Research Scientist: 3D Hand Tracking & HOI

mecka

New York (NY)

On-site

USD 190,000 - 260,000

Full time

14 days+

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Job summary

Mecka AI is seeking a Research Scientist to architect and train foundation models for 3D hand tracking and articulated pose estimation. You will design in-house architectures, leveraging a continuous stream of proprietary manipulation data to surpass public baselines, and own the hand-object perception loop within our data engine.

You will lead multi-view, multi-GPU training, push innovative losses for biomechanical realism, and tackle emergent perception challenges as hardware needs evolve.

Qualifications

  • Deep expertise in Deep Learning, 3D vision, and articulated tracking/hand pose estimation.
  • Proven experience training large-scale vision models from scratch.
  • Strong understanding of hand models, inverse kinematics, and dense mesh estimation.
  • Mastery of PyTorch and deep learning scaling frameworks.

Responsibilities

  • Architect proprietary articulation models for 3D hand pose estimation and dense mesh recovery.
  • Lead large-scale distributed training across multi-GPU clusters.
  • Develop novel loss functions enforcing biomechanical constraints and temporal consistency.
  • Build HOI (hand-object interaction) models for egocentric manipulation domains.
  • Integrate tracking outputs into optimized pipelines informing robotic control policies.

Skills

Deep Learning
3D Computer Vision
Articulated Tracking / Hand Pose Est.
Large-scale model training
PyTorch
CUDA

Education

PhD in Computer Science / ML

Tools

PyTorch
CUDA
Multi-GPU Training

Job description

Mecka AI is seeking a Research Scientist to architect and train foundation models for 3D hand tracking and articulated pose estimation. You will design in-house architectures, leveraging a continuous stream of proprietary manipulation data to surpass public baselines, and own the hand-object perception loop within our data engine.

You will lead multi-view, multi-GPU training, push innovative losses for biomechanical realism, and tackle emergent perception challenges as hardware needs evolve.

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