I am currently trying to translate a 3D object in my Blender scene to a region of interest in the respective 2D render. I have found these solutions 1, 2, and 3 that make use of the world_to_camera_view function within the bpy_extras.object_utils package. However, in my application, the region of interest is always offset slightly:

The ROI (denoted by the blue square) should encompass the left hand. However, while it appears to be the right size, its position is offset.
Here is my script.
def camera_view_bounds_2d():
scene = bpy.context.scene
camera_object = scene.camera
#focal object for region of interest, selected in UI
mesh_object = bpy.data.objects[scene.Bounding_Box]
x_pix_co = []
y_pix_co = []
verts = (vert.co for vert in mesh_object.data.vertices)
for co in verts:
world_co = mesh_object.matrix_world @ co
co_2d = world_to_camera_view(scene, camera_object, world_co)
render_scale = scene.render.resolution_percentage / 100
render_size = (
int(scene.render.resolution_x * render_scale),
int(scene.render.resolution_y * render_scale),
)
x_pix_co.append(round(co_2d.x * render_size[0]))
y_pix_co.append(round(co_2d.y * render_size[1]))
min_x = min(x_pix_co)
max_x = max(x_pix_co)
min_y = min(y_pix_co)
max_y = max(y_pix_co)
print(f"the bounding box is ({min_x},{min_y}), ({max_x}, {max_y})")
It's worth noting that the hand is animated, and a track_to constraint has been applied to it to ensure that it is always in the view of the camera.