Egocentric pose estimation is the process of estimating the 3D pose of a person's hands or body from egocentric camera views.
Egocentric 3D human pose estimation remains challenging due to severe perspective distortion, limited body visibility, and complex camera motion inherent in first-person viewpoints. Existing methods typically rely on single-frame analysis or limited temporal fusion, which fails to effectively leverage the rich motion context available in egocentric videos. We introduce AG-EgoPose, a novel dual-stream framework that integrates short- and long-range motion context with fine-grained spatial cues for robust pose estimation from fisheye camera input. Our framework features two parallel streams: A spatial stream uses a weight-sharing ResNet-18 encoder-decoder to generate 2D joint heatmaps and corresponding joint-specific spatial feature tokens. Simultaneously, a temporal stream uses a ResNet-50 backbone to extract visual features, which are then processed by an action recognition backbone to capture the motion dynamics. These complementary representations are fused and refined in a transformer decoder with learnable joint tokens, which allows for the joint-level integration of spatial and temporal evidence while maintaining anatomical constraints. Experiments on real-world datasets demonstrate that AG-EgoPose achieves state-of-the-art performance in both quantitative and qualitative metrics. Code is available at: https://github.com/Mushfiq5647/AG-EgoPose.
Smart glass is emerging as an useful device since it provides plenty of insights under hands-busy, eyes-on-task situations. To understand the context of the wearer, 6D object pose estimation in egocentric view is becoming essential. However, existing 6D object pose estimation benchmarks fail to capture the challenges of real-world egocentric applications, which are often dominated by severe motion blur, dynamic illumination, and visual obstructions. This discrepancy creates a significant gap between controlled lab data and chaotic real-world application. To bridge this gap, we introduce EgoXtreme, a new large-scale 6D pose estimation dataset captured entirely from an egocentric perspective. EgoXtreme features three challenging scenarios - industrial maintenance, sports, and emergency rescue - designed to introduce severe perceptual ambiguities through extreme lighting, heavy motion blur, and smoke. Evaluations of state-of-the-art generalizable pose estimators on EgoXtreme indicate that their generalization fails to hold in extreme conditions, especially under low light. We further demonstrate that simply applying image restoration (e.g., deblurring) offers no positive improvement for extreme conditions. While performance gain has appeared in tracking-based approach, implying using temporal information in fast-motion scenarios is meaningful. We conclude that EgoXtreme is an essential resource for developing and evaluating the next generation of pose estimation models robust enough for real-world egocentric vision. The dataset and code are available at https://taegyoun88.github.io/EgoXtreme/
Learning human-object manipulation presents significant challenges due to its fine-grained and contact-rich nature of the motions involved. Traditional physics-based animation requires extensive modeling and manual setup, and more importantly, it neither generalizes well across diverse object morphologies nor scales effectively to real-world environment. To address these limitations, we introduce LOME, an egocentric world model that can generate realistic human-object interactions as videos conditioned on an input image, a text prompt, and per-frame human actions, including both body poses and hand gestures. LOME injects strong and precise action guidance into object manipulation by jointly estimating spatial human actions and the environment contexts during training. After finetuning a pretrained video generative model on videos of diverse egocentric human-object interactions, LOME demonstrates not only high action-following accuracy and strong generalization to unseen scenarios, but also realistic physical consequences of hand-object interactions, e.g., liquid flowing from a bottle into a mug after executing a ``pouring'' action. Extensive experiments demonstrate that our video-based framework significantly outperforms state-of-the-art image based and video-based action-conditioned methods and Image/Text-to-Video (I/T2V) generative model in terms of both temporal consistency and motion control. LOME paves the way for photorealistic AR/VR experiences and scalable robotic training, without being limited to simulated environments or relying on explicit 3D/4D modeling.
Mid-air gestures in Extended Reality (XR) often cause fatigue and imprecision. Surface-based interactions offer improved accuracy and comfort, but current egocentric vision methods struggle due to hand tracking challenges and unreliable surface plane estimation. We introduce SurfaceXR, a sensor fusion approach combining headset-based hand tracking with smartwatch IMU data to enable robust inputs on everyday surfaces. Our insight is that these modalities are complementary: hand tracking provides 3D positional data while IMUs capture high-frequency motion. A 21-participant study validates SurfaceXR's effectiveness for touch tracking and 8-class gesture recognition, demonstrating significant improvements over single-modality approaches.
Egocentric human pose estimation (HPE) using a head-mounted device is crucial for various VR and AR applications, but it faces significant challenges due to keypoint invisibility. Nevertheless, none of the existing egocentric HPE datasets provide keypoint visibility annotations, and the existing methods often overlook the invisibility problem, treating visible and invisible keypoints indiscriminately during estimation. As a result, their capacity to accurately predict visible keypoints is compromised. In this paper, we first present Eva-3M, a large-scale egocentric visibility-aware HPE dataset comprising over 3.0M frames, with 435K of them annotated with keypoint visibility labels. Additionally, we augment the existing EMHI dataset with keypoint visibility annotations to further facilitate the research in this direction. Furthermore, we propose EvaPose, a novel egocentric visibility-aware HPE method that explicitly incorporates visibility information to enhance pose estimation accuracy. Extensive experiments validate the significant value of ground-truth visibility labels in egocentric HPE settings, and demonstrate that our EvaPose achieves state-of-the-art performance in both Eva-3M and EMHI datasets.
