but need training on the same object category. Second, even if the object motion is given, dense reconstruction of a textureless object from RGB images is still difficult, particularly when the object mask is not provided. Moreover, the object is partially occluded by the hand, which makes object pose tracking and reconstruction even harder. To solve these challenges, some recent works resort to a learning-based approach that learns object shape prior to making it possible to estimate object shape from a single view with neural networks [Choy et al. 2016; Fan et al. 2017; Hasson et al. 2019; Karunratanakul et al. 2020]. While these works show promising results, the learned single-view reconstruction networks can hardly generalize to new object categories.

In this paper, we propose a novel framework to reconstruct a moving hand-held object from a monocular video without the need to know any prior of the object. The key insight is that the physical constraint between hand and object provides important motion cues for reconstructing the object: while the 3D motion of the object is hard to track, we are able to infer object motion by tracking hand motion based on a learning-based hand pose estimator. For dense geometry reconstruction, instead of using traditional multiview stereo algorithms that cannot handle textureless objects, we propose to leverage the recent advances in neural representation-based methods [Mildenhall et al. 2020; Wang et al. 2021a], which directly optimize 3D scene geometry and appearance represented by implicit functions with differentiable rendering. However, directly using such a representation leads to poor reconstruction quality. We find three main issues that degrade the reconstruction quality: 1) imprecise hand pose, 2) relative motion between the hand and object, and 3) inefficient optimization for the object geometry due to its small size compared to the hand. We propose three solutions to address these challenges. First, we simultaneously optimize the neural scene representation and the relative pose between the hand and camera. Second, we equip the neural scene representation with a learnable deformation field for modeling the relative motion between the hand and object. Third, we leverage 2D object masks to adaptively sample more rays on the object during training to make the network more focused on the object instead of the hand. Note that by taking an additional background image, the object mask can be obtained using background subtraction and hand segmentation, without the need to know the object category.

To validate the proposed approach, we collect a new hand-held object dataset that consists of 4K videos of 35 objects, 14 of which are paired with ground-truth meshes obtained by a commercial 3D scanner. This dataset covers various types of daily objects. The experiments show that our approach is able to accurately reconstruct objects and hands and outperforms several baseline methods.

## 2 RELATED WORK

Multi-view 3D Reconstruction. Conventional multi-view 3D reconstruction methods [Furukawa and Ponce 2007; Kutulakos and Seitz 2000; Yao et al. 2018] follow a two-stage pipeline: They first estimate camera parameters by SfM and then use multi-view stereo (MVS) to reconstruct the scene from calibrated images. A representative system in this category is COLMAP [Schönberger and Frahm 2016; Schönberger et al. 2016], which first estimates multi-view depth maps and then fuses depth data into 3D models. There is a recent trend to solve the multi-view 3D reconstruction by recovering the implicit scene representation using volume rendering. NeRF [Mildenhall et al. 2020] proposes to represent the scene as a radiance field of density and color. NeuS [Wang et al. 2021a] improves the NeRF representation by replacing the density radiance field with the Signed Distance Field (SDF), leading to much better reconstruction quality. These works still require camera poses from SfM, while some more recent works [Lin et al. 2021; Wang et al. 2021b] aim to get rid of the SfM phase by simultaneously optimizing the radiance field and camera poses. However, they are prone to local optimum without proper camera pose initialization [Wang et al. 2021b]. Existing multi-view 3D reconstruction methods mentioned above generally rely on SfM to estimate camera parameters for each frame. Unfortunately, SfM cannot work in our setting which aims to reconstruct moving hand-held objects from a monocular RGB video. First, standard SfM assumes rigid scenes, while in our setting, the object is moving independently of the background. Second, the hand and object are often low-textured, causing standard SfM to fail.

Single-view 3D Reconstruction. Another line of works aims at reconstructing 3D objects from single-view input by learning object shape prior. According to the different types of representations, single-view 3D reconstruction methods can be categorized as voxel-based [Choy et al. 2016; Dai et al. 2017; Riegler et al. 2017; Tatarchenko et al. 2017; Wang et al. 2017], point-based [Fan et al. 2017; Insafutdinov and Dosovitskiy 2018; Jiang et al. 2018; Mandikal et al. 2018], and mesh-based [Groueix et al. 2018; Wang et al. 2018]. Voxels are suitable for CNNs to process but suffer from limited resolution. Point clouds and meshes are compact representations, but difficult to be generated by neural networks. To overcome the limitations of above 3D representations, recent works propose to

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![Image](images/a90d9f2d28a4bfc8f78278ab19eed81548431f86fb9aab174e3c47157396dc21.jpg)

