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© 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page 3797
A Review Paper on Real-Time Hand Motion Capture
Niji K Raj1, Prof. Parvathi V. S.2
1PG Student, Dept. of Electronics & Communication Engineering, LBSITW, Kerala, India
2Assistant Professor, Dept. of Electronics & Communication Engineering, LBSITW, Kerala, India
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Abstract - Hand Image Understanding (HIU) can be used
for a variety of human-computer interaction applications
such as physical or gesture-based controls for virtual reality
and augmented reality devices. It is a novel framework that
extracts comprehensive information about hand objects
from a single RGB image. This paper gives a brief study of the
design of a hand motion capture system for real-time
extraction of hand shape and poses, of all data modalities,
including synthetic and real-image datasets with either 2D
or 3D annotations.
Key Words: Hand Image Understanding, Human-
Computer Interaction, Virtual Reality (VR), Augmented
Reality (AR), Motion Capture, RGB Image.
1. INTRODUCTION
The hand is our most useful tool for manipulating physical
objects and communicating with the outside world. As a
result, capturing vision-based 3D hand motion has a wide
range of applications, including gaming, biomechanical
analysis, robotics, human-computer interaction such as
augmented reality and virtual reality (AR/VR), and many
others. Despite years of research, it remains an unsolved
problem due to the high dimensionality of hand shape,
pose and shape variations, self-occultations, and so on.
Previous methods concentrated on sparse 3D hand joint
location from monocular RGB images. However,
discriminative methods based on convolutional neural
networks (CNNs) have been used to estimate dense hand
poses including 3D shapes from RGB images or depth maps
(Fig.1). [1]
Convolutional neural networks (CNNs)-based
discriminative methods have demonstrated very
promising performance in estimating 3D hand poses from
RGB images or depth maps. However, the predictions are
often based on coarse skeletal representations with no
explicit kinematics or geometric mesh constraints.
Establishing a personalized hand model, on the other hand,
necessitates a generative approach that optimizes the hand
model to fit 2D images. Aside from their complexity,
optimization-based methods are prone to local minima,
and personalized hand model calibration contradicts the
ability to generalize for hand shape variations.
Fig -1: Hand pose examples
2. REVIEW ON RELATED WORK
Moeslund et al. [1] proposed a novel approach to recovering
and tracking a human hand's 3D position, orientation, and
full articulation from markerless visual observations
obtained by a Kinect sensor. It provides a thorough review
covering the general problem of articulated objects for
tracking 3D, visual human motion capture, and analysis. The
3D tracking of human hands has several applications,
towards developing an effective solution, one has to struggle
with the number of interacting factors such as the problem
of high dimensionality, and self-occultations that occur while
the hand is in action. Therefore, approached an optimization
problem, looking for hand model parameters that minimize
the difference in the appearance and 3D structure of
hypothesized instances of a hand model and actual hand
observations. This optimization problem is effectively solved
using a Particle Swarm Optimization variant (PSO). The
proposed method does not necessitate the use of special
markers or a complex image acquisition setup. It provides
continuous solutions to the problem of tracking hand
articulations because it is model-based. Extensive
experiments with the proposed method's prototype GPU-
based implementation show that accurate and robust 3D
tracking of hand articulations can be achieved in near-real-
time (15Hz).
Erol et al. [2] proposed a method based on the output, that
differentiates between partial pose estimation and full pose
estimation, different existing approaches are divided into
model and appearance-based. Model-based approaches,
provide visual information through a multicamera system
but are computationally high in cost. Appearance-based
methods, associated with less hardware complexity and
computational cost are low.
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 09 Issue: 05 | May 2022 www.irjet.net p-ISSN: 2395-0072
© 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page 3798
The proposed method takes as input an image captured
with the Kinect sensor and its accompanying depth map.
