Update GEM model card and Model Card++ subcards
Browse files- README.md +89 -169
- gem-subcards/bias.md +13 -0
- gem-subcards/explainability.md +55 -0
- gem-subcards/privacy.md +18 -0
- gem-subcards/safety_security.md +17 -0
README.md
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- pose-estimation
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- human-motion
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- soma-body-model
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- video
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- 3d-pose
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library_name: gem
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#
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## Deployment Geography:
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Global
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## Use Case:
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GEM is intended for use by individuals and professionals in fields such as machine learning and computer vision research, gaming, animation, 3D content creation, and biomechanics. Specific use cases include:
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- **Motion capture from video** — reconstruct accurate 3D body pose and global motion trajectories from monocular video with dynamic cameras, useful for recovering full-body motion in unconstrained environments.
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- **Character animation** — create realistic full-body character animations derived from real video footage for gaming and film applications.
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- **Digital humans** — drive SOMA-compatible avatar rigs directly from video input.
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- **Biomechanical analysis** — study human movement for applications in sports, rehabilitation, and medicine.
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## Reference(s):
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- Project Page: https://research.nvidia.com/labs/dair/gem/
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- Paper: https://arxiv.org/abs/2505.01425
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## Model Architecture:
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**Architecture Type:** Transformer (Regression-Based) <br>
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**Network Architecture:** GEM uses a 12-layer RoPE-based Transformer encoder for temporal motion modeling. The forward pass consists of three stages:
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1. **Additive Fusion Block** — per-frame video features, person bounding box, and camera intrinsics are independently processed by dedicated MLPs and summed to form a unified conditioning token per frame.
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2. **Transformer Encoder (×12 layers)** — each layer comprises LayerNorm, a RoPE attention layer with residual connections, and an MLP. Attention units have 8 heads; the MLP hidden dimension is d_mlp = 512. Rotary Position Embeddings (RoPE) enable variable-length sequence processing and a sliding-window attention mechanism at inference for sequences longer than those seen during training.
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3. **Regression Head** — a linear projection decodes the latent sequence into per-frame 585-dim SOMA feature vectors, which are decoded to full SOMA body parameters by the EnDecoder.
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**
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##
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**Training compute:** 500,000 steps, batch size 128 distributed across 8 NVIDIA A100 80GB GPUs, AdamW optimizer (lr = 2 × 10⁻⁴), 16-bit mixed precision, gradient clipping at 0.5. Cumulative compute: ~1.9 × 10¹⁹ FLOPs. Training energy: ~57.6 kWh (8 GPUs × 100W average × 72 hours).<br>
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**Inference:** Single feed-forward pass per video clip; sliding-window attention (window size W = 120) for arbitrary-length video at inference time.
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**Input Type(s):** Video (RGB), person bounding box, camera intrinsics <br>
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**Input Format(s):**
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- Video frames: RGB tensor `(T, H, W, 3)`, any resolution (internally processed via frozen video encoder)
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- Person bounding box: `(T, 4)` float array in xyxy pixel coordinates
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- Camera intrinsics: `(T, 3)` float array in Cliff representation (focal length + principal point offsets)
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All three inputs are estimated automatically from the input video during inference — no manual annotation is required. Bounding boxes are extracted via SAM-3D-Body tracker; and camera intrinsics are estimated via focal-length estimation. The model processes training sequences of length N = 120 frames; longer video sequences are handled at inference via sliding-window attention.
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- Scale parameters: `(T, 69)` body-part scale parameters
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- Internally encoded as a 585-dim SOMA feature vector per frame
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Output is decoded from the 585-dim SOMA feature space to per-frame SOMA body parameters. Root translation is recovered in world (global) coordinates using the estimated camera trajectory. Global scale is clamped to [0.7, 1.0] during decoding for numerical stability.
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Our AI models are designed and/or optimized to run on NVIDIA GPU-accelerated systems. By leveraging NVIDIA's hardware (GPU cores) and software frameworks (CUDA libraries), the model achieves faster inference compared to CPU-only solutions.