<div style="text-align: center;">Figure 2: The pipeline of our approach, which consists of two stages. Hand tracking: by minimizing the reprojection error of hand keypoints detected by a learned detector, the 3D hand pose and the camera motion relative to it are recovered. Dense reconstruction: an implicit neural representation-based method is employed to reconstruct the SDF and color fields of the hand and object. Three additional modules are proposed: the pose adjustment to compensate for imprecise hand pose tracking, the deformation field to model the relative motion between the hand and object, and the semantics-guided sampling to improve object reconstruction quality.</div>

leverage implicit neural representations [Chen and Zhang 2019; Chibane et al. 2020; Mescheder et al. 2019; Park et al. 2019; Xu et al. 2019]. In these methods, the geometry and appearance of a 3D scene are represented as continuous functions of spatial locations, which are approximated by learned neural networks. All the above single-view 3D reconstruction methods need to learn strong object shape prior from massive training data. Given the fact that there is a lack of large-scale 3D object datasets with real images and corresponding 3D models, previous methods are often trained on synthetic datasets like ShapeNet [Chang et al. 2015] and suffer from limited generalization capability, particularly when the object category of the test image is unseen before. Moreover, the quality of single-view reconstruction is inherently inferior to multi-view methods.

Hand Tracking. Hand tracking is an active research topic in computer vision. Early works focus on tracking hand motion with a depth sensor. [Tompson et al. 2014] uses a deep convolutional network to extract features and then apply inverse kinematics for accurate hand pose. [Taylor et al. 2016] presents a hand tracking system for real-time AR applications. The system uses a smooth hand model and non-linear optimization to achieve impressive hand tracking performance. [Mueller et al. 2019] proposes a novel model which is capable of tracking two interacting hands in real-time. [Hampali et al. 2020] jointly estimates the hand pose and 6D object pose using one or several RGB-D cameras and differentiable rendering. Recently, hand tracking from RGB input has been paid more attention. [Han et al. 2020; Mueller et al. 2018] split the hand tracking problem into two stages. They estimate the 3D keypoints locations first and then apply a skeleton fitting process to get the final tracking results. Other works [Boukhayma et al. 2019; Ge et al. 2019; Kulon et al. 2020] track the hand by direct estimating pose and shape parameters of a parametric hand model, e.g., the MANO model [Romero et al. 2017].

In-hand Capture. Since hands frequently interact with objects, reconstructing objects in hands is an essential problem for in-hand AR/VR applications. Early in-hand scanning uses depth images as input. [Rusinkiewicz et al. 2002] proposes an in-hand 3D model acquisition system, which allows the user to manipulate the object and see the scanning mesh in real time. The system captures local surface patches, then aligns and integrates them into a complete 3D mesh. Later work [Weise et al. 2008] improves the system with efficient registration failure detection and three better registration methods. Since the system heavily relies on object textures and often fails for textureless objects, [Tzionas and Gall 2015] proposes to use the hand contact points as the additional registration energy. [Zhang et al. 2019] proposes a novel pipeline to simultaneously reconstruct hand pose and object shape using two RGBD cameras, which is later simplified to one RGBD camera by [Zhang et al. 2021]. Recent works focus on the simultaneous reconstruction of hand and object from a single RGB image. [Hasson et al. 2019] jointly reconstructs the hand and objects by using two separate branches: one branch estimates MANO parameters, and the other reconstructs the object shape in the normalized coordinate space. [Karunratanakul et al. 2020; Ye et al. 2022] use implicit representations to recover the object shape. However, all learning-based methods are limited to a few known object categories included in the training set. In contrast, our method works on RGB input and does not rely on any learned object prior to recover high-fidelity object meshes.

## 3 DATA CAPTURE AND PRE-PROCESSING

### 3.1 Data Capture

Our system only uses a still monocular RGB camera as the capture device (e.g., iPhone or iPad). We first use the camera to take a snapshot of the background scene, which is used to generate the foreground mask later. Then, we capture a short grasping video for hand-object reconstruction. During the data capture, users only need to grasp and rotate the object in front of the camera. The

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camera is fixed during the capture and the object is firmly grasped by the hand, which means that the relative motion between the hand and the object is small. Each video contains around 1800 frames with a 30 fps frame rate and 4K (2160 × 3840) resolution.

### 3.2 Hand-object Segmentation

Our method requires hand-object segmentation maps to help separate the hand and object. We design a two-step framework to generate 2D semantic maps. First, we leverage background matting [Lin et al. 2020] to extract the foreground masks, which contain both the hand and object. Second, we segment the hand from the foreground masks with a hand segmentation network. Notably, we collect a new egocentric-view hand segmentation dataset to train the network. The whole segmentation process does not rely on any object prior and can be widely generalized to various types of objects.

## 4 METHODS

This section describes the proposed approach for reconstructing a hand-held object from a monocular RGB video without any prior of the object. The proposed approach consists of two main stages: hand tracking (Section 4.1) and dense reconstruction (Section 4.2). An overview of our approach is presented in Figure 2.

