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Shangchen Han

dblp:163/0756 · DBLP profile ↗
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7ranked-venue papers
3as first author
3since 2021 · last 2025
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 5 · 3 first-author · 2 since 2021Artificial intelligence and machine learning · 3 · 2 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
3 papers
3D vision · 83% Face, body and person analysis · 17%
Human-computer interaction and pervasive computing
4 papers
Interaction techniques and input · 52% Wearable and physiological sensing · 37% Immersive interaction · 10%
Computer graphics and multimedia
4 papers
Virtual and augmented reality · 71% Computer animation and physical simulation · 29%

Topics — the 19 heaviest of 21, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › immersive interaction
hand tracking
1.132022
UmeTrack: Unified multi-view end-to-end hand tracking for VR · SIGGRAPH Asia 2022
MEgATrack: monochrome egocentric articulated hand-tracking for virtual reality · ACM Trans. Graph. 2020
Online optical marker-based hand tracking with deep labels · ACM Trans. Graph. 2018
Computer vision › 3D vision
3d reconstruction
0.912025
HOT3D: Hand and Object Tracking in 3D from Egocentric Multi-View Videos · CVPR 2025
Computer vision › 3D vision › object pose estimation
6d object pose estimation
0.912025
HOT3D: Hand and Object Tracking in 3D from Egocentric Multi-View Videos · CVPR 2025
Computer vision › 3D vision › pose estimation
hand tracking
0.912025
HOT3D: Hand and Object Tracking in 3D from Egocentric Multi-View Videos · CVPR 2025
Interaction techniques and input › input sensing › tracking › hand tracking
hand pose estimation
0.812024
emg2pose: A Large and Diverse Benchmark for Surface Electromyographic Hand Pose Estimation · NeurIPS 2024
Wearable and physiological sensing › electromyography
surface electromyography
0.812024
emg2pose: A Large and Diverse Benchmark for Surface Electromyographic Hand Pose Estimation · NeurIPS 2024
Computer vision › Face, body and person analysis › human pose estimation › articulated pose estimation
hand pose estimation
0.612022
UmeTrack: Unified multi-view end-to-end hand tracking for VR · SIGGRAPH Asia 2022
Virtual and augmented reality › immersive interaction
VR interaction
0.612022
UmeTrack: Unified multi-view end-to-end hand tracking for VR · SIGGRAPH Asia 2022
Computer vision › 3D vision
3d human pose estimation
0.412020
Lightweight Multi-View 3D Pose Estimation Through Camera-Disentangled Representation · CVPR 2020
Computer vision › 3D vision › pose estimation › multi-view pose estimation
multi-view 3d pose estimation
0.412020
Lightweight Multi-View 3D Pose Estimation Through Camera-Disentangled Representation · CVPR 2020
Computer animation and physical simulation
character animation
0.412020
MEgATrack: monochrome egocentric articulated hand-tracking for virtual reality · ACM Trans. Graph. 2020
Computer animation and physical simulation
motion capture
0.312018
Online optical marker-based hand tracking with deep labels · ACM Trans. Graph. 2018
Immersive interaction
mixed reality interaction
0.312017
DodecaPen: Accurate 6DoF Tracking of a Passive Stylus · UIST 2017
Interaction techniques and input
pen input
0.312017
DodecaPen: Accurate 6DoF Tracking of a Passive Stylus · UIST 2017
Interaction techniques and input
hand-based interaction
0.212024
emg2pose: A Large and Diverse Benchmark for Surface Electromyographic Hand Pose Estimation · NeurIPS 2024
Interaction techniques and input
gesture input
0.212022
UmeTrack: Unified multi-view end-to-end hand tracking for VR · SIGGRAPH Asia 2022
Computer vision › Face, body and person analysis
human pose estimation
0.112020
Lightweight Multi-View 3D Pose Estimation Through Camera-Disentangled Representation · CVPR 2020
Virtual and augmented reality
immersive interaction
0.112018
Online optical marker-based hand tracking with deep labels · ACM Trans. Graph. 2018
Virtual and augmented reality › mixed reality
mixed reality application
0.112017
DodecaPen: Accurate 6DoF Tracking of a Passive Stylus · UIST 2017

Methods — techniques the papers use, named apart from their topics

motion capture · 2.5neural network · 2.2multi-view geometry · 1.7end-to-end differentiable framework · 1.7benchmark dataset · 0.8baseline model · 0.8sparse pose estimation · 0.6model-based tracking · 0.6dense alignment · 0.6keypoint estimation · 0.4differentiable DLT · 0.4detection-by-tracking · 0.4camera-disentangled representation · 0.4GPU triangulation · 0.4keypoint regression · 0.3convolutional neural network · 0.3
YearPublicationVenuePosition
2025 HOT3D: Hand and Object Tracking in 3D from Egocentric Multi-View Videos