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## Software Integration:
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**Runtime Engine(s):**
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- PyTorch 2.10.0
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- PyTorch Lightning 2.6.1
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- NVIDIA Ada Lovelace (RTX 4000-series, L40)
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- NVIDIA Blackwell
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**Preferred/Supported Operating System(s):**
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- Linux
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## Model Version(s):
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- **GEM v1.0 (SOMA)** — initial public release; video-to-motion estimation producing 77-joint full-body pose (body + hands) in SOMA format.
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## Training and Testing Datasets:
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### Training Dataset:
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GEM
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2. **RenderPeople** — 500 high-fidelity 3D digital human characters owned by NVIDIA, providing photorealistic body appearances.
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3. **Internal Synthetic Characters** — 3,500 internally developed synthetic 3D characters developed by NVIDIA.
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4. **HDRI Haven** — 448, 4K HDRI environment maps downloaded from HDRI Haven under a free commercial use license, used as scene backgrounds.
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**Total Number of Asset Sources:** 5 <br>
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**Dataset Partition:** Training ~90%, Validation ~10% <br>
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**Data Collection Method:** Hybrid — Automatic (synthetic rendering pipeline combining mocap animations, 3D character meshes, and HDRI environments) <br>
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**Labeling Method:** Automated — ground-truth annotations are derived directly from the synthetic rendering pipeline (no manual labeling) <br>
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**Data Modality:** Video <br>
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**Video Training Data Size:** 100k videos <br>
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**Dataset License(s):**
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- RenderPeople (NSPECT-6W6X-C1GY) NVIDIA purchased dataset of 3D human characters.
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- HDRI Haven (NSPECT-7LPR-0B4G) is a collection of 448 HDRI images from HDRI Haven. https://jirasw.nvidia.com/browse/DGPTT-4820
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- Bones Rigplay (NSPECT-DQGK-BD6I): NVIDIA purchased dataset with full license to train and distribute AI models.
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- Bones Audio2Gesture dataset (NSPECT-LL4C-7UWJ): NVIDIA purchased dataset with full license to train AI models on it.
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- NVIDIA Digital Human Characters (NSPECT-TT77-12RM): A collection of 3500 digital human characters synthetically generated using NVIDIA's in-house tool: https://dhgen.ngc.nvidia.com/
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##
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Internal validation split drawn from the same synthetic rendering pipeline as the training data (held-out subset).
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**Data Collection Method:** Automatic (synthetic rendering) <br>
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**Labeling Method:** Automated (synthetic ground truth) <br>
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**Dataset License(s):** Internal NVIDIA
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**Test Hardware:** NVIDIA A100 80GB (primary benchmark hardware) <br>
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python scripts/demo/demo_soma.py --video <video.mp4> --ckpt_path inputs/pretrained/gem_soma.ckpt
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```
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##
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5,000 synthetically generated videos.
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## Performance Metrics:
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Evaluated on our internal synthetic data using world-space mean per-joint position error (W-MPJPE, SOMA 77-joint skeleton):
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| Dataset | Metric | GEM (SOMA) |
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|:--------|:-------|:-----------|
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| Internal | W-MPJPE (mm) ↓ | 115.2 |
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## Disclaimer
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NVIDIA believes Trustworthy AI is a shared responsibility and we have established policies and practices to enable development for a wide array of AI applications. When downloaded or used in accordance with our terms of service, developers should work with their internal model team to ensure this model meets requirements for the relevant industry and use case and addresses unforeseen product misuse.
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## Ethical Considerations:
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GEM processes video to estimate human body pose and motion. Users are responsible for ensuring they have proper rights and permissions for all input video content. If input video includes real people, users are responsible for obtaining appropriate consent and complying with applicable privacy regulations. The pose estimates produced by GEM do not contain facial identity or texture information, but body motion patterns may still constitute sensitive data in certain jurisdictions.