### 4.1 Hand Tracking

We build our hand tracking method on the widely used parametric hand model MANO [Romero et al. 2017]. The hand mesh is defined by two sets of parameters: pose $(\theta)$ and shape $(\beta)$. The pose parameters affect the joint angles except for the wrist joint, and the shape parameters control the person-specific shape deformations. $R \in \text{SO}(3)$ and $T \in \mathbb{R}^3$ are the relative rotation and translation between the hand and canonical MANO space, which also indicate the relative motion between the hand and camera. $R, T, \theta$ and $\beta$ share the same parametrization with MANO. We denote the optimized hand model in this article as $M = \{\theta, \beta, R, T\}$. The paired joint locations of the MANO model can be denoted as $J(M)$.

Given a set of RGB images $\mathcal{I}$ captured by the monocular camera, hand tracking aims to fit the hand model parameters $\mathcal{M} = \{M_t\}_{t=1}^{N_T}$ to image observations, where $N_T$ is the number of frames. Each $M_t$ consists of $\boldsymbol{\theta}_t$, $\boldsymbol{\beta}_t$, $R_t$ and $T_t$. Some previous works [Han et al. 2020; Mueller et al. 2018, 2019; Taylor et al. 2016] follow a similar formulation but usually optimize hand parameters $M_t$ per frame, considering only the short-term temporal constraints. Instead, since there are no significant hand pose changes in our setting, we propose to optimize the full-sequence hand parameters $\mathcal{M}$ at once and share the hand parameters for the whole video: $\boldsymbol{\theta}_1 = \boldsymbol{\theta}_2 = \cdots = \boldsymbol{\theta}_t$. $\boldsymbol{\beta}_1 = \boldsymbol{\beta}_2 = \cdots = \boldsymbol{\beta}_t$. Sharing hand parameters reduces the number of optimization parameters and enforces pose consistency across the whole video, which makes the hand model fitting much faster and more robust to occlusions (See Appendix C). Specifically, we minimize the following energy function to optimize the hand parameters:

 $$ \mathcal{M}=\operatorname*{m i n}_{\mathcal{M}}(E_{2D}+\omega_{1}E_{t}+\omega_{2}E_{r e g}). $$

The error term $E_{2D}$ evaluates the consistency between the recovered hand model and the input video:

 $$ E_{2D}=\sum_{t}||\pi(J(M_{t}))-J_{t}||_{2}^{2}, $$

where $\mathcal{J} = \{J_t\}_{t=1}^{N_T}$ are detected 2D joints in all frames, $\pi$ is the projection operator that projects 3D hand keypoints to the image plane using the camera intrinsic matrix K initialized by image width and height. $M_t$ is the t-th hand model parameters. $J(M_t)$ is the 3D keypoints of the t-th hand model.

 $E_{t}$ is a term to force temporal smoothness and $E_{reg}$ is a regularization term to avoid abnormal hands:

 $$ E_{t}=\sum_{t}||R_{t}-R_{t-1}||+||T_{t}-T_{t-1}||, $$

 $$ E_{r e g}=\sum_{t}||\mathbf{\theta}_{t}||_{2}^{2}+||\mathbf{\beta}_{t}||_{2}^{2}. $$

We set $\omega_1$ and $\omega_2$ in Equation (1) as 1e-4 and 5e-4 respectively in all experiments.

Directly fitting a hand model to 2D keypoint observations is highly non-linear and sensitive to initialization. Similar to SPIN [Kolotouros et al. 2019], we improve the fitting convergence by initializing hand model parameters for each frame with a neural network. Specifically, we train a MANO estimation network to provide the initialization. Then, we optimize the hand parameters in a multi-stage manner. First, we freeze the $\theta_t$ and $\beta_t$ and only optimize the $R_t$ and $T_t$ with $E_{2D}$. Then, we optimize $\mathcal{M}$ by all the energy function in Equation (1). During the optimization process, we use the LBFGS as the optimizer. For more accurate 2D keypoint detection under egocentric-view and hand-object interactions, we train a 2D keypoint detection network on our mixed dataset (See Appendix B.1).

After hand tracking, we are able to convert the video frames to calibrated multi-view images in the hand/object-centric coordinates by the estimated $\{R_t, T_t\}$, and K.

### 4.2 Dense Reconstruction

For dense reconstruction, we choose the Signed Distance Function (SDF) as the implicit surface representation. The SDF representation is capable of representing the high-quality object surface, from which meshes can be easily extracted by marching cubes [Lorensen and Cline 1987]. To recover the SDF, we leverage the recent differentiable SDF rendering technique [Wang et al. 2021a], which converts the SDF to a radiance field, renders images with volume rendering, and compares rendered images with input images to optimize the SDF.