To isolate the hand in 2D and 3D, skin color detection
followed by depth segmentation is used. The chosen 3D
hand model is made up of a collection of appropriately
assembled geometric primitives. A vector with 27
parameters represents each hand position. Hand
articulation tracking is formulated as an estimation
problem. The 27 hand model parameters minimize the
difference between hand hypotheses and hand the actual
observations. Thus, use graphics rendering techniques to
generate comparable skin and depth maps for a given
hand pose hypothesis in order to quantify this disparity.
An appropriate objective function is thus defined, and a
variant of PSO is used to solve it.
Romero et al. [3] pre-deep learning and deep learning
were introduced, prior to deep learning, there were
attempts to estimate 3D hand pose from the monocular
RGB input image, which tells about discriminative and
generative approaches. The majority of the proposed
cutting-edge 3D hand pose estimation methods, however,
are based on convolutional neural networks (CNNs). A
non-parametric method for estimating the 3D sequential
pose of hands in interaction with objects was presented.
The development of a method that not only handles severe
occlusion from objects in the hand but also takes object
shape into account in 3D hand reconstruction is one of the
contributions of this paper. Furthermore, the method is
nonparametric and provides 3D hand reconstruction in
real-time while accounting for time continuity constraints.
Experiments revealed that the method estimates hand
pose in real-time while being robust against segmentation
errors, and that taking multiple hypotheses of previous
hand pose into account improves the method's robustness
to temporary estimation errors.
J. Tompson et al. [4] proposed a non-parametric method
for estimating the 3D sequential pose of hands in
interaction with objects was presented. The development
of a method that not only handles severe occlusion from
objects in the hand but also takes object shape into
account in 3D hand reconstruction is one of the
contributions of this paper. Furthermore, the method is
nonparametric and provides 3D hand reconstruction in
real-time while accounting for time continuity constraints.
Experiments revealed that the method estimates hand
pose in real-time while being robust against segmentation
errors and that taking multiple hypotheses of previous
hand pose into account improves the method's robustness
to temporary estimation errors. The accuracy of offline
model-based dataset generation routines is used to
support a robust real-time convolutional network
architecture for feature extraction in this pipeline.
Melax et al. [5] Tracking the full skeletal pose of the hands
and fingers is a difficult problem with numerous
applications for user interaction. Existing techniques either
necessitate wearable hardware, restrict user pose, or
necessitate significant computational resources. This study
investigates a novel method for tracking hands, or any
articulated model, using an augmented rigid body
simulation. As a result, we can define 3D object tracking as a
linear complementarity. a problem with a clear solution
Based on the data from a depth sensor samples, the system
generates constraints that limit motion orthogonal to the
surface of the rigid body model. These constraints, together
with a projected Gauss-Seidel solver is used to resolve
problems involving prior motion, collision/contact
constraints, and joint mechanics. The numerous surface
constraints are impulse capped to avoid overpowering
mechanical constraints due to camera noise properties and
attachment errors. Multiple simulations are spawned at
each frame and fed a variety of heuristics, constraints, and
poses to improve tracking accuracy. A 3D error metric
selects the best-fit simulation, assisting the system in
dealing with difficult hand motions. This method allows for
real-time, robust, and accurate 3D skeletal tracking of a
user's hand on a variety of depth cameras while only
requiring a single x86 CPU core for processing. Tracking
fidelity improves as resolution, model accuracy, and camera
frame rate increase. The system runs comfortably on a
single CPU core, but it could be extended to search and
simulate more possible poses using additional computing
resources to improve robustness even further.
Zimmermann et al. [6] proposed a method for estimating 3D
hand pose from regular RGB images in this paper. Because of
the missing depth information, this task has far more
ambiguities. We propose a deep network that learns a
network-implicit 3D articulation prior to accomplish this.
This network produces good estimates of the 3D pose when
combined with detected keypoints in the images. For
training the involved networks, we present a large-scale 3D
hand pose dataset based on synthetic hand models.