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GEM is designed to estimate body pose for legitimate research, creative, and analytical applications. Misuse for non-consensual surveillance, deepfake generation, or privacy violations is contrary to the intended use and may violate applicable law. Users integrating GEM into applications involving real people are responsible for obtaining appropriate consent, implementing privacy safeguards (e.g., anonymizing output before storage, limiting data retention), and complying with applicable regulations. NVIDIA encourages developers to implement content guardrails, access controls, and audit logging in any user-facing application built on top of GEM.
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Users are responsible for model inputs and outputs, including implementing guardrails and other safety mechanisms prior to deployment.
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For more detailed information on ethical considerations for this model, please see the Model Card++ subcards: [BIAS.md](./docs/BIAS.md), [EXPLAINABILITY.md](./docs/EXPLAINABILITY.md), [SAFETY_and_SECURITY.md](./docs/SAFETY_and_SECURITY.md), and [PRIVACY.md](./docs/PRIVACY.md).
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Please report model quality, risk, or security vulnerabilities [here](https://www.nvidia.com/en-us/support/submit-security-vulnerability/).
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Participation considerations from adversely impacted groups ([protected classes](https://www.senate.ca.gov/content/protected-classes)) in model design and testing: | GEM is trained entirely on synthetically rendered video featuring synthetic 3D characters. No real individuals were involved in data collection. The 500 RenderPeople characters and 3,500 internally developed synthetic characters used to populate training scenes represent a designed set of body shapes and skin appearances. The demographic diversity of these character assets — including skin tone, body proportions, age group, and sex — is limited by the character library and may not proportionally represent all global populations. In particular, body proportions and appearances common in East Asian, South Asian, Sub-Saharan African, and other underrepresented groups may be less prevalent in the synthetic training distribution. No adversely impacted groups were formally consulted during model design or testing.
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Measures taken to mitigate against unwanted bias: | (1) **Motion diversity independent of appearance**: Bones RigPlay-1 provides 350,000 motion capture sequences spanning a wide variety of activities, movement styles, and body dynamics. Pose estimation accuracy is thus not limited to the appearance diversity of the character asset library. (2) **SOMA body model decoupling**: The output representation (77-joint SOMA skeleton) is identity-agnostic — body shape and appearance at inference time need not match the synthetic training characters; the model generalizes to real-world body proportions via the SOMA parametric representation. (3) **Avoidance of real-video demographic bias**: Unlike models trained on internet-scraped video, GEM's training data does not inherit demographic sampling biases from real-world video collection pipelines (e.g., geographic or socioeconomic biases in camera availability). (4) **Multiple simultaneous subjects**: Training scenes contain multiple synthetic characters per video, helping the model learn pose estimation independently of specific character-level appearance correlations.
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Bias Metric (If Measured): | No formal demographic bias metric has been measured for GEM across demographic subgroups.
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Field | Response
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Intended Task/Domain: | 3D Human Body Pose Estimation from monocular video — recovering full-body pose (77 joints, body + hands) and world-space global motion trajectories from unconstrained video with dynamic cameras.
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Model Type: | Regression-based Transformer. Pure feed-forward architecture; no iterative sampling or diffusion steps at inference.
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Intended Users: | Computer vision researchers; graphics and animation engineers; machine learning engineers; game developers; biomechanics and sports science, and robotics researchers.
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Output: | Per-frame SOMA body parameters: 77-joint axis-angle pose `(T, 77, 3)`, world-space root translation `(T, 3)` in meters, identity coefficients, and scale parameters. Internally encoded as a SOMA feature vector per frame and decoded by the SOMA body model to 3D joint positions and mesh vertices.
