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Learning Explicit Contact for Implicit Reconstruction of Hand-Held Objects from Monocular Images
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Predicts 3D hand-object contact probabilities from a single RGB image with coarse-to-fine graph-based transformers, then diffuses them via sparse convolutions into a contact code volume that conditions an implicit SDF decoder for hand-held object reconstruction.
Problem
Reconstructing hand-held objects from monocular RGB images is hard because the 3D geometry is ambiguous; prior implicit methods ignore explicit hand-object contact, producing less realistic object meshes.
Approach
Explicitly predict part- and vertex-level contact probabilities on the MANO hand mesh with cascaded graph-based transformers, then diffuse these discrete contact states into the 3D volume with sparse convolutions so an implicit SDF decoder can query contact features at any point.
Key results
- On HO3D with ground-truth hands, F@5mm improves from 0.361/0.351 (IHOI) to 0.393 and chamfer distance drops to 0.646 mm versus IHOI's 0.656 mm.
- On OakInk with predicted hands, F@5mm rises to 0.459 versus IHOI's 0.432 and chamfer distance falls from 0.491 to 0.260.
- Multi-level vertex contact prediction on OakInk reaches F1 0.262 versus single-vertex baseline; part-level contact F1 on OakInk is 0.747 versus 0.728 single-part.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| add vertex sub-mesh loss (ablation) | OakInk vertex-level contact prediction · OakInk | F1: 0.189 -> 0.210 | Helped |
| predict contact only, without reconstructing the hand mesh (ablation) | OakInk vertex-level contact prediction · OakInk | precision: 0.285 -> 0.309 | Helped |
| use weighted BCE loss (ablation) | OakInk vertex-level contact prediction · OakInk | F1: 0.213 -> 0.262 | Helped |
| use multi-level rather than single-level vertex prediction (ablation) | HO3D contact prediction · HO3D | F1: 0.416 -> 0.436 | Helped |
| use multi-level rather than single-level part prediction (ablation) | Part-level contact prediction · HO3D | F1: 0.672 -> 0.685 | Helped |
| use sparse convolution instead of nearest-neighbor diffusion (ablation) | HO3D object reconstruction · HO3D | F@5mm: 0.261 -> 0.393 | Helped |
| replace estimated contacts with an all-one contact vector (ablation) | HO3D object reconstruction · HO3D | F@5mm: 0.393 -> 0.361 | Hurt |
| use four contact code volume scales instead of only V3 + V4 (ablation) | HO3D object reconstruction · HO3D | F@5mm: 0.371 -> 0.393 | Helped |
| add full multi-scale contact code volumes (ablation) | HO3D object reconstruction · HO3D | F@5mm: 0.327 -> 0.348 -> 0.386 -> 0.393 | Helped |
| use estimated contact features instead of an all-one contact vector (ablation) | Object reconstruction · HO3D | F@5mm: 0.361 -> 0.393 | Helped |
| use estimated contact features instead of an all-one contact vector (ablation) | Object reconstruction · OakInk | F@10mm: 0.651 -> 0.716 | Helped |
| use part-level rather than vertex-level predicted contacts (ablation) | Object reconstruction · HO3D | F@5mm: 0.374 -> 0.393 | Helped |
Surprising findings
- Vertex-level contact prediction is far less accurate than part-level prediction (F1 0.262 vs 0.728 on OakInk), so the final method uses part-level predictions mapped to vertices.
- Naive nearest-neighbor diffusion with four scales performs worse than the IHOI baseline without contacts (F@5mm 0.261 vs 0.351 on HO3D).
Limitations
- Currently focuses only on hand-held object reconstruction without integrating hand reconstruction.
- Vertex-level contact predictions are less accurate than part-level ones.
- Ground-truth contact annotations on OakInk are noisy, limiting gains from ground-truth contacts.
Experimental setup
Datasets: OakInk HO3D
Benchmarks: HO3D OakInk
Metrics: precision recall F1 F@5mm F@10mm chamfer distance penetration depth intersection volume
Baselines: IHOI HO GF BSTRO
Builds on: Graphormer IHOI Neural Body BSTRO DeepSDF
Closest papers by meaning
- HOLD: Category-agnostic 3D Reconstruction of Interacting Hands and Objects from Video (CVPR 2024 · similarity 0.91)
- Hand-held Object Reconstruction from RGB Video with Dynamic Interaction (CVPR 2025 · similarity 0.89)
- In-Hand 3D Object Reconstruction from a Monocular RGB Video (AAAI 2024 · similarity 0.89)
- SRHand: Super-Resolving Hand Images and 3D Shapes via View/Pose-aware Neural Image Representations and Explicit Meshes (NeurIPS 2025 · similarity 0.89)
- Single-view Image to Novel-view Generation for Hand-Object Interactions (AAAI 2025 · similarity 0.89)
- EasyHOI: Unleashing the Power of Large Models for Reconstructing Hand-Object Interactions in the Wild (CVPR 2025 · similarity 0.89)
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