4.2.1 Surface representation. We follow [Wang et al. 2021a] and represent the 3D geometry and appearance to be reconstructed as:

 $$ [s(\mathbf{p}),c(\mathbf{p},\mathbf{d})]=F(\mathbf{p},\mathbf{d}), $$

where F is an MLP network. F takes 3D location $\mathbf{p}$ and viewing direction $\mathbf{d}$ as input, and predicts RGB color $c(\mathbf{p},\mathbf{d})$ and SDF value $s(\mathbf{p})$. Positional encoding functions are applied to $\mathbf{p}$ and $\mathbf{d}$ for capturing high-frequency signals.

As for rendering, for each pixel we sample a set of points along the camera ray passing through this pixel, which are denoted by  $\{\mathbf{p}(z) | \mathbf{p}(z) = \mathbf{o} + z\mathbf{d}, z \in [z_n, z_f]\}$ where  $\mathbf{o}$ is the origin of the

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camera, d is the viewing direction of each image pixel, $z_n$ and $z_f$ denote the near and far bounds of the ray. Note that $\mathbf{o}$ and per-pixel $\mathbf{d}$ can be computed from hand parameters $\{R_t, T_t\}$ and K. Then, the color of the pixel can be composed as

 $$ \hat{C}=\int_{z_{n}}^{z_{f}}\omega(z)c(\mathbf{p}(z),\mathbf{d})d z, $$

where $\omega(z)$ is the weight function for accumulating colors. $\omega(z)$ is the product of $T(z)$ and $\rho(z)$. $T(z)$ measures the total transmittance accumulated from $z_n$ to z. $\rho(z)$ is the density function that indicates the probability of occupancy. We leverage the 3D hand keypoints $J(M)$ to automatically determine the $z_n$ and $z_f$, which are required to tediously manually set and tune in the previous method. Following NeuS [Wang et al. 2021a], an unbiased and occlusion-awareness function $\omega(z)$ is used to convert SDF values $s(\mathbf{p}(z))$ to $T(z)$ and $\rho(z)$:

 $$ T(z)=\exp(-\int_{z_{n}}^{z_{f}}\rho(z)d z), $$

 $$ \rho(z)=\max\left(\frac{-\frac{d\Phi_{h}}{d z}(s(\mathbf{p}(z)))}{\Phi_{h}(s(\mathbf{p}(z)))},0\right), $$

where $\Phi_{h}(x) = (1 + e^{-hx})^{-1}$ is the Sigmoid function, $h^{-1}$ is a trainable parameter during optimization. In practice, the above formulations are numerically approximated using quadrature.

4.2.2 Camera Pose Refinement. Due to the heavy occlusion between the hand and object, the camera poses (relative to the object) generated by hand tracking tend to be imprecise and noisy, which directly degrades the reconstruction quality. To alleviate this problem, we propose simultaneously optimizing the SDF and camera poses. By regarding camera poses as a set of optimizable parameters, they are gradually refined for lower rendering loss during the network training process.

During the simultaneous optimization, we use the coarse-to-fine strategy for more accurate camera pose refinement, following [Lin et al. 2021; Park et al. 2021]. Specifically, we weight the positional encoding for $\mathbf{p}$ as $\lambda(\mathbf{p}) = (\mathbf{p}, \ldots, w_k(n_s) \cdot \sin(2^k \pi \mathbf{p}), \cos(2^k \pi \mathbf{p}) \ldots)$ where $k \in [0, L-1]$. In our paper, we set L as 6. $n_s \in [0, N_s]$ denotes the current training step and $N_s$ is the total training steps. $w_k$ is a weight function defined as:

 $$ w_{k}(n_{s})=\frac{1}{2}\big[1-\cos(\mathrm{c l a m p}(\frac{2\mathrm{n_{s}L}}{\mathrm{N_{s}}}-\mathrm{k},0,1)\cdot\pi)\big]. $$

Starting from $n_{s}=0$, the positional encodings are gradually activated. When $n_{s}=\frac{N_{s}}{2}$, all $\lambda$ are enabled. A similar coarse-to-fine strategy is also applied to $\mathbf{d}$. Our results and ablation demonstrate that the simultaneous optimization of camera poses and radiance field significantly improves the reconstruction quality.

4.2.3 Deformation Field. Even though we assume the object is grasped firmly, the relative motion between the hand and object is inevitable. The minor relative motion breaks the rigid body assumption of our multi-view reconstruction and results in artifacts in the reconstructed 3D model. Inspired by [Park et al. 2021], we equip the deformation field network W to our model to compensate for the minor relative motion. The network W maps a 3D location $\mathbf{p}$ from each frame to a point $\mathbf{p}'$ in a canonical space: $W : (\mathbf{p}, \mathbf{e}) \to \mathbf{p}'$, where $\mathbf{e}$ is the per-frame temporal embedding. With the help of the deformation field, the relative motion between the hand and object can be modeled and optimized along with the reconstruction process, which allows us to accurately recover the object geometry in the canonical space.