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Describe how the model works: | GEM processes a monocular video sequence through four sequential stages: (1) **Pre-processing** — A person detector and tracker localizes the subject per frame and produces bounding boxes; camera intrinsics are estimated from the video. (2) **Feature extraction** — A frozen video encoder (SAM-3D-Body) extracts per-frame appearance features from crops around the bounding box. (3) **Regression Transformer** — A 12-layer RoPE-based Transformer takes per-frame video features, bounding box coordinates, and camera intrinsics as input via an additive fusion block. Each layer applies LayerNorm, multi-head self-attention with RoPE positional embeddings (8 heads, d_mlp = 512), and a residual MLP. The Transformer outputs a 585-dim SOMA feature vector per frame via a linear regression head. (4) **Decoding** — The SOMA EnDecoder maps the feature vector to interpretable body parameters (body pose, global orientation, world-space translation, identity coefficients, scale), and the SOMA body model performs forward kinematics to produce 3D joint positions and mesh vertices.
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Name the adversely impacted groups this has been tested to deliver comparable outcomes regardless of: | Not formally tested across demographic subgroups. Evaluation on the held-out test set shows accurate pose estimation, but no per-group demographic breakdown was performed.
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Technical Limitations & Mitigation: | (1) **Camera trajectory dependency** — world-space global motion recovery requires an accurate camera trajectory from Simultaneous Localization and Mapping (SLAM); SLAM errors (from fast camera motion, textureless environments, or motion blur) propagate directly to world-space translation errors. Mitigation: the model supports a static-camera mode (`--static_cam`) that bypasses SLAM. (2) **Single-person per forward pass** — the model processes one person per inference call (bounding-box cropped). Multi-person scenes require running the model once per tracked subject. (3) **Synthetic-to-real domain gap** — the model is trained exclusively on synthetic video; performance may degrade on real-world appearances, lighting conditions, or poses outside the synthetic training distribution. (4) **Body-only output (no face)** — the model estimates 77-joint full-body pose, including hands but does not estimate facial expressions. (5) **Fixed training context length** — trained on sequences of N = 120 frames; longer sequences use sliding-window attention at inference, which may introduce temporal boundary effects. (6) **Regression without uncertainty** — the model produces point estimates without per-frame confidence scores; users cannot directly detect failures from the output. (7) **Optional module availability** — if the SAM-3D-Body tracker or camera trajectories are unavailable at inference time, the demo pipeline gracefully falls back to full-frame bounding boxes and a static camera trajectory, respectively, allowing the model to still produce local pose estimates but without reliable world-space translation.
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Verified to have met prescribed NVIDIA quality standards: | Yes.
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Performance Metrics: | W-MPJPE (world-space mean per-joint position error, 77 joints) = **115.2 mm** on the held-out test set.
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Potential Known Risks: | (1) **Privacy** — GEM can reconstruct detailed body motion from video of real individuals. Users must ensure appropriate consent and legal compliance before applying the model to video of real people. (2) **Non-consensual motion capture** — recovered body motion could be used to animate avatar rigs in misleading or non-consensual contexts (e.g., deepfakes). (3) **Silent failure on out-of-distribution inputs** — unusual clothing, heavy occlusion, or non-standard body proportions may produce inaccurate estimates without explicit warning signals in the output.
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Licensing: | Use of the source code is governed by the [Apache License](https://huggingface.co/datasets/choosealicense/licenses/blob/main/markdown/apache-2.0.md), Version 2.0. Use of the associated model is governed by the [NVIDIA Open Model License Agreement](https://www.nvidia.com/en-us/agreements/enterprise-software/nvidia-open-model-license/).
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Generatable or reverse engineerable personal data? | Partial — GEM generates 3D body pose estimates from input video. If the input video contains real individuals, the output SOMA body parameters represent an anonymized geometric reconstruction of their body motion; no texture, facial geometry, or biometric identity is encoded in the SOMA output.
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Personal data used to create this model? | Partial — GEM's training video is synthetically rendered and contains no real-person footage. However, Bones RigPlay-1 is a motion capture dataset of 350,000 animations that are recorded from real human performers. However, the data was retargeted to fixed skeleton removing any person specific biometric signals. All other training components (RenderPeople, internal synthetic characters, HDRI Haven) are fully synthetic or non-personal assets.
