hands from video
physical reality gripper discovery
01the flow

Video in,
hand out.

We're pioneering the process of web-scale video to finalized CAD schematics for dexterous robotic hands.

02
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Watch

Starting with a task demonstration from first-person video, we show a mechanic grasping the impact drill and threading the lug nuts to the wheel. A very typical task a mechanic may encounter in their day-to-day duties.

The raw first-person demonstration.
03
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Decode

The video then gets transformed into a parsable trace the remainder of our pipeline can read. We capture where the hand was in space, where the object went over time, and when contact was made with the object of interest. That trace is what captures all relevant information for everything downstream.

HAND OBJECT CONTACT 0.00s
04
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Reconstruct

The scene trace then composes into simulation-ready assets which define our training environment. We compose fully articulate objects, to mirror behaviors of what is possible in real life. Drag the wrench, or any object, around the tray. This reconstructed environment is where the gripper will train.

CAPTURESEGMENTMESHPHYSICSSIM-READY
Real first-person frame: the impact wrench on the low tool cart.
VIDEO SIM
06
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Retarget

The human hand motion maps to the chosen gripper in task space, making sure to preserve all relevant contact points.

GRASP · — DRAG TO ORBIT
One grasp, two embodiments, live: thumb maps to f0, index to f1, middle to f2. Ring and pinky have no counterpart and are dropped, never faked.
07
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Train

Replaying the motion is not a sufficient metric for success. Position alone says nothing about force on the system, hence, a residual policy closes the loop in simulation, rewarded by the object's own trajectory.

ITER 0000 · SUCCESS 08% · MEAN R 0.12
OUTER LOOP CEM · INNER LOOP RL · 4096 ENVS
Left, the outer loop: each polyline is one candidate hand across the design axes, and the red thread is the best so far. Right, the inner loop: every faint stroke is one episode, converging onto the demonstrated path.
08
the gate

Stress has a veto

Success rate alone would produce a weak hand, which is why every winning gripper takes a static finite element analysis (FEA) pass to determine system load.

F4J2-PER_FINGER · SF 4.1 · WINNER F4J2-PER_JOINT · SF 3.9 · VETOED F4J3-PER_JOINT · SF 3.1 · VETOED
The shortlist under the same 30N grip load: the winner runs cool; motors carried at the joints push the knuckle roots toward yield.
RL-TRAINED RANK BY STATIC FEA WINNER SF < 4 18 MORPHOLOGIES SUCCESS RATE 30N GRIP CASE F4J2-PER_FINGER VETOED sr shortlist SF ≥ 4
The selection pipeline: capability ranks the shortlist, the FEA pass vetoes anything that cannot carry the grip load at a quarter of yield.
SHORTLISTSR
SF
09
the artifact

This hand did not exist

Below we have the winning gripper assembled live from consumer packaged parts: four Allegro v5 finger chains, two driven joints each, on a composed radial palm.

OPENCLOSE

Watch once.
Grow the hand.
Print it.

Capture one human egocentric video sample in your environment, and we'll handle the rest.

GET IN TOUCH
references
  1. SAM 3D · Meta AI, 2025.
  2. MediaPipe Hands: on-device real-time hand tracking · Zhang et al., 2020 · arXiv:2006.10214
  3. Project SuperDex · Meta FAIR · github.com/facebookresearch/project_superdex
  4. Allegro Hand · Wonik Robotics.
  5. Residual reinforcement learning for robot control · Johannink et al., 2019 · arXiv:1812.03201
  6. The cross-entropy method · Rubinstein & Kroese, 2004.
  7. RoboGrammar: graph grammar for terrain-optimized robot design · Zhao et al., SIGGRAPH Asia 2020.
  8. Data-efficient co-adaptation of morphology and behaviour · Luck et al., 2019 · arXiv:1911.06832
  9. House of Dextra · 2025 · arXiv:2512.03743
  10. CageCoOpt · IROS 2025 · arXiv:2409.11113
  11. Embodiment scaling for robot learning · 2025 · arXiv:2505.05753
  12. CEM-RM · 2025 · arXiv:2510.17086
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