EgoHand v1.0 — NVIDIA monocular 3D hand pose + MHR/SOMA foundation model for robotics
EgoHand v1.0 (NVIDIA) is an 883.5M-parameter monocular hand reconstruction foundation model that takes a single 256×256 RGB hand crop plus camera intrinsics and emits SOMA-hand parameters (joint pose + 27D MHR shape/scale coefficients) and a full-perspective camera translation. A DINOv3 vision backbone initialized from SAM 3D Body feeds a TransformerDecoder head with learnable init queries for pose/shape/camera; shape/scale coefficients parameterize MHR’s rest-pose identity, which SOMA’s rig then deforms via forward kinematics to produce the final 3D hand mesh. Trained on ~14M images (~9M in-the-wild+mocap, ~5M synthetic) + ~126 h of video with keypoint-2D, keypoint-3D, and MHR/SOMA parameter losses, with HOT3D + H2O as the main evaluation substrates. Released under OpenMDW 1.1 / Apache 2.0 on Hugging Face (25K downloads at filing) and positioned explicitly as training-supervision infrastructure for robot foundation models — not a product in itself.
Key claims
Section titled “Key claims”- The model consumes a single 2D-bounding-box-cropped 256×256 RGB image plus a 3×3 intrinsics matrix and outputs SOMA pose + 27D MHR shape/scale + 3D camera translation; the MHR identity is then posed via SOMA’s FK rig to produce the full 3D hand mesh [Model Architecture, Input, Output].
- The intended downstream use is to supply accurate 3D hand keypoints and MHR/SOMA mesh parameters as training signal for robotic foundation models and manipulation policies that need per-frame hand trajectories from human demonstration video [Use Case].
- The backbone is DINOv3 initialized from Meta’s SAM 3D Body checkpoint; the head is a SOMAHandTransformerDecoderHeadV2 with learnable init pose/shape/camera queries [Model Architecture].
- Training mixes ~9M in-the-wild + mocap images with ~5M synthetic frames from NVIDIA’s RigPlay/DigitalHuman renderer plus ~16 h of marker-based mocap (1360×1360 @ 30 FPS and 2464×2064 @ 60 FPS); losses include keypoint-2D, keypoint-3D, and MHR/SOMA parameter targets computed in the crop frame [Training Dataset].
- Evaluation is on HOT3D (9 subjects, 1.5K clips, 227K frames with UmeTrack mocap ground truth) and H2O (4 subjects, 184 clips, 114K frames with multi-view MANO fits); EgoDex (338K episodes, ~90M frames, 194 tasks, Apple Vision Pro) is used only for qualitative evaluation [Testing Dataset, Evaluation Dataset].
- Benchmark score is undisclosed on the model card — only qualitative inference-pipeline + finetuning repos are linked [Evaluation Dataset, References].
- Licensed under OpenMDW 1.1 with Apache 2.0 additional terms; test hardware is L40 / L40s with PyTorch runtime on NVIDIA Ampere Linux [License, Inference].
Method
Section titled “Method”EgoHand factorizes monocular 3D hand recovery into (a) a DINOv3-based image encoder that consumes a 256×256 RGB hand crop, (b) a TransformerDecoder head with three learnable query sets (pose, shape, camera) that cross-attend to encoder features, and (c) a parametric-identity + skeletal-pose output head. The 27D shape/scale coefficients parameterize MHR’s rest-pose hand identity (a Meta-released human rig model distinct from MANO), and SOMA — NVIDIA’s rig format — is then used to drive forward kinematics from the predicted pose onto the identity-conditioned skeleton, producing the final 3D mesh. Crucially, the camera head predicts a full-perspective translation conditioned on the input intrinsics rather than the weak-perspective crop-frame camera typical of prior MANO fitting pipelines, which is what makes outputs directly consumable in metric-robotics downstream stacks. The backbone is initialized from Meta’s SAM 3D Body DINOv3 checkpoint, inheriting the full-body geometry prior that SAM 3D Body: Robust Full-Body Human Mesh Recovery established on the body side and transferring it to hand-only crops.