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Was consent obtained for any personal data used? | Yes
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Description of methods implemented in data acquisition or processing, if any, to address the prevalence of personal data in the training data: | Training video is synthetically rendered — no real individuals appear visually in the training footage. The rendering pipeline combines motion capture animations (Bones RigPlay-1), 3D character meshes (RenderPeople, internal synthetic characters), and HDRI environment maps (HDRI Haven) to produce fully synthetic video. Bones RigPlay-1 motion sequences are used only as skeletal animation data; no visual appearance, face, texture, or identity information from any real performers is included in training data or model outputs. Ground-truth SOMA body parameter annotations are derived automatically from the synthetic rendering pipeline.
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How often is dataset reviewed? | Datasets are initially reviewed upon addition, and subsequent reviews are conducted as needed or upon request for changes.
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Is a mechanism in place to honor data subject right of access or deletion of personal data? | Not Applicable — training data contains no real-person data. No data subject rights apply to the synthetic training corpus. For the RenderPeople and internal character assets, access is governed by the respective third-party collectors.
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If personal data was collected for the development of the model, was it collected directly by NVIDIA? | No
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If personal data was collected for the development of the model by NVIDIA, do you maintain or have access to disclosures made to data subjects? | Not Applicable (Externally-Sourced Data)
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If personal data was collected for the development of this AI model, was it minimized to only what was required? | Yes.
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Was data from user interactions with the AI model (e.g. user input and prompts) used to train the model? | No
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Is there provenance for all datasets used in training? | Yes
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Does data labeling (annotation, metadata) comply with privacy laws? | Yes — all annotations are automatically generated from the synthetic rendering pipeline; no personal data is annotated.
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Is data compliant with data subject requests for data correction or removal, if such a request was made? | No, not possible for externally sourced data.
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Applicable Privacy Policy | https://www.nvidia.com/en-us/about-nvidia/privacy-policy/
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Model Application Field(s): | Media & Entertainment; Gaming and Animation; Computer Vision Research; Biomechanics and Sports Science; 3D Content Creation, Robotics
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Describe the life critical impact (if present). | Not Applicable — GEM is a body pose estimation model. It should not operate in safety-critical control loops (autonomous vehicles, medical devices, industrial safety systems). While it may be used as a component in biomechanics or rehabilitation research pipelines, the model itself does not make safety-critical decisions.
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Use Case Restrictions: | Abide by the [NVIDIA License](https://gitlab-master.nvidia.com/dair/projects/gem/-/blob/main/LICENSE?ref_type=heads). GEM must not be used to: (1) process video of individuals without appropriate legal authorization and, where required, explicit consent; (2) create non-consensual synthetic representations, deepfakes, or synthetic identity impersonations of real individuals; (3) conduct unauthorized surveillance or tracking of individuals; (4) violate applicable privacy, biometric, or data protection laws in the deployment jurisdiction (e.g., GDPR, CCPA, BIPA). Integration into safety-critical systems (medical devices, autonomous vehicles, industrial machinery) requires additional validation by the integrating team.
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Model and dataset restrictions: | The Principle of Least Privilege (PoLP) is applied, limiting access for dataset generation and model development. The training corpus (Bones RigPlay-1, RenderPeople, internal synthetic characters, HDRI Haven) contains no real-person video or personally identifiable information; all subjects in training data are synthetic 3D characters. NSpect IDs are maintained for all training data sources.
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Security considerations: | GEM accepts RGB video and float arrays (bounding boxes, camera intrinsics) as inputs. It does not accept executable inputs and makes no network calls at inference time. The pre-processing pipeline relies on third-party libraries (SAM-3D-Body); users should verify package integrity via official distribution channels. Input videos should be validated for appropriate content and provenance before processing. The model checkpoint should be obtained from the official NVIDIA distribution channel and its integrity verified. Report security vulnerabilities to NVIDIA [here](https://www.nvidia.com/en-us/support/submit-security-vulnerability/).