Specifically, the motion of each sampled point is represented by a rigid transformation in SE(3). A simple linear network is used to represent W, which takes p and e as input and outputs the 6D rotation and translation of p.

4.2.4 Leveraging Semantics. So far, we can reconstruct the SDF of the object and the hand. Two problem remains. First, because the hand often occupies a large image region, uniformly sampling tends to optimize a high-quality hand to minimize the render loss and pay less attention to the object, which leads to low object reconstruction quality, particularly for small objects. Second, the recovered SDF contains both the hand and the object, which requires post-processing to separate the object from the hand. We leverage semantic information to solve the above problems.

Semantics-guided sampling. Since the uniform ray sampling strategy will make the network optimize less for the object part of the SDF, we use the semantic maps to guide ray sampling to focus more on the object than the hand. Specifically, during the training process, we gradually decrease the number of sampled rays in the hand areas and increase the number in object areas. We sample 80% of rays from the object region and 20% of the hand and background region. Such a training strategy can significantly improve the sampling efficiency and reconstruction quality of the object, while maintaining the high quality of hand mesh and avoiding irregular SDF values for regions that lack supervision.

Semantic head. Inspired by semantic-nerf [Zhi et al. 2021], we add an additional semantic head to the network F, which enables F to predict 3D semantic labels: $[s(\mathbf{p}), l(\mathbf{p}), c(\mathbf{p}, \mathbf{d})] = F(\mathbf{p}, \mathbf{d})$, where l is the semantic logits. Per-ray semantic logits $\hat{L}$ can be rendered similar to color rendering Equation (6):

 $$ \hat{L}=\int_{z_{n}}^{z_{f}}\omega(z)l(\mathbf{p}(z),\mathbf{d})d z. $$

The 3D semantic prediction is rendered and supervised by the 2D semantic maps.

4.2.5 Training Loss. We utilize multiple loss terms to optimize our hand-object SDF. To compute the loss, we sample $N_{r}$ rays on each image and $N_{p}$ points along each ray. The total loss function is defined as:

 $$ {\cal L}={\cal L}_{c}+\lambda_{m}{\cal L}_{m}+\lambda_{e}{\cal L}_{e}+\lambda_{l}{\cal L}_{l}+\lambda_{d}{\cal L}_{d}. $$

 $L_c$ is a color rendering loss between rendered pixel colors $\hat{C}$ and true values C of sampled rays in training images:

 $$ {\cal L}_{c}=\frac{1}{N_{r}}\sum_{i}||{\cal C}_{i}-\hat{\cal C}_{i}||_{2}^{2}. $$

The Eikonal term [Gropp et al. 2020] $L_{e}$ and mask term $L_{m}$ are used to regularize the SDF:

 $$ {\cal L}_{e}=\frac{1}{N_{r}N_{p}}\sum_{i,j}(|\nabla s({\bf p}_{i,j})|-1)^{2}, $$

 $$ {\cal L}_{m}=\mathrm{C E}({\cal M}_{\mathrm{i}},\hat{\mathrm{O}}_{\mathrm{i}}), $$

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where the CE denotes the cross-entropy loss. $M_{i}$ is the mask value and $\hat{O}_{i}$ is the sum of weight $\omega(t)$ along the ray. We set $\lambda_{e}$ as 0.1, same with NeuS, but use a larger $\lambda_{m} = 5.0$ to remove the influence of inconsistent motion between the foreground and background. $L_{l}$ is the semantic logits rendering loss, which uses a multi-class cross-entropy loss to optimize the semantic branch:

 $$ {\cal L}_{l}=\mathrm{C E}({\cal L}_{i},\hat{\mathrm{L}_{i}}), $$

where $L_{i}$ denotes the ground-truth semantic labels. $\lambda_{l}$ is set as 0.1 in experiments. $L_{d}$ is a deformation regularization term proposed in [Tretschk et al. 2021]:

 $$ {\cal L}_{d}=\frac{1}{N_{r}N_{p}}\sum_{i,j}\rho({\bf p}_{i,j})\cdot|\mathrm{d i v}({\bf p}_{\mathrm{i},\mathrm{j}}^{\prime}-{\bf p}_{\mathrm{i},\mathrm{j}})|^{2}, $$

where $\lambda_{d}$ is set as 10.0 empirically.

4.2.6 Post-processing. Given the learned neural implicit field F, the 3D geometry of hand and object can be reconstructed from the explicit SDF volume by querying F. Then, the predicted 3D semantic labels of each vertex are used to separate the hand and the object. Finally, Poisson Reconstruction [Kazhdan et al. 2006] is used to fill the holes on the reconstructed object mesh caused by occlusion from the hand.