Experiments on a variety of test sets, including one for sign
language recognition, show that 3D hand pose estimation on
single color images is feasible.
Shanxin et al [7] Shanxin et al [7] proposed an approach
taxonomy Learning-based approaches have been found to be
effective for solving single-frame pose estimation, with hand
model fitting as an option for greater precision. compared
methods on a new dataset and came to the conclusion that
deep models are ideal for pose estimation It also emphasized
the requirement for large-scale training sets in order to train
generalizable models. By comparing deep learning methods
to previous analyses. Performing fine-grained analysis on a
large-scale dataset with a variety of error sources and design
options. The HIM2017 challenge methods provide insights
into the current state of 3D hand pose estimation. (1) 3D
volumetric representations used with a 3D CNN perform
well, possibly because they capture the spatial structure of
the input depth data better. (2) While detection-based
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 09 Issue: 05 | May 2022 www.irjet.net p-ISSN: 2395-0072
© 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page 3799
methods outperform regression-based methods,
regression-based methods can achieve good performance
when explicit spatial constraints are used. Using richer
spatial models, such as bone structure, can help even more.
In extreme viewpoint cases where severe occlusion occurs,
regression-based methods perform better.
Yidan et al. [8] introduced a technique for both accuracy
and real-time performance, that is Hand Branch Ensemble
network (HBE), a novel three-branch Convolutional Neural
Network with three branches representing the three parts
of a hand: the thumb, index finger, and other fingers. The
HBE network's structural design is inspired by an
understanding of the differences in the functional
importance of different fingers. Furthermore, a feature
ensemble layer, in conjunction with a low-dimensional
embedding layer, ensures that the overall hand shape
constraints are met. The experimental results on three
public datasets show that the approach outperforms state-
of-the-art methods with less training data and shorter
training times.
Yujun et al. [9] turned to render low-cost synthetic hands
with 3D models, from which 3D joint ground truth can be
easily obtained. Although this method performs well on the
synthetic dataset, it does not generalize well to real image
datasets due to domain shift between image features. A
discriminative approach was used to localize the 2D
keypoints, and a model fitting method was used to
calculate the 3D pose. CycleGANs to generate a "real"
dataset from a synthetic dataset. However, poor
performance demonstrates that there is still a gap between
generated "real" images and real-world images.
Seungryul et al. [10] Estimates 2D-3D mapping ambiguities
with limited training data, then estimating 3D hand meshes
from single RGB images is difficult. It uses a 3D parametric
hand model that is compact and represents deformable
and articulated hand meshes. Thus, investigate and
contribute in three ways to achieve model fitting to RGB
images: 1) Neural rendering: Inspired by recent work on
the human body, our hand mesh estimator (HME) is
implemented using a neural network and a differentiable
renderer, which is supervised by 2D segmentation masks
and 3D skeletons. HME outperforms other methods for
estimating hand shapes and improves pose estimation
accuracy. 2) Refinement through iterative testing: Our
fitting function is differentiable. In the spirit of iterative
model fitting methods such as ICP, we use gradients to
iteratively refine the initial estimate. 3) Self-data
supplementation: obtaining sized RGB-mesh (or
segmentation mask)-skeleton triplets for training is a
significant challenge. After successfully fitting the model to
the input RGB images, it meshes, i.e., shapes and
articulations, are realistic, and we augment view-points on
top of estimated dense hand poses. Experiments with three
RGB-based benchmarks show that our framework
outperforms the state-of-the-art in 3D pose estimation and
recovers dense 3D hand shapes. Each of the technical
components listed above significantly improves the accuracy
of the ablation study.
Adnane et al [11] proposed a CNN (Convolutional Neural
Network), that forecasts a set of hand and view parameters.
