fasthamer
Realtime HaMeR 3D hand mesh recovery on the Apple Neural Engine. Give it an image, get MANO parameters, 3D joints, camera parameters, and 2D joints per hand — a MediaPipe-Hands-style API, but with a full 3D hand mesh behind it.
- Fast: whole model (ViT-H backbone + MANO head + MANO mesh) runs as one CoreML program on the ANE — ~30 FPS end-to-end with two hands at 640px on a fanless M4 MacBook Air, torch-free at runtime.
- Simple:
fasthamer.load()→result = hands(rgb)→ done. - Complete outputs: MANO
global_orient/hand_pose/betas(rotation matrices and axis-angle), 778-vertex mesh, 21 3D joints, camera intrinsics + per-hand translation, projected 2D joints. - Batteries included: hand detection via fasthands (CoreML/ANE, ~1 ms) and a tiny C mesh rasterizer for overlays (~10x faster than pyrender, no GPU/OpenGL).
Requires macOS on Apple Silicon.
Install
MANO license required. fasthamer is built on the MANO hand model, which is free for non-commercial research but license-gated. Before installing, create an account at https://mano.is.tue.mpg.de and sign/accept the MANO license there. The CoreML model bundle has MANO-derived data baked into its weights, so by using fasthamer you agree to use it only under the terms of that license.
pip install fasthamer
fasthamer-setup
fasthamer-webcam --mirror # live demo: 3D mesh overlay from your webcam
fasthamer-setup runs once: it asks you to confirm you've accepted the MANO
license, then downloads the prebuilt CoreML model bundle (~470 MB) into
~/.cache/fasthamer. If you skip this step, the same prompt runs on your
first fasthamer.load().
The first fasthamer.load() also compiles the model for your device
(one-time, typically 10-30 s) and caches the compiled .mlmodelc; every load
after that takes a couple of seconds.
Non-interactive environments (CI, scripts): set
FASTHAMER_ACCEPT_MANO_LICENSE=1 to acknowledge the license, e.g.
FASTHAMER_ACCEPT_MANO_LICENSE=1 fasthamer-setup.
Quickstart
import cv2
import fasthamer
hands = fasthamer.load() # mode="image" by default
rgb = cv2.cvtColor(cv2.imread("photo.jpg"), cv2.COLOR_BGR2RGB)
result = hands(rgb)
for hand in result:
hand.is_right # bool (left hands: see note below)
hand.keypoints_2d # (21, 2) pixels in the input image
hand.keypoints_3d # (21, 3) meters, hand-centered
hand.keypoints_camera # (21, 3) meters, camera frame (= keypoints_3d + cam_t)
hand.vertices # (778, 3) MANO mesh, hand-centered
hand.cam_t # (3,) hand -> camera translation
hand.global_orient # (3, 3) MANO global orientation (rotation matrix)
hand.hand_pose # (15, 3, 3) MANO pose (also .hand_pose_aa / .global_orient_aa)
hand.betas # (10,) MANO shape
result.focal, result.cx, result.cy # pinhole camera: u = f*X/Z + cx
overlay = hands.render(rgb, result) # mesh overlay (C rasterizer)
overlay = fasthamer.draw_landmarks(overlay, result) # 2D skeleton
Video mode
mode="video" enables temporal hand tracking in the detector (faster and
smoother than per-frame detection) — feed frames sequentially:
hands = fasthamer.load(mode="video")
while True:
ok, frame = cap.read()
result = hands(cv2.cvtColor(frame, cv2.COLOR_BGR2RGB))
Webcam demo
fasthamer-webcam (installed with the package) opens your webcam and overlays
the reconstructed meshes in realtime:
fasthamer-webcam --mirror # selfie view
fasthamer-webcam --skeleton # 2D joints instead of the mesh
fasthamer-webcam --camera 0 # pick a camera (auto-probed by default)
fasthamer-webcam --stabilize # lock Right/Left per hand across frames
fasthamer-webcam --camera clip.mp4 # run on a video file instead of a camera
fasthamer-webcam --record out.mp4 # also save the annotated output
fasthamer-webcam --no-display --max-frames 120 # headless benchmark, prints FPS
Keys: q / ESC quit, m toggle mesh, s toggle skeleton. It uses the same
low-latency loop as the threaded example below (freshest-frame capture thread
- worker/display split), so the FPS shown is the real end-to-end rate — it is
capped by your camera's frame rate, and only drops below that when the model
is the bottleneck (hold your hands in view when benchmarking; with no hands
only the ~1 ms detector runs). See
fasthamer-webcam --helpfor the full option list (--max-hands,--alpha,--force-handedness,--fasthands-detector,--compute-units,--width/--height, ...).
Examples:
examples/image_demo.py— single image in, mesh + skeleton overlay out.examples/webcam_demo.py— minimal synchronous webcam loop (easiest to read).examples/webcam_threaded_demo.py— low-latency webcam demo: a background camera thread always serves the freshest frame, and a worker/display split keeps the window responsive while the mesh stays aligned to the frame it was computed on. Use this one if the simple demo feels laggy (cv2.VideoCaptureotherwise hands you buffered, stale frames). Supports--no-display --max-frames Nfor benchmarking.