## 5 EXPERIMENTS

### 5.1 Implementation

We use a single NVIDIA TITAN RTX GPU to run the whole reconstruction pipeline. For a one-minute 4K video, the hand motion capture step takes 15 minutes, including 8 minutes for hand 2D keypoint estimation and 7 minutes for MANO fitting. Then, the video is downsampled from 30fps to 6fps to perform the segmentation and reconstruction. The segmentation networks take 6 minutes. The neural SDF reconstruction requires 30 hours to converge. Our implementation is based on the PyTorch [Paszke et al. 2019] library.

### 5.2 Dataset

Since no existing dataset can satisfy our setting, we collect a new 3D object reconstruction dataset, called Hand-held Object Dataset (HOD). The HOD dataset contains 35 objects, which is divided into two subsets named Sculptures and Daily Objects. The Sculptures has five human sculptures with complex geometries and pure white textures. The Daily Objects consists of 30 daily objects with various shapes and appearances. All of the Sculptures and nine of the Daily Objects are paired with high-fidelity scanned meshes as ground truth geometries for evaluation.

### 5.3 Evaluations

5.3.1 Metrics and Baseline. We use Chamfer Distance (CD) as the metric for quantitative evaluation. Since the reconstructed and the ground-truth mesh lay in different coordinate systems, we normalize each mesh to unit size and register the reconstructed mesh to the ground-truth mesh using the point-to-point iterative closest point (ICP) algorithm.

We compare our method against the state-of-the-art multi-view reconstruction methods and learning-based hand-object reconstruction methods. We use NeuS [Wang et al. 2021a] as the multi-view

![Image](images/a751bf5e523b1d7c5d7b36049298af9482e74aa6d0f582000c197de0ff60c8d7.jpg)

<div style="text-align: center;">Figure 3: Qualitative results of hand-held object reconstruction. We show the joint reconstruction of the hand and the object for the top two examples, and the segmented object meshes for the bottom two examples. IHOI [Ye et al. 2022] is a learning-based single-view reconstruction method with the reference frame as input. NeuS [Wang et al. 2021a] uses the same video frames and camera poses as ours as input. The full figure with more examples and compared methods is in Appendix D.8.</div>

baseline method which our method is built upon. The original NeuS uses COLMAP to obtain camera poses which does not work in our setting, so we feed the camera poses estimated from our hand tracking stage to NeuS. To the best of our knowledge, there is no previous learning-based method that reconstructs hand-object interactions from a monocular video. We then compare our method against ObMan [Hasson et al. 2019], GF [Karunratanakul et al. 2020] and IHOI [Ye et al. 2022], all of which reconstruct hand-object interactions from a single image using deep neural networks. Since learning-based methods take a single image as input, we evaluate them on each frame of the video and report the average accuracy.

5.3.2 Quantitative evaluation. We provide quantitative results for both Sculptures and Daily Objects subsets in Table 1. The results show that our method outperforms ObMan, GF, and IHOI with much lower CD using the same hand-held object capture video as input. As learning-based methods heavily rely on the learned object shape prior to predicting the 3D object geometry, they don't work well for objects beyond the training dataset. NeuS obtains more reasonable results than the single-view prediction methods but still fails to reconstruct accurate shapes as the original NeuS cannot handle the imprecise pose estimation and relative hand-object motion in our problem. Our approach outperforms the baseline method by a large margin, which validates the effectiveness of the three proposed components.

5.3.3 Qualitative evaluation. We show the qualitative results of hand-held object reconstruction in Figure 3 (full figure in Appendix D.8). NeuS can generate the approximate shape of the target object

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<div style="text-align: center;">Table 1: Quantitative results of object reconstruction. The metric is the Chamfer Distance.</div>