abstract
We introduce HOT3D, a publicly available dataset for egocentric hand and object tracking in 3D. The dataset offers over 833 minutes (3.7M+ images) of recordings that feature 19 subjects interacting with 33 diverse rigid objects. In addition to simple pickup, observe, and put-down actions, the subjects perform actions typical for a kitchen, office, and living room environment. The recordings include multiple synchronized data streams containing egocentric multi-view RGB/monochrome images, eye gaze signal, scene point clouds, and 3D poses of cameras, hands, and objects. The dataset is recorded with two headsets from Meta: Project Aria, which is a research prototype of AI glasses, and Quest 3, a virtual-reality headset that has shipped millions of units. Ground-truth poses were obtained by a motion-capture system using small optical markers attached to hands and objects. Hand annotations are provided in the UmeTrack and MANO formats, and objects are represented by 3D meshes with PBR materials obtained by an in-house scanner. In our experiments, we demonstrate the effectiveness of multi-view egocentric data for three popular tasks: 3D hand tracking, model-based 6DoF object pose estimation, and 3D lifting of unknown in-hand objects. The evaluated multi-view methods, whose benchmarking is uniquely enabled by HOT3D, significantly outperform their single-view counterparts.
Prithviraj Banerjee, Sindi Shkodrani, Pierre Moulon, Shreyas Hampali, Shangchen Han, Linguang Zhang, Jade Fountain, Edward Miller 0001, Selen Basol, Richard A. Newcombe, Robert Wang 0002, Jakob J. Engel, Tomas Hodan
CVPR5
2024 emg2pose: A Large and Diverse Benchmark for Surface Electromyographic Hand Pose Estimation
abstract
Hands are the primary means through which humans interact with the world. Reliable and always-available hand pose inference could yield new and intuitive control schemes for human-computer interactions, particularly in virtual and augmented reality. Computer vision is effective but requires one or multiple cameras and can struggle with occlusions, limited field of view, and poor lighting. Wearable wrist-based surface electromyography (sEMG) presents a promising alternative as an always-available modality sensing muscle activities that drive hand motion. However, sEMG signals are strongly dependent on user anatomy and sensor placement; existing sEMG models have thus required hundreds of users and device placements to effectively generalize for tasks other than pose inference. To facilitate progress on sEMG pose inference, we introduce the emg2pose benchmark, which is to our knowledge the first publicly available dataset of high-quality hand pose labels and wrist sEMG recordings. emg2pose contains 2kHz, 16 channel sEMG and pose labels from a 26-camera motion capture rig for 193 users, 370 hours, and 29 stages with diverse gestures - a scale comparable to vision-based hand pose datasets. We provide competitive baselines and challenging tasks evaluating real-world generalization scenarios: held-out users, sensor placements, and stages. This benchmark provides the machine learning community a platform for exploring complex generalization problems, holding potential to significantly enhance the development of sEMG-based human-computer interactions.
Sasha Salter, Richard Warren, Collin Schlager, Adrian Spurr, Shangchen Han, Rohin Bhasin, Yujun Cai, Peter Walkington, Anuoluwapo Bolarinwa, Robert Wang 0002, Nathan Danielson, Josh Merel, Eftychios A. Pnevmatikakis, Jesse Marshall
NeurIPS5
2022 UmeTrack: Unified multi-view end-to-end hand tracking for VR
abstract
Real-time tracking of 3D hand pose in world space is a challenging problem and plays an important role in VR interaction. Existing work in this space are limited to either producing root-relative (versus world space) 3D pose or rely on multiple stages such as generating heatmaps and kinematic optimization to obtain 3D pose. Moreover, the typical VR scenario, which involves multi-view tracking from wide field of view (FOV) cameras is seldom addressed by these methods. In this paper, we present a unified end-to-end differentiable framework for multi-view, multi-frame hand tracking that directly predicts 3D hand pose in world space. We demonstrate the benefits of end-to-end differentiabilty by extending our framework with downstream tasks such as jitter reduction and pinch prediction. To demonstrate the efficacy of our model, we further present a new large-scale egocentric hand pose dataset that consists of both real and synthetic data. Experiments show that our system trained on this dataset handles various challenging interactive motions, and has been successfully applied to real-time VR applications.