Conventions
- Input images are RGB uint8 (
H×W×3). - 3D outputs use a camera-style frame: x right, y down, z forward, meters.
hand.vertices/hand.keypoints_3dare hand-centered; addhand.cam_t(or use the*_cameraproperties) for camera-frame coordinates. Projection uses the pinhole camera in the result (result.project(pts)). - Joint order is MANO/OpenPose-style: wrist, then 4 joints each for thumb,
index, middle, ring, pinky (
fasthamer.HAND_EDGEShas the skeleton). - Left hands: HaMeR mirrors left-hand crops, so MANO parameters always
describe a right MANO hand.
vertices/keypoints_3dare already un-mirrored. To re-pose a left hand yourself, apply the params to a right-hand MANO model and negate x. hands.facesgives the (1538, 3) triangle faces (flip winding for left hands).
Options
fasthamer.load(
mode="image", # or "video"
max_hands=2,
detector="fasthands", # detection stack: "fasthands" or "mediapipe"
fasthands_detector=None, # model inside fasthands: "whim" or "mediapipe"
model_dir=None, # local bundle dir (skips download/license check)
rescale_factor=2.0, # hand-box padding before cropping
swap_handedness=False, # if handedness looks inverted (mirrored inputs)
stabilize_handedness=False, # video: lock R/L per hand across frames
handedness_iou=0.3, # IoU to treat a detection as the same hand
handedness_ttl=10, # drop a track after N unseen frames
handedness_switch_frames=5, # switch only after N consecutive disagreements
force_handedness=None, # "right" / "left" to pin it outright
compute_units="CPU_AND_NE",
)
Choosing a hand detector
Two independent choices, and confusingly both offer something called "mediapipe" — they are not the same thing:
detectorpicks the detection stack:"fasthands"(default) runs MediaPipe Hands ported to CoreML on the Neural Engine, ~1 ms/frame;"mediapipe"runs Google's official MediaPipe Tasks API on TFLite/XNNPACK/GPU (needspip install "fasthamer[mediapipe]", and exposesdet_conf/track_conf).fasthands_detectorpicks the detector model inside fasthands (requiresfasthands >= 0.4.0):"whim"— the WHIM-fine-tuned full-hand-box detector, steadier than the palm detector;"mediapipe"— the original palm detector. Left asNone, fasthands' own default (whim) applies.
hands = fasthamer.load(mode="video", fasthands_detector="mediapipe")
The two detector models frame hands differently — on the bundled test image
the boxes are [408,507,583,921] (whim) vs [414,518,584,906] (palm) — and
that box drives the crop fed to HaMeR, so the choice affects the reconstructed
geometry, not just detection recall. Worth trying both on unusual footage
(egocentric/wrist cameras, heavy foreshortening).
Handedness stability (video)
Detectors decide Right/Left from a single frame, so on hard footage — foreshortened, self-occluding hands, e.g. a wrist/egocentric camera — the label can flicker frame to frame. This is not cosmetic: HaMeR is a right-hand model, so "left" hands are mirror-flipped before the network and un-mirrored after. A flickered label produces mirror-wrong geometry on that frame (we measure ~200 mm of vertex jump on an otherwise identical frame), which is why relabeling the output afterwards is not enough.
stabilize_handedness=True fixes it upstream of the crop: each hand gets a
persistent IoU-matched track, and a spatially continuous hand keeps the label it
first appeared with. Tracks expire after handedness_ttl unseen frames so a
genuinely new hand can re-acquire.
The lock is hysteretic, not permanent: a tracked hand only switches its label
once the detector disagrees for handedness_switch_frames consecutive
frames (default 5). A single agreeing frame resets the streak, so alternating
flicker never accumulates into a switch — but a sustained correction still
wins, so a genuinely misidentified hand recovers instead of staying wrong for
the life of the track. Set handedness_switch_frames=0 for a permanent lock.
hands = fasthamer.load(mode="video", stabilize_handedness=True)
...
hands.reset() # clear tracks when the video sequence restarts
For rigs where handedness is known and fixed (single-hand egocentric mounts),
force_handedness="right" pins every detection outright — a stronger
constraint that takes precedence over the tracker. Both are orthogonal to
swap_handedness, which is a global flip applied by the detector.
FASTHAMER_MODEL_DIR (env) points at a local model bundle;
FASTHAMER_ASSETS_URL overrides where the bundle is downloaded from.
How it works
MediaPipe-style palm detection (fasthands, ANE) finds hand boxes; each box is cropped HaMeR-style and run through a single CoreML mlprogram containing the ViT-H backbone (192×144 input, interpolated position embeddings), the MANO transformer head, and the MANO mesh — 6-bit palettized weights with the MANO buffers kept at fp16. Outputs match the reference HaMeR torch pipeline to <1 mm (fp16 noise floor). The overlay renderer is a small C rasterizer with supersampled anti-aliasing, compiled once on first use.
License
Code: MIT. The model weights are derived from the HaMeR checkpoint and the MANO model; MANO is licensed by the Max Planck Institute for non-commercial scientific research — you must register at https://mano.is.tue.mpg.de (which the first-run setup asks you to confirm) and comply with its license. Cite HaMeR and MANO in academic work.
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