The decoder is made up of two parts: a pre-computed
articulated mesh deformation hand model that generates a
3D mesh from hand parameters and a re-projection
algorithm. View parameters-controlled module that projects
the generated hand into the domain of images We
demonstrate this by utilizing the shape and pose prior
knowledge encoded in the A hand model embedded in a
deep learning framework achieves cutting-edge
performance in 3D pose prediction from images. on standard
benchmarks, and yields geometrically valid results as well as
plausible 3D reconstructions. Furthermore, it also
demonstrates that training with weak supervision in the
form of 2D joint annotations on datasets of wild images,
combined with full supervision in the form of 3D joint
annotations on limited available datasets, allows for good
generalization to 3D shape and pose predictions on wild
images.
3. CONCLUSION
3D hand motion has a wide range of applications, including
gaming, biomechanical analysis, robotics, human-computer
interaction such as augmented reality and virtual reality
(AR/VR), and many others. Therefore proposed the first
learning-based approach for estimating monocular hand
pose and shape using data from two completely different
modalities: image data and MoCap data. A trained inverse
kinematics network that directly regresses joint rotations is
included in our new neural network architecture. In terms of
accuracy, robustness, and runtime, these two factors result
in a significant improvement over the state of the art.
Another avenue is the simultaneous capture of two
interacting hands from a single RGB image, which is
currently only possible with depth sensors. This work is a
summary of different techniques for real-time hand motion
capture with theiradvantages andlimitations.
ACKNOWLEDGEMENT
We would like to thank the Director of LBSITW and the
Principal of the institution for providing the facilities and
support for ourwork.
REFERENCES
[1] Thomas B Moeslund, Adrian Hilton, and Volker Kru. A
Survey of Advances in Visionbased Human Motion Capture
and Analysis. Computer Vision and Image Understanding,
104:90–126, 2006
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 09 Issue: 05 | May 2022 www.irjet.net p-ISSN: 2395-0072
© 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page 3800
[2] Ali Erol, George Bebis, Mircea Nicolescu, Richard D.
Boyle, and Xander Twombly. Vision-based Hand Pose
Estimation: A review. Computer Vision and Image
Understanding, 108(1-2):52–73, 2007.
[3] J. Romero, H. Kjellstrm, and D. Kragic. Hands in action:
real-time 3d reconstruction of hands in interaction with
objects. In ICRA, 2010
[4] Stan Melax, Leonid Keselman, and Sterling Orsten.
Dynamics based 3d skeletal hand tracking. In Proceedings
of Graphics Interface 2013, pages 63–70. Canadian
Information Processing Society, 2013.
[5] Jonathan Tompson, Murphy Stein, Yann Lecun, and
Ken Perlin. Real-time continuous pose recovery of human
hands using convolutional networks. ACM Transactions on
Graphics (ToG), 33(5):169, 2014.
[6] C. Zimmermann and T. Brox. Learning to estimate 3d
hand pose from single rgb images. In ICCV, 2017
[7] Shanxin Yuan, Qi Ye, Bjorn Stenger, Siddhant Jain, and
TaeKyun Kim. Bighand2.2m benchmark: Hand pose dataset
and state of the art analysis. In The IEEE Conference on
Computer Vision and Pattern Recognition (CVPR), 2017.
[8] Yidan Zhou, Jian Lu, Kuo Du, Xiangbo Lin, Yi Sun, and
Xiaohong Ma. Hbe: Hand branch ensemble network for
realtime 3d hand pose estimation. In The European
Conference on Computer Vision (ECCV), September 2018
[9] Yujun Cai, Liuhao Ge, Jianfei Cai, and Junsong Yuan.
Weakly-supervised 3d hand pose estimation from
monocular rgb images. In The European Conference on
Computer Vision (ECCV), 2018.
[10] Seungryul Baek, Kwang In Kim, and Tae-Kyun Kim.
Pushing the envelope for rgb-based dense 3d hand pose
estimation via neural rendering. In The IEEE Conference on
Computer Vision and Pattern Recognition (CVPR), 2019.