<table border=1 style='margin: auto; word-wrap: break-word;'><tr><td style='text-align: center; word-wrap: break-word;'>ID</td><td style='text-align: center; word-wrap: break-word;'>ObMan</td><td style='text-align: center; word-wrap: break-word;'>GF</td><td style='text-align: center; word-wrap: break-word;'>IHOI</td><td style='text-align: center; word-wrap: break-word;'>NeuS</td><td style='text-align: center; word-wrap: break-word;'>Ours</td></tr><tr><td style='text-align: center; word-wrap: break-word;'>Orange</td><td style='text-align: center; word-wrap: break-word;'>3.426</td><td style='text-align: center; word-wrap: break-word;'>158.735</td><td style='text-align: center; word-wrap: break-word;'>12.055</td><td style='text-align: center; word-wrap: break-word;'>3.963</td><td style='text-align: center; word-wrap: break-word;'>0.304</td></tr><tr><td style='text-align: center; word-wrap: break-word;'>Plastic Box</td><td style='text-align: center; word-wrap: break-word;'>1.969</td><td style='text-align: center; word-wrap: break-word;'>24.645</td><td style='text-align: center; word-wrap: break-word;'>3.866</td><td style='text-align: center; word-wrap: break-word;'>1.515</td><td style='text-align: center; word-wrap: break-word;'>0.433</td></tr><tr><td style='text-align: center; word-wrap: break-word;'>Rubber Duck</td><td style='text-align: center; word-wrap: break-word;'>3.984</td><td style='text-align: center; word-wrap: break-word;'>59.713</td><td style='text-align: center; word-wrap: break-word;'>7.676</td><td style='text-align: center; word-wrap: break-word;'>2.035</td><td style='text-align: center; word-wrap: break-word;'>0.521</td></tr><tr><td style='text-align: center; word-wrap: break-word;'>Robot</td><td style='text-align: center; word-wrap: break-word;'>2.250</td><td style='text-align: center; word-wrap: break-word;'>27.589</td><td style='text-align: center; word-wrap: break-word;'>4.703</td><td style='text-align: center; word-wrap: break-word;'>1.354</td><td style='text-align: center; word-wrap: break-word;'>0.207</td></tr><tr><td style='text-align: center; word-wrap: break-word;'>Cat</td><td style='text-align: center; word-wrap: break-word;'>8.808</td><td style='text-align: center; word-wrap: break-word;'>56.905</td><td style='text-align: center; word-wrap: break-word;'>15.334</td><td style='text-align: center; word-wrap: break-word;'>11.192</td><td style='text-align: center; word-wrap: break-word;'>0.225</td></tr><tr><td style='text-align: center; word-wrap: break-word;'>AirPods</td><td style='text-align: center; word-wrap: break-word;'>0.721</td><td style='text-align: center; word-wrap: break-word;'>24.561</td><td style='text-align: center; word-wrap: break-word;'>6.978</td><td style='text-align: center; word-wrap: break-word;'>1.081</td><td style='text-align: center; word-wrap: break-word;'>0.083</td></tr><tr><td style='text-align: center; word-wrap: break-word;'>Bottle</td><td style='text-align: center; word-wrap: break-word;'>0.711</td><td style='text-align: center; word-wrap: break-word;'>271.218</td><td style='text-align: center; word-wrap: break-word;'>3.995</td><td style='text-align: center; word-wrap: break-word;'>0.875</td><td style='text-align: center; word-wrap: break-word;'>0.293</td></tr><tr><td style='text-align: center; word-wrap: break-word;'>Case</td><td style='text-align: center; word-wrap: break-word;'>2.438</td><td style='text-align: center; word-wrap: break-word;'>28.630</td><td style='text-align: center; word-wrap: break-word;'>7.065</td><td style='text-align: center; word-wrap: break-word;'>0.929</td><td style='text-align: center; word-wrap: break-word;'>0.242</td></tr><tr><td style='text-align: center; word-wrap: break-word;'>Pingpong</td><td style='text-align: center; word-wrap: break-word;'>8.588</td><td style='text-align: center; word-wrap: break-word;'>112.620</td><td style='text-align: center; word-wrap: break-word;'>12.759</td><td style='text-align: center; word-wrap: break-word;'>4.381</td><td style='text-align: center; word-wrap: break-word;'>0.408</td></tr><tr><td style='text-align: center; word-wrap: break-word;'>Apollo</td><td style='text-align: center; word-wrap: break-word;'>3.387</td><td style='text-align: center; word-wrap: break-word;'>45.322</td><td style='text-align: center; word-wrap: break-word;'>4.255</td><td style='text-align: center; word-wrap: break-word;'>8.724</td><td style='text-align: center; word-wrap: break-word;'>0.164</td></tr><tr><td style='text-align: center; word-wrap: break-word;'>David</td><td style='text-align: center; word-wrap: break-word;'>1.806</td><td style='text-align: center; word-wrap: break-word;'>40.947</td><td style='text-align: center; word-wrap: break-word;'>3.652</td><td style='text-align: center; word-wrap: break-word;'>3.348</td><td style='text-align: center; word-wrap: break-word;'>0.191</td></tr><tr><td style='text-align: center; word-wrap: break-word;'>Giuliano</td><td style='text-align: center; word-wrap: break-word;'>1.448</td><td style='text-align: center; word-wrap: break-word;'>20.794</td><td style='text-align: center; word-wrap: break-word;'>4.139</td><td style='text-align: center; word-wrap: break-word;'>0.873</td><td style='text-align: center; word-wrap: break-word;'>0.094</td></tr><tr><td style='text-align: center; word-wrap: break-word;'>Marseille</td><td style='text-align: center; word-wrap: break-word;'>3.012</td><td style='text-align: center; word-wrap: break-word;'>60.904</td><td style='text-align: center; word-wrap: break-word;'>4.698</td><td style='text-align: center; word-wrap: break-word;'>1.918</td><td style='text-align: center; word-wrap: break-word;'>0.181</td></tr><tr><td style='text-align: center; word-wrap: break-word;'>Moliere</td><td style='text-align: center; word-wrap: break-word;'>1.737</td><td style='text-align: center; word-wrap: break-word;'>28.963</td><td style='text-align: center; word-wrap: break-word;'>4.054</td><td style='text-align: center; word-wrap: break-word;'>5.290</td><td style='text-align: center; word-wrap: break-word;'>0.145</td></tr><tr><td style='text-align: center; word-wrap: break-word;'>mean</td><td style='text-align: center; word-wrap: break-word;'>3.163</td><td style='text-align: center; word-wrap: break-word;'>68.682</td><td style='text-align: center; word-wrap: break-word;'>6.802</td><td style='text-align: center; word-wrap: break-word;'>3.391</td><td style='text-align: center; word-wrap: break-word;'>0.249</td></tr></table>