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Responsible AI practices: | GEM is designed to estimate body pose for legitimate research, creative, and analytical applications. Misuse for non-consensual surveillance, deepfake generation, or privacy violations is contrary to the intended use and may violate applicable law. Users integrating GEM into applications involving real people are responsible for obtaining appropriate consent, implementing privacy safeguards (e.g., anonymizing output before storage, limiting data retention), and complying with applicable regulations. NVIDIA encourages developers to implement content guardrails, access controls, and audit logging in any user-facing application built on top of GEM.
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- pose-estimation
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- human-motion
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- soma-body-model
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- video
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- monocular-video
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- 3d-pose
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library_name: gem
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+
# GEM Overview
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| 17 |
|
| 18 |
+
## Description:
|
| 19 |
|
| 20 |
+
Generalist Model for Human Motion (GEM) is a monocular video 3D human body pose estimation model developed by NVIDIA. GEM reconstructs full-body motion — including body and hands — from unconstrained video sequences with dynamic cameras, producing accurate per-frame 3D body pose and world-space global motion trajectories in SOMA (Unifying Parametric Human Body Models) format. The model outputs 77-joint poses using the SOMA parametric body model, recovering both local body kinematics and global motion trajectories from monocular video.
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| 21 |
+
All training data and the SOMA parametric body model are owned by NVIDIA or released under permissive licenses, making GEM ready for commercial use.
|
| 22 |
+
GEM was developed by NVIDIA.
|
| 23 |
+
*This model is ready for commercial or non-commercial use.*
|
| 24 |
|
| 25 |
+
### License/Terms of Use:
|
| 26 |
|
| 27 |
+
Use of the source code is governed by the [Apache License, Version 2.0](https://www.apache.org/licenses/LICENSE-2.0). Use of the associated model is governed by the [NVIDIA Open Model License Agreement](https://www.nvidia.com/en-us/agreements/enterprise-software/nvidia-open-model-license/).
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| 28 |
+
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| 29 |
+
### Deployment Geography:
|
| 30 |
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|
| 31 |
Global
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| 32 |
|
| 33 |
+
### Use Case:
|
| 34 |
+
|
| 35 |
GEM is intended for use by individuals and professionals in fields such as machine learning and computer vision research, gaming, animation, 3D content creation, and biomechanics. Specific use cases include:
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| 36 |
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| 37 |
+
- Motion capture from video — reconstruct accurate 3D body pose and global motion trajectories from monocular video with dynamic cameras, useful for recovering full-body motion in unconstrained environments.
|
| 38 |
+
- Character animation — create realistic full-body character animations derived from real video footage for gaming and film applications.
|
| 39 |
+
- Digital humans — drive SOMA-compatible avatar rigs directly from video input.
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| 40 |
+
- Biomechanical analysis — study human movement for applications in sports, rehabilitation, and medicine.
|
| 41 |
+
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| 42 |
+
|
| 43 |
+
|
| 44 |
+
### Release Date:
|
| 45 |
+
|
| 46 |
+
**GitHub:** 10/30/2026 via [https://github.com/NVlabs/GEM-X](https://github.com/NVlabs/GEM-X)
|
| 47 |
+
**HuggingFace:** 10/30/2026 via [https://huggingface.co/nvidia/GEM-X](https://huggingface.co/nvidia/GEM-X)
|
| 48 |
|
| 49 |
## Reference(s):
|
| 50 |
+
|
| 51 |
+
[https://arxiv.org/abs/2505.01425](https://arxiv.org/abs/2505.01425)
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| 52 |
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| 53 |
## Model Architecture:
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| 54 |
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| 55 |