[11]Adnane Boukhayma, Rodrigo de Bem, and Philip H.S.
Torr. 3d hand shape and pose from images in the wild. In
The IEEE Conference on Computer Vision and Pattern
Recognition (CVPR), 2019.
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 09 Issue: 05 | May 2022 www.irjet.net p-ISSN: 2395-0072

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A Review Paper on Real-Time Hand Motion Capture

  • 1. © 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page 3797 A Review Paper on Real-Time Hand Motion Capture Niji K Raj1, Prof. Parvathi V. S.2 1PG Student, Dept. of Electronics & Communication Engineering, LBSITW, Kerala, India 2Assistant Professor, Dept. of Electronics & Communication Engineering, LBSITW, Kerala, India ---------------------------------------------------------------------***--------------------------------------------------------------------- Abstract - Hand Image Understanding (HIU) can be used for a variety of human-computer interaction applications such as physical or gesture-based controls for virtual reality and augmented reality devices. It is a novel framework that extracts comprehensive information about hand objects from a single RGB image. This paper gives a brief study of the design of a hand motion capture system for real-time extraction of hand shape and poses, of all data modalities, including synthetic and real-image datasets with either 2D or 3D annotations. Key Words: Hand Image Understanding, Human- Computer Interaction, Virtual Reality (VR), Augmented Reality (AR), Motion Capture, RGB Image. 1. INTRODUCTION The hand is our most useful tool for manipulating physical objects and communicating with the outside world. As a result, capturing vision-based 3D hand motion has a wide range of applications, including gaming, biomechanical analysis, robotics, human-computer interaction such as augmented reality and virtual reality (AR/VR), and many others. Despite years of research, it remains an unsolved problem due to the high dimensionality of hand shape, pose and shape variations, self-occultations, and so on. Previous methods concentrated on sparse 3D hand joint location from monocular RGB images. However, discriminative methods based on convolutional neural networks (CNNs) have been used to estimate dense hand poses including 3D shapes from RGB images or depth maps (Fig.1). [1] Convolutional neural networks (CNNs)-based discriminative methods have demonstrated very promising performance in estimating 3D hand poses from RGB images or depth maps. However, the predictions are often based on coarse skeletal representations with no explicit kinematics or geometric mesh constraints. Establishing a personalized hand model, on the other hand, necessitates a generative approach that optimizes the hand model to fit 2D images. Aside from their complexity, optimization-based methods are prone to local minima, and personalized hand model calibration contradicts the ability to generalize for hand shape variations. Fig -1: Hand pose examples 2. REVIEW ON RELATED WORK Moeslund et al. [1] proposed a novel approach to recovering and tracking a human hand's 3D position, orientation, and full articulation from markerless visual observations obtained by a Kinect sensor. It provides a thorough review covering the general problem of articulated objects for tracking 3D, visual human motion capture, and analysis. The 3D tracking of human hands has several applications, towards developing an effective solution, one has to struggle with the number of interacting factors such as the problem of high dimensionality, and self-occultations that occur while the hand is in action. Therefore, approached an optimization problem, looking for hand model parameters that minimize the difference in the appearance and 3D structure of hypothesized instances of a hand model and actual hand observations. This optimization problem is effectively solved using a Particle Swarm Optimization variant (PSO). The proposed method does not necessitate the use of special markers or a complex image acquisition setup. It provides continuous solutions to the problem of tracking hand articulations because it is model-based. Extensive experiments with the proposed method's prototype GPU- based implementation show that accurate and robust 3D tracking of hand articulations can be achieved in near-real- time (15Hz). Erol et al. [2] proposed a method based on the output, that differentiates between partial pose estimation and full pose estimation, different existing approaches are divided into model and appearance-based. Model-based approaches, provide visual information through a multicamera system but are computationally high in cost. Appearance-based methods, associated with less hardware complexity and computational cost are low. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 09 Issue: 05 | May 2022 www.irjet.net p-ISSN: 2395-0072
