Hand Pose Estimation (HPE) is a fundamental technology for various applications such as AR/VR and robotics. In these applications, the visibility of each hand joint in the image is crucial for assessing the reliability of estimation results under occlusion. However, most existing HPE methods output joint positions without explicitly indicating their visibility. Although some methods account for occlusion or visibility, visibility estimation has mainly been used as an auxiliary signal for improving pose estimation. To our knowledge, per-joint hand visibility estimation has not been systematically studied as a standalone task. In this work, we propose Hand Visibility Detector, a model for estimating the visibility of individual hand joints, and present the first systematic investigation of visibility estimation as an independent task. We show that leveraging the prior knowledge of HPE models pretrained on large-scale data as a backbone yields high performance in this task. We further demonstrate the utility of Hand Visibility Detector on a downstream task of 3D hand pose annotation via multi-view triangulation of 2D keypoints, showing that visibility-weighted triangulation reduces reprojection error. Our method is released as a ready-to-use package, and the code and demo are available at https://github.com/ryhara/hand_visibility_detector .
Human mesh recovery (HMR) aims to recover 3D human meshes from images. Most existing HMR benchmarks and methods focus on either multi-person reconstruction from a single view or single-person reconstruction from multiple views, where the number of subjects and the scene scale are relatively limited. Such settings are insufficient for real-world applications with large scenes and severe inter-person occlusions. To address this limitation, we introduce a large-scale synthetic benchmark for multiview multi-person HMR, termed MVMP-HMR. The proposed dataset contains 15 complex scenes with up to 50 camera views and 30 interacting persons, featuring large spatial coverage and severe occlusions, which significantly increases the difficulty of human mesh recovery. Based on this benchmark, we further propose a multiview multi-person whole-body human mesh recovery model, referred to as MVMP-HMR model. The model first fuses multiview features into a scene-level 3D feature volume, and then leverages pelvis joints predicted by a 3D pose estimation network to extract person-specific queries from the 3D feature volume. These human queries are cross-attended with the 3D feature volume and integrated to decode each person's 3D mesh. Moreover, we introduce two novel losses--the orientation loss and the 3D joint density loss--to alleviate orientation and pose ambiguities under severe occlusions. Experiments demonstrate that existing state-of-the-art HMR methods struggle on the proposed MVMP-HMR benchmark, while our method consistently outperforms prior SOTAs in large-scale scenes with severe occlusions.
Camera-only 3D semantic occupancy prediction aims to infer voxel-wise scene semantics from multi-view images, yet remains fundamentally challenging due to depth ambiguity and occlusion. Along a single camera ray, multiple spatially separated surfaces may coexist, making occupancy inherently a multi-label existence problem rather than a single-depth estimation task. However, most existing approaches favor a single dominant depth hypothesis per ray, limiting their ability to model volumetric scenes under complex occlusion. To address this limitation, we introduce RayOcc, an occlusion-aware ray occupancy framework that reformulates ray modeling as multi-label existence prediction. Instead of predicting a categorical depth distribution, RayOcc estimates a non-normalized Gaussian mixture intensity along each ray and converts it into interval-wise occupancy probabilities via a Poisson event formulation, allowing multiple occupied hypotheses to coexist without enforcing mutual competition across depth. The predicted mixture components are interpreted as occupancy hypotheses to initialize sparse 3D Gaussian primitives, which are refined and rasterized for semantic occupancy prediction. Experiments on the nuScenes benchmark show that RayOcc achieves state-of-the-art overall IoU and mIoU among the compared Gaussian-based occupancy methods.
Occlude a named object until about an eighth of it remains visible, and an open-vocabulary detector's confidence that the object is present barely changes; as the clutter around it grows the confidence can even rise. On real video the detector still reports the object present in 99% of occluded frames, on another instance of the same category. This matters because that confidence is widely read as a visibility signal, used to threshold detections, evaluate open-vocabulary detectors, ground language, retrieve instances, and gate active perception. We audit whether it reflects occlusion by pairing every view with a geometry-segmentation oracle that gives detector-free ground-truth visibility. As true visibility falls from every scene to one in eight, the confidence stays nearly constant and uncorrelated with visibility, and the detector reports the target present in about nine of ten scenes, firing on same-category distractors: it signals that the category is present somewhere, not that the specific target is visible. The failure holds across three detectors (Grounding DINO, OWLv2, and Segment Anything Model 3), nine object categories, two simulators with different renderers and object sets, built and natural occlusion, and real video. Two consequences follow: a confidence-based metric understates the value of resolving occlusion by about ten times (8 against 88 points in our active-perception setting), and a confidence-based gate fires exactly when the object is hidden. No single-view signal we tried, including a realizable localization check, flags the occlusion, because the occluders sit where the target is. We connect the effect to detector miscalibration and object hallucination, release the controlled benchmark, and recommend target-grounded signals for gating and evaluation.