Shangchen Han, Po-Chen Wu, Linguang Zhang, Weiguang Si, Peizhao Zhang, Yujun Cai, Tomas Hodan, Randi Cabezas, Luan Tran, Muzaffer Akbay, Tsz-Ho Yu, Cem Keskin, Robert Wang 0002
SIGGRAPH Asia1
2020 Lightweight Multi-View 3D Pose Estimation Through Camera-Disentangled Representation
abstract
We present a lightweight solution to recover 3D pose from multi-view images captured with spatially calibrated cameras. Building upon recent advances in interpretable representation learning, we exploit 3D geometry to fuse input images into a unified latent representation of pose, which is disentangled from camera view-points. This allows us to reason effectively about 3D pose across different views without using compute-intensive volumetric grids. Our architecture then conditions the learned representation on camera projection operators to produce accurate per-view 2d detections, that can be simply lifted to 3D via a differentiable Direct Linear Transform (DLT) layer. In order to do it efficiently, we propose a novel implementation of DLT that is orders of magnitude faster on GPU architectures than standard SVD-based triangulation methods. We evaluate our approach on two large-scale human pose datasets (H36M and Total Capture): our method outperforms or performs comparably to the state-of-the-art volumetric methods, while, unlike them, yielding real-time performance.
Edoardo Remelli, Shangchen Han, Sina Honari, Pascal Fua, Robert Wang 0002
CVPR2
2020 MEgATrack: monochrome egocentric articulated hand-tracking for virtual reality
abstract
We present a system for real-time hand-tracking to drive virtual and augmented reality (VR/AR) experiences. Using four fisheye monochrome cameras, our system generates accurate and low-jitter 3D hand motion across a large working volume for a diverse set of users. We achieve this by proposing neural network architectures for detecting hands and estimating hand keypoint locations. Our hand detection network robustly handles a variety of real world environments. The keypoint estimation network leverages tracking history to produce spatially and temporally consistent poses. We design scalable, semi-automated mechanisms to collect a large and diverse set of ground truth data using a combination of manual annotation and automated tracking. Additionally, we introduce a detection-by-tracking method that increases smoothness while reducing the computational cost; the optimized system runs at 60Hz on PC and 30Hz on a mobile processor. Together, these contributions yield a practical system for capturing a user's hands and is the default feature on the Oculus Quest VR headset powering input and social presence.
Shangchen Han, Randi Cabezas, Christopher D. Twigg, Peizhao Zhang, Jeff Petkau, Tsz-Ho Yu, Chun-Jung Tai, Muzaffer Akbay, Asaf Nitzan, Gang Dong, Yuting Ye, Lingling Tao, Chengde Wan, Robert Wang 0002
ACM Trans. Graph.1
2018 Online optical marker-based hand tracking with deep labels
abstract
Optical marker-based motion capture is the dominant way for obtaining high-fidelity human body animation for special effects, movies, and video games. However, motion capture has seen limited application to the human hand due to the difficulty of automatically identifying (or labeling) identical markers on self-similar fingers. We propose a technique that frames the labeling problem as a keypoint regression problem conducive to a solution using convolutional neural networks. We demonstrate robustness of our labeling solution to occlusion, ghost markers, hand shape, and even motions involving two hands or handheld objects. Our technique is equally applicable to sparse or dense marker sets and can run in real-time to support interaction prototyping with high-fidelity hand tracking and hand presence in virtual reality.
Shangchen Han, Robert Wang 0002, Yuting Ye, Christopher D. Twigg, Kenrick Kin
ACM Trans. Graph.1
2017 DodecaPen: Accurate 6DoF Tracking of a Passive Stylus
abstract
We propose a system for real-time six degrees of freedom (6DoF) tracking of a passive stylus that achieves sub-millimeter accuracy, which is suitable for writing or drawing in mixed reality applications. Our system is particularly easy to implement, requiring only a monocular camera, a 3D printed dodecahedron, and hand-glued binary square markers. The accuracy and performance we achieve are due to model-based tracking using a calibrated model and a combination of sparse pose estimation and dense alignment. We demonstrate the system performance in terms of speed and accuracy on a number of synthetic and real datasets, showing that it can be competitive with state-of-the-art multi-camera motion capture systems. We also demonstrate several applications of the technology ranging from 2D and 3D drawing in VR to general object manipulation and board games.
Po-Chen Wu, Robert Wang 0002, Kenrick Kin, Christopher D. Twigg, Shangchen Han, Ming-Hsuan Yang 0001, Shao-Yi Chien
UIST5