  • 2. © 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page 3798 The proposed method takes as input an image captured with the Kinect sensor and its accompanying depth map. To isolate the hand in 2D and 3D, skin color detection followed by depth segmentation is used. The chosen 3D hand model is made up of a collection of appropriately assembled geometric primitives. A vector with 27 parameters represents each hand position. Hand articulation tracking is formulated as an estimation problem. The 27 hand model parameters minimize the difference between hand hypotheses and hand the actual observations. Thus, use graphics rendering techniques to generate comparable skin and depth maps for a given hand pose hypothesis in order to quantify this disparity. An appropriate objective function is thus defined, and a variant of PSO is used to solve it. Romero et al. [3] pre-deep learning and deep learning were introduced, prior to deep learning, there were attempts to estimate 3D hand pose from the monocular RGB input image, which tells about discriminative and generative approaches. The majority of the proposed cutting-edge 3D hand pose estimation methods, however, are based on convolutional neural networks (CNNs). A non-parametric method for estimating the 3D sequential pose of hands in interaction with objects was presented. The development of a method that not only handles severe occlusion from objects in the hand but also takes object shape into account in 3D hand reconstruction is one of the contributions of this paper. Furthermore, the method is nonparametric and provides 3D hand reconstruction in real-time while accounting for time continuity constraints. Experiments revealed that the method estimates hand pose in real-time while being robust against segmentation errors, and that taking multiple hypotheses of previous hand pose into account improves the method's robustness to temporary estimation errors. J. Tompson et al. [4] proposed a non-parametric method for estimating the 3D sequential pose of hands in interaction with objects was presented. The development of a method that not only handles severe occlusion from objects in the hand but also takes object shape into account in 3D hand reconstruction is one of the contributions of this paper. Furthermore, the method is nonparametric and provides 3D hand reconstruction in real-time while accounting for time continuity constraints. Experiments revealed that the method estimates hand pose in real-time while being robust against segmentation errors and that taking multiple hypotheses of previous hand pose into account improves the method's robustness to temporary estimation errors. The accuracy of offline model-based dataset generation routines is used to support a robust real-time convolutional network architecture for feature extraction in this pipeline. Melax et al. [5] Tracking the full skeletal pose of the hands and fingers is a difficult problem with numerous applications for user interaction. Existing techniques either necessitate wearable hardware, restrict user pose, or necessitate significant computational resources. This study investigates a novel method for tracking hands, or any articulated model, using an augmented rigid body simulation. As a result, we can define 3D object tracking as a linear complementarity. a problem with a clear solution Based on the data from a depth sensor samples, the system generates constraints that limit motion orthogonal to the surface of the rigid body model. These constraints, together with a projected Gauss-Seidel solver is used to resolve problems involving prior motion, collision/contact constraints, and joint mechanics. The numerous surface constraints are impulse capped to avoid overpowering mechanical constraints due to camera noise properties and attachment errors. Multiple simulations are spawned at each frame and fed a variety of heuristics, constraints, and poses to improve tracking accuracy. A 3D error metric selects the best-fit simulation, assisting the system in dealing with difficult hand motions. This method allows for real-time, robust, and accurate 3D skeletal tracking of a user's hand on a variety of depth cameras while only requiring a single x86 CPU core for processing. Tracking fidelity improves as resolution, model accuracy, and camera frame rate increase. The system runs comfortably on a single CPU core, but it could be extended to search and simulate