Damian M. Manzone, Mathew Szymanowski, Olga Taran +6cs.CV cs.HC
Mixed reality applications can be designed for hand rehabilitation. Augmented reality (AR) head mounted displays (HMDs) specifically allow for ecologically valid tasks because individuals can see their real environment and interact with real objects while receiving additional cues on the HMD. While these applications rely on accurate hand pose estimation, there is a gap in investigating the influence of hand impairment or occlusion from real-object interactions on pose estimation accuracy. Further, comparisons between AR HMD predictions and state-of-the-art pose estimation methods have not been established. The current study assessed pose estimation accuracy of the HoloLens 2 HMD and state-of-the-art pose estimation algorithms (WiLoR, HaMeR, WildHands, and MediaPipe) while individuals with cervical spinal cord injury (cSCI; n = 13, Neurological Level of Injury: C3-C6; American Spinal Injury Association Impairment Scale: A-D) and 15 uninjured controls interacted with clear and opaque objects. Ground truth estimates of 3D joint positions were generated via triangulation from a multi-camera setup. Pose estimation accuracy did not differ between the cSCI and uninjured control groups suggesting that 3D joint predictions from the HoloLens 2 and pose estimation algorithms can generalize to populations with hand impairment. Further, clear objects provided a small accuracy advantage over opaque objects (0.1 mm) and predictions from both WiLoR and HaMeR were slightly more accurate than the HoloLens 2 (2 mm). Overall, these results suggest that the HoloLens 2 may be viable for hand rehabilitation applications and the dataset generated can be used to refine pose estimation methods for hand-impaired populations.
Thodoris Lymperopoulos, Ioannis Kakogeorgiou, Denia Kanellopouloucs.LG cs.CV
Occlusion-based attribution methods provide an intuitive way to estimate feature importance by perturbing input features and measuring the resulting change in model output. However, their reliability is strongly affected by how feature removal is implemented: externally selected baselines can introduce bias, out-of-distribution samples, and unstable explanations, while in nonlinear models the occlusion of a set of features can also alter the contribution of non-occluded features. We refer to this effect as attribution shift, as the attribution scores of the non-occluded features drift from their initial values. To challenge these major issues that render explanations unstable, we introduce XtrAIn, a training-guided attribution method that transfers the occlusion operation from the input space to the parameter space. Instead of replacing input values with hand-crafted baselines, XtrAIn follows the model's training trajectory and measures how feature-associated parameter updates affect the output logits. We further introduce Xstep, a lightweight approximation for reducing computational cost, and XtrAIn+, a target-focused variant that emphasizes updates aligned with the target class. Experiments on controlled image datasets and PAM50 breast-cancer subtype classification show that the proposed methods produce cleaner and more interpretable attribution patterns than standard attribution baselines. Overall, XtrAIn provides a training-aware perspective on feature attribution and offers a useful diagnostic tool for studying how feature-level evidence is formed during training.
Language-agent "memory palace" systems anchor each memory to a world coordinate, on the intuition that geometry adds something text cannot. We make that intuition testable and report three results. First, the memory-palace default of folding spatial proximity into a linear blend beside recency and importance does not help and can hurt: in a pre-registered recall experiment the shipped blend fails its own frozen test (mean Delta-Hit@5 -0.0375, Wilcoxon p=0.306), sitting at a position-blind baseline, while a geometry-led weighting wins decisively (+0.3208, p<10^-15): geometry must lead recall when the query regime is spatial. Second, memory recall and visibility must be separated: recall is occlusion-blind by design (you correctly remember the next room behind a wall), while visibility is a perception predicate over stored geometry that the live system never computed. A one-line ray-versus-voxel digital differential analyzer (DDA), re-pointed from the gaze ray the agent already casts, supplies it: text and the live FoV cone both score 0.000 on 849 behind-wall targets while cone-plus-DDA reaches 0.982 (exact McNemar p<10^-6); coordinate recall separately resolves near-duplicate locations a cosine null cannot (1.000 vs 0.533, n=150). Third, the visibility predicate is confirmed live under a git-committed pre-registration (SPMEM-OCC-LIVE-v1: eight scripted worlds, automated oracle scoring, 96 behind-wall targets, false-visible 1.000->0.000, pooled exact McNemar p=2.5x10^-29), a run that surfaced and fixed a real relay anchor defect. We concede that occlusion-needs-geometry is near-tautological; the contribution is the measurement and isolation, separating what spatial memory must store from how it is read. These pilots power a frozen confirmatory study (SPMEM-ZERO-REAL-PREREG-v1); the full human-authored multi-world study with blind raters remains future work.
Beomchan Park, Seongho Kim, Hyunjun Kim +2cs.CV eess.IV
While Multimodal Large Language Models (MLLMs) have enhanced grounding capabilities in general scenes, their robustness in crowded scenes remains underexplored. Crowded scenes entail visual challenges (i.e., occlusion and small objects), which impair object semantics and degrade grounding performance. In contrast, language expressions are immune to such degradation and preserve object semantics. In light of these observations, we propose a novel method that overcomes such constraints by leveraging Language-Guided Semantic Cues (LGSCs). Specifically, our approach introduces a Semantic Cue Extractor (SCE) to derive semantic cues of objects from the visual pipeline of an MLLM. We then guide these cues using corresponding text embeddings to produce LGSCs as linguistic semantic priors. Subsequently, they are reintegrated into the original visual pipeline to refine object semantics. Extensive experiments and analyses demonstrate that incorporating LGSCs into an MLLM effectively improves grounding accuracy in crowded scenes.