Training data is heavily tilted toward synthetic fidelity: ~5M synthetic frames come from NVIDIA’s in-house RigPlay/DigitalHuman renderer with exact ground-truth 3D keypoints + MHR/SOMA parameters + camera pose, ~9M in-the-wild and motion-capture RGB images from third-party vendors, plus ~16 h of marker-based mocap at two formats. Supervision stacks three loss terms in the crop frame — 2D keypoints, 3D keypoints, and MHR/SOMA parameter targets.
Results
Section titled “Results”The model card discloses evaluation substrates (HOT3D 227K frames, H2O 114K frames) and qualitative-only testing on EgoDex (829 h / 338K task demonstrations / ~90M frames of Apple Vision Pro egocentric manipulation), but the Benchmark Score is explicitly Undisclosed. No MPJPE, F-score, or AUC numbers are published at filing time. The two reference repositories — NVIDIA/IsaacCapture for the inference pipeline and NVlabs/GEM-X for finetuning — are the only evidence of the integration pattern NVIDIA intends; the 25,053 Hugging Face downloads at filing suggest meaningful external uptake despite the absence of headline numbers.
Why it’s interesting
Section titled “Why it’s interesting”EgoHand productizes the upstream side of several retargeting-heavy recipes already on the wiki: EgoScale: Scaling Dexterous Manipulation with Diverse Egocentric Human Data EgoScale, The Will to Act — Natura-1 Natura-1, and Dyna-2: A 1-Million-Hour Scaling Law for World-Action Models Dyna-2 all depend on a per-frame 3D hand pose pipeline of exactly this shape to turn raw egocentric RGB into either action targets or shape-aware kinematic retargeting — Natura-1 in particular reports its in-house pose pipeline cuts MPJPE 41% vs open baselines, and EgoHand is the first filed NVIDIA open-weights model aimed at closing that same gap for the ecosystem. It sits adjacent to SAM 3D Body: Robust Full-Body Human Mesh Recovery (which shares the DINOv3 + MHR substrate at full-body resolution) and complements the egocentric capture hardware line (Ego-OSCAR: Egocentric Open source Stereo CAptuRe System Ego-OSCAR, HOT3D — Egocentric Multi-View Dataset for 3D Hand-Object Interaction Understanding HOT3D) — hardware supplies the raw bytes, EgoHand supplies the hand-side 3D structure. Unlike Introducing Perceptron Egocentric API Perceptron Egocentric (closed-source VLM-with-hand-pose-sidecar) and Grounded API launch — hand tracking, depth, and SLAM from one RoboCap recording Grounded API (hosted), EgoHand is openly released under OpenMDW 1.1 + Apache 2.0, making it a candidate drop-in substrate for every “convert human video into hand supervision” pipeline this wiki tracks.
See also
Section titled “See also”- Pose Estimation and Motion Capture — EgoHand is a dedicated monocular 3D hand pose + mesh foundation model
- Human-to-Robot Retargeting — productized upstream stage for recipes that retarget human hand motion onto robot hands
- Synthetic Training Data — ~5M of ~14M training images are synthetic from NVIDIA’s RigPlay/DigitalHuman renderer with exact ground-truth 3D keypoints + MHR/SOMA parameters
- Open foundation-model releases — open-weights release under OpenMDW 1.1 / Apache 2.0 with 25K downloads at filing
- SAM 3D Body: Robust Full-Body Human Mesh Recovery — SAM 3D Body supplies the DINOv3 initialization and MHR body-side counterpart that EgoHand extends to hands
- The Will to Act — Natura-1 — Natura-1’s in-house pose pipeline reports 41% MPJPE reduction vs open baselines on mocap-grade ground truth; EgoHand is the public-weights candidate for that slot
- EgoScale: Scaling Dexterous Manipulation with Diverse Egocentric Human Data — EgoScale’s 22-DoF joint-space retargeting recipe depends on exactly this kind of 3D hand pose pipeline upstream
- HOT3D — Egocentric Multi-View Dataset for 3D Hand-Object Interaction Understanding — HOT3D is the primary evaluation substrate for EgoHand