more possible poses using additional computing resources to improve robustness even further. Zimmermann et al. [6] proposed a method for estimating 3D hand pose from regular RGB images in this paper. Because of the missing depth information, this task has far more ambiguities. We propose a deep network that learns a network-implicit 3D articulation prior to accomplish this. This network produces good estimates of the 3D pose when combined with detected keypoints in the images. For training the involved networks, we present a large-scale 3D hand pose dataset based on synthetic hand models. Experiments on a variety of test sets, including one for sign language recognition, show that 3D hand pose estimation on single color images is feasible. Shanxin et al [7] Shanxin et al [7] proposed an approach taxonomy Learning-based approaches have been found to be effective for solving single-frame pose estimation, with hand model fitting as an option for greater precision. compared methods on a new dataset and came to the conclusion that deep models are ideal for pose estimation It also emphasized the requirement for large-scale training sets in order to train generalizable models. By comparing deep learning methods to previous analyses. Performing fine-grained analysis on a large-scale dataset with a variety of error sources and design options. The HIM2017 challenge methods provide insights into the current state of 3D hand pose estimation. (1) 3D volumetric representations used with a 3D CNN perform well, possibly because they capture the spatial structure of the input depth data better. (2) While detection-based International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 09 Issue: 05 | May 2022 www.irjet.net p-ISSN: 2395-0072
  • 3. © 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page 3799 methods outperform regression-based methods, regression-based methods can achieve good performance when explicit spatial constraints are used. Using richer spatial models, such as bone structure, can help even more. In extreme viewpoint cases where severe occlusion occurs, regression-based methods perform better. Yidan et al. [8] introduced a technique for both accuracy and real-time performance, that is Hand Branch Ensemble network (HBE), a novel three-branch Convolutional Neural Network with three branches representing the three parts of a hand: the thumb, index finger, and other fingers. The HBE network's structural design is inspired by an understanding of the differences in the functional importance of different fingers. Furthermore, a feature ensemble layer, in conjunction with a low-dimensional embedding layer, ensures that the overall hand shape constraints are met. The experimental results on three public datasets show that the approach outperforms state- of-the-art methods with less training data and shorter training times. Yujun et al. [9] turned to render low-cost synthetic hands with 3D models, from which 3D joint ground truth can be easily obtained. Although this method performs well on the synthetic dataset, it does not generalize well to real image datasets due to domain shift between image features. A discriminative approach was used to localize the 2D keypoints, and a model fitting method was used to calculate the 3D pose. CycleGANs to generate a "real" dataset from a synthetic dataset. However, poor performance demonstrates that there is still a gap between generated "real" images and real-world images. Seungryul et al. [10] Estimates 2D-3D mapping ambiguities with limited training data, then estimating 3D hand meshes from single RGB images is difficult. It uses a 3D parametric hand model that is compact and represents deformable and articulated hand meshes. Thus, investigate and contribute in three ways to achieve model fitting to RGB images: 1) Neural rendering: Inspired by recent work on the human body, our hand mesh estimator (HME) is implemented using a neural network and a differentiable renderer, which is supervised by 2D segmentation masks and 3D skeletons. HME outperforms other methods for estimating hand shapes and improves pose estimation accuracy. 2) Refinement through iterative testing: Our fitting function is differentiable. In the spirit of iterative model fitting methods such as ICP, we use gradients to iteratively refine the initial estimate. 