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Hand-Object 3D HOI

Goal

Model hands, objects, contact, and 3D pose from first-person video — for AR/VR manipulation, dexterous robot learning, or fine-grained interaction understanding.

Start with

  • HOT3D (Aria + Quest 3, 3D hand/object/camera poses).
  • HOI4D (2.4M RGB-D frames, category-level 4D HOI).
  • H2O (two hands + objects, 6D pose, meshes).
  • ARCTIC (bimanual, articulated objects, contact).

Add if you need

Benchmarks

HOT3D Challenge (3D hand-object tracking), HOI4D tasks, ARCTIC, and EgoHOIBench / EgoNCE++ for open-vocabulary HOI. Choose by what you predict: poses/meshes (HOT3D/ARCTIC), category-level 4D (HOI4D), or contact (ARCTIC, EgoTouch).

Baselines / tools

Minimum viable experiment

  1. Pick HOT3D (poses) or HOI4D (segmentation/4D) and its official metric.
  2. Reproduce a provided baseline on the standard split.
  3. Add your component (e.g., a temporal smoother or contact head).
  4. Report the official metric plus a contact/occlusion breakdown.

Common pitfalls

  • Synthetic vs. real domain gaps (UnrealEgo, EgoGTA) — report which you trained on.
  • Occlusion and motion blur dominate egocentric HOI; bin metrics by occlusion.
  • 6DoF object pose needs correct camera intrinsics/extrinsics — verify calibration.
  • Mesh/contact licenses (e.g., ARCTIC is request) — confirm before redistribution.

Reporting checklist

  • Dataset, split, and calibration source.
  • Metric matches the official protocol (e.g., MPJPE, contact F1, AUC).
  • Real vs. synthetic training data stated.
  • Occlusion/blur breakdown reported.
  • License/access of any redistributed annotations.