5.3.4 Comparison with static object capture. To demonstrate the reconstruction ability of our proposed hand-held object capture pipeline, we conduct additional comparative experiments with COLMAP [Schönberger et al. 2016] and NeuS [Wang et al. 2021a] in the static object capture setting. Specifically, we capture an extra one-minute 4K video for each object by placing the object on a flat table and slowly moving the camera surrounding the object to capture the video. Textured papers are put beneath the object to provide extra textures for more accurate camera pose estimation of SfM.

but with many sharp artifacts. This is mainly due to the imprecise camera poses and not considering the small relative motion between the hand and object. The learning-based method IHOI cannot reconstruct unseen objects and generate invalid mesh for the given image. In contrast, our reconstructed meshes are more fidelity than IHOI and NeuS.

The qualitative and quantitative results are shown in Figure 4 and Appendix Table 3. Even with hand-held capturing, our method obtains higher object reconstruction quality than COLMAP with a static capture setting. However, our method cannot recover as many fine details as NeuS. The reason is that the input of NeuS has accurate camera poses and little occlusion. In contrast, our input videos contain heavy hand-object occlusions, and it is hard to recover accurate camera poses. Nevertheless, this comparison shows that our pipeline is able to achieve competitive reconstruction quality that is close to static object capture, while the data capture process is more user-friendly.

5.3.5 Robustness. We demonstrate the robustness of our method with different grasping gestures and different motion speeds in Appendix D.1 and D.2.

### 5.4 Ablation Study

In this paper, we propose several modifications to NeuS to improve the reconstruction quality. We demonstrate their effectiveness by sequentially adding them to the vanilla NeuS model. As shown

![Image](images/2665abf0bc8772de1f3befcf1e60c8baa5772813161e22d1e6e0e90bb7c3e777.jpg)

<div style="text-align: center;">Figure 4: Comparison with static object capture. Note that the inputs to COLMAP and NeuS are videos of static object capture by putting the object on a table, while our inputs are videos of handheld object capture by moving the object in front of the camera.</div>

![Image](images/8fe489907887d9ff92f9f1b00d0c08cbc87b634d5e92979e3792f8deabe574c1.jpg)

<div style="text-align: center;">Figure 5: Qualitative results of ablation study. vanilla indicates the mesh reconstructed with original NeuS, +camera indicates the camera refinement introduced in Section 4.2.2, +deformation indicates the deformation field introduced in Section 4.2.3, and +guiding indicates the semantics-guided sampling introduced in Section 4.2.4.</div>

in Figure 5, the vanilla NeuS suffers from incorrect camera poses due to imprecise hand pose tracking. By simultaneously optimizing the camera poses, the optimized SDF improves but still contains sharp artifacts. By adding the deformation field, the network F can capture relative motion between the hand and object, which removes the irregular sharp edges. Finally, the semantics-guided sampling makes the network more focused on the object instead of the hand, enabling more object details to be reconstructed. Please see Appendix D.6 for quantitative results.

## 6 LIMITATIONS AND FUTURE WORK

In this paper, we showed that it was possible to reconstruct a moving hand-held object which may be textureless from a monocular video, without using any shape prior and training data of the object. There are some limitations of this work. First, Poisson Reconstruction is used as post-processing for hole filling, which may not be suitable for large holes or thin structures. More sophisticated learning-based shape completion methods could be used. Second, depth-based in-hand capture allows the user to see the reconstruction in real-time, while our method takes hours to reconstruct the object. Leveraging recent techniques [Chen et al. 2022; Müller et al. 2022] to accelerate our method is left as future work. Finally, our method assumes a fixed camera, a single grasping gesture, and small relative motion between hands and objects. Extending our method to relax these constraints would be an interesting direction to explore.

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## ACKNOWLEDGMENTS

The authors would like to acknowledge the support from ZJU-SenseTime 3D Vision Lab and the Open Project Program of the State Key Lab of CAD&CG (No.A2213), Zhejiang University.

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