3) Self-data supplementation: obtaining sized RGB-mesh (or segmentation mask)-skeleton triplets for training is a significant challenge. After successfully fitting the model to the input RGB images, it meshes, i.e., shapes and articulations, are realistic, and we augment view-points on top of estimated dense hand poses. Experiments with three RGB-based benchmarks show that our framework outperforms the state-of-the-art in 3D pose estimation and recovers dense 3D hand shapes. Each of the technical components listed above significantly improves the accuracy of the ablation study. Adnane et al [11] proposed a CNN (Convolutional Neural Network), that forecasts a set of hand and view parameters. The decoder is made up of two parts: a pre-computed articulated mesh deformation hand model that generates a 3D mesh from hand parameters and a re-projection algorithm. View parameters-controlled module that projects the generated hand into the domain of images We demonstrate this by utilizing the shape and pose prior knowledge encoded in the A hand model embedded in a deep learning framework achieves cutting-edge performance in 3D pose prediction from images. on standard benchmarks, and yields geometrically valid results as well as plausible 3D reconstructions. Furthermore, it also demonstrates that training with weak supervision in the form of 2D joint annotations on datasets of wild images, combined with full supervision in the form of 3D joint annotations on limited available datasets, allows for good generalization to 3D shape and pose predictions on wild images. 3. CONCLUSION 3D hand motion has a wide range of applications, including gaming, biomechanical analysis, robotics, human-computer interaction such as augmented reality and virtual reality (AR/VR), and many others. Therefore proposed the first learning-based approach for estimating monocular hand pose and shape using data from two completely different modalities: image data and MoCap data. A trained inverse kinematics network that directly regresses joint rotations is included in our new neural network architecture. In terms of accuracy, robustness, and runtime, these two factors result in a significant improvement over the state of the art. Another avenue is the simultaneous capture of two interacting hands from a single RGB image, which is currently only possible with depth sensors. This work is a summary of different techniques for real-time hand motion capture with theiradvantages andlimitations. ACKNOWLEDGEMENT We would like to thank the Director of LBSITW and the Principal of the institution for providing the facilities and support for ourwork. REFERENCES [1] Thomas B Moeslund, Adrian Hilton, and Volker Kru. A Survey of Advances in Visionbased Human Motion Capture and Analysis. Computer Vision and Image Understanding, 104:90–126, 2006 International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 09 Issue: 05 | May 2022 www.irjet.net p-ISSN: 2395-0072
  • 4. © 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page 3800 [2] Ali Erol, George Bebis, Mircea Nicolescu, Richard D. Boyle, and Xander Twombly. Vision-based Hand Pose Estimation: A review. Computer Vision and Image Understanding, 108(1-2):52–73, 2007. [3] J. Romero, H. Kjellstrm, and D. Kragic. Hands in action: real-time 3d reconstruction of hands in interaction with objects. In ICRA, 2010 [4] Stan Melax, Leonid Keselman, and Sterling Orsten. Dynamics based 3d skeletal hand tracking. In Proceedings of Graphics Interface 2013, pages 63–70. Canadian Information Processing Society, 2013. [5] Jonathan Tompson, Murphy Stein, Yann Lecun, and Ken Perlin. Real-time continuous pose recovery of human hands using convolutional networks. ACM Transactions on Graphics (ToG), 33(5):169, 2014. [6] C. Zimmermann and T. Brox. Learning to estimate 3d hand pose from single rgb images. In ICCV, 2017 [7] Shanxin Yuan, Qi Ye, Bjorn Stenger, Siddhant Jain, and TaeKyun Kim. Bighand2.2m benchmark: Hand pose dataset and state of the art analysis. In The IEEE Conference on Computer Vision and Pattern Recognition (CVPR), 2017. [8] Yidan Zhou, Jian Lu, Kuo Du, Xiangbo Lin, Yi Sun, and Xiaohong Ma. Hbe: Hand branch ensemble network for realtime 3d hand pose estimation. In The European Conference on Computer Vision (ECCV), September 2018 [9] Yujun Cai, Liuhao Ge, Jianfei Cai, and Junsong Yuan. Weakly-supervised 3d hand pose estimation from monocular rgb images. In The European Conference on Computer Vision (ECCV), 2018. [10] Seungryul Baek, Kwang In Kim, and Tae-Kyun Kim. Pushing the envelope for rgb-based dense 3d hand pose estimation via neural rendering. In The IEEE Conference on Computer Vision and Pattern Recognition (CVPR), 2019. [11]Adnane Boukhayma, Rodrigo de Bem, and Philip H.S. Torr. 3d hand shape and pose from images in the wild. In The IEEE Conference on Computer Vision and Pattern Recognition (CVPR), 2019. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 09 Issue: 05 | May 2022 www.irjet.net p-ISSN: 2395-0072