Egocentric human motion estimation is essential for AR/VR experiences, yet remains challenging due to limited body coverage from the egocentric viewpoint, frequent occlusions, and scarce labeled data. We present EgoPoseFormer v2, a method that addresses these challenges through two key contributions: (1) a transformer-based model for temporally consistent and spatially grounded body pose estimation, and (2) an auto-labeling system that enables the use of large unlabeled datasets for training. Our model is fully differentiable, introduces identity-conditioned queries, multi-view spatial refinement, causal temporal attention, and supports both keypoints and parametric body representations under a constant compute budget. The auto-labeling system scales learning to tens of millions of unlabeled frames via uncertainty-aware semi-supervised training. The system follows a teacher-student schema to generate pseudo-labels and guide training with uncertainty distillation, enabling the model to generalize to different environments. On the EgoBody3M benchmark, with a 0.8 ms latency on GPU, our model outperforms two state-of-the-art methods by 12.2% and 19.4% in accuracy, and reduces temporal jitter by 22.2% and 51.7%. Furthermore, our auto-labeling system further improves the wrist MPJPE by 13.1%.
Egocentric manipulation videos are highly challenging due to severe occlusions during interactions and frequent object entries and exits from the camera view as the person moves. Current methods typically focus on recovering either hand or object pose in isolation, but both struggle during interactions and fail to handle out-of-sight cases. Moreover, their independent predictions often lead to inconsistent hand-object relations. We introduce WHOLE, a method that holistically reconstructs hand and object motion in world space from egocentric videos given object templates. Our key insight is to learn a generative prior over hand-object motion to jointly reason about their interactions. At test time, the pretrained prior is guided to generate trajectories that conform to the video observations. This joint generative reconstruction substantially outperforms approaches that process hands and objects separately followed by post-processing. WHOLE achieves state-of-the-art performance on hand motion estimation, 6D object pose estimation, and their relative interaction reconstruction. Project website: https://judyye.github.io/whole-www
Immersive virtual reality (VR) applications demand accurate, temporally coherent full-body pose tracking. Recent head-mounted camera-based approaches show promise in egocentric pose estimation, but encounter challenges when applied to VR head-mounted displays (HMDs), including temporal instability, inaccurate lower-body estimation, and the lack of real-time performance. To address these limitations, we present EgoPoseVR, an end-to-end framework for accurate egocentric full-body pose estimation in VR that integrates headset motion cues with egocentric RGB-D observations through a dual-modality fusion pipeline. A spatiotemporal encoder extracts frame- and joint-level representations, which are fused via cross-attention to fully exploit complementary motion cues across modalities. A kinematic optimization module then imposes constraints from HMD signals, enhancing the accuracy and stability of pose estimation. To facilitate training and evaluation, we introduce a large-scale synthetic dataset of over 1.8 million temporally aligned HMD and RGB-D frames across diverse VR scenarios. Experimental results show that EgoPoseVR outperforms state-of-the-art egocentric pose estimation models. A user study in real-world scenes further shows that EgoPoseVR achieved significantly higher subjective ratings in accuracy, stability, embodiment, and intention for future use compared to baseline methods. These results show that EgoPoseVR enables robust full-body pose tracking, offering a practical solution for accurate VR embodiment without requiring additional body-worn sensors or room-scale tracking systems.
The proliferation of XR devices has made egocentric hand pose estimation a vital task, yet this perspective is inherently challenged by frequent finger occlusions. To address this, we propose a novel approach that leverages the rich information in dorsal hand skin deformation, unlocked by recent advances in dense visual featurizers. We introduce a dual-stream delta encoder that learns pose by contrasting features from a dynamic hand with a baseline relaxed position. Our evaluation demonstrates that, using only cropped dorsal images, our method reduces the Mean Per Joint Angle Error (MPJAE) by 18% in self-occluded scenarios (fingers >= 50% occluded) compared to state-of-the-art techniques that depend on the whole hand's geometry and large model backbones. Consequently, our method not only enhances the reliability of downstream tasks like index finger pinch and tap estimation in occluded scenarios but also unlocks new interaction paradigms, such as detecting isometric force for a surface "click" without visible movement while minimizing model size.
Sensing gloves have become important tools for teleoperation and robotic policy learning as they are able to provide rich signals like speed, acceleration and tactile feedback. A common approach to track gloved hands is to directly use the sensor signals (e.g., angular velocity, gravity orientation) to estimate 3D hand poses. However, sensor-based tracking can be restrictive in practice as the accuracy is often impacted by sensor signal and calibration quality. Recent advances in vision-based approaches have achieved strong performance on human hands via large-scale pre-training, but their performance on gloved hands with distinct visual appearances remains underexplored. In this work, we present the first systematic evaluation of vision-based hand tracking models on gloved hands under both zero-shot and fine-tuning setups. Our analysis shows that existing bare-hand models suffer from substantial performance degradation on sensing gloves due to large appearance gap between bare-hand and glove designs. We therefore propose AirGlove, which leverages existing gloves to generalize the learned glove representations towards new gloves with limited data. Experiments with multiple sensing gloves show that AirGlove effectively generalizes the hand pose models to new glove designs and achieves a significant performance boost over the compared schemes.