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**Architecture Type:** Transformer
|
| 56 |
+
**Network Architecture:** 12-layer Transformer Decoder
|
| 57 |
+
**This model was developed based on Not Applicable (N/A).**
|
| 58 |
+
**Number of model parameters:** 520M (5.2*10^8)
|
| 59 |
|
| 60 |
+
## Computational Load
|
| 61 |
|
| 62 |
+
**Cumulative Compute:** 1.9x10^19 FLOP
|
| 63 |
+
**Estimated Energy and Emissions for Model Training:** 58 kWh
|
| 64 |
|
| 65 |
+
## Input:
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|
| 66 |
|
| 67 |
+
**Input Type(s):** Video, Other: person bounding box, camera intrinsics
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| 68 |
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| 69 |
**Input Format(s):**
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|
| 70 |
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| 71 |
+
- Video: RGB tensor `(T, H, W, 3)`, any resolution, internally processed via the frozen video encoder
|
| 72 |
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- Other — person bounding box: `(T, 4)` float array in `xyxy` pixel coordinates
|
| 73 |
+
- Other — camera intrinsics: `(T, 3, 3)` float array of per-frame camera intrinsic matrices containing focal lengths and principal-point coordinates
|
| 74 |
|
| 75 |
+
**Input Parameters:**
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|
| 76 |
|
| 77 |
+
- Video: Three-Dimensional (3D)
|
| 78 |
+
- Other — person bounding box: One-Dimensional (1D) four-value vector per frame, batched as `(T, 4)`
|
| 79 |
+
- Other — camera intrinsics: Two-Dimensional (2D) 3 × 3 matrix per frame, batched as `(T, 3, 3)`
|
| 80 |
|
| 81 |
+
**Other Properties Related to Input:** The RGB video pipeline detects and tracks one person, extracts 77-joint 2D observations and frozen Body Pose query features, and prepares camera-motion and frame-time conditions. The temporal Motion network consumes these prepared conditions rather than RGB pixels directly. The bounding box and camera intrinsics determine the three-value CLIFF conditioning for each frame. Cached inputs can carry per-frame intrinsics; the RGB video command accepts a constant calibration matrix for the clip or estimates one when it is not supplied.
|
| 82 |
|
| 83 |
+
## Output:
|
| 84 |
|
| 85 |
+
**Output Type(s):** Other: Human body motion in SOMA format (world-space)
|
| 86 |
+
**Output Format:** Tensor
|
| 87 |
+
**Output Parameters:** Three-Dimensional (3D)
|
| 88 |
+
**Other Properties Related to Output:** Three-Dimensional (3D) per-frame body parameters
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|
| 89 |
|
| 90 |
+
Our AI models are designed and/or optimized to run on NVIDIA GPU-accelerated systems. By leveraging NVIDIA's hardware (e.g. GPU cores) and software frameworks (e.g., CUDA libraries), the model achieves faster training and inference times compared to CPU-only solutions.
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|
| 91 |
|
| 92 |
## Software Integration:
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|
| 93 |
|
| 94 |
+
**Runtime Engine(s):** PyTorch for Body Pose feature extraction and temporal Motion inference; ONNX Runtime for optional person detection
|
| 95 |
+
**Supported Hardware Microarchitecture Compatibility:** NVIDIA Ampere
|
| 96 |
+
**Supported Operating System(s):**
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|
| 97 |
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|
| 98 |
- Linux
|
| 99 |
+
- Windows
|
| 100 |
+
- macOS
|
| 101 |
|
| 102 |
+
The integration of foundation and fine-tuned models into AI systems requires additional testing using use-case-specific data to ensure safe and effective deployment. Following the V-model methodology, iterative testing and validation at both unit and system levels are essential to mitigate risks, meet technical and functional requirements, and ensure compliance with safety and ethical standards before deployment.
|
| 103 |
|
| 104 |
## Model Version(s):
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|
| 105 |
|
| 106 |
+
GEM v1.1
|
| 107 |
|
| 108 |
+
An installable Python package provides the `gem-infer`, `gem-render`, `gem-train`, and `gem-eval` entry points. Body Motion inference uses `gem-infer motion-video --task body` for RGB video or `gem-infer motion-cache --task body` for prepared conditions. The package requires Python 3.10 or newer. The validated CUDA runtime uses PyTorch 2.10 and SOMA 0.3.3 with separately supplied model weights and geometry assets. Mesh/video rendering uses the documented x86/Open3D 0.19 environment.
|
| 109 |
+
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|
| 110 |
|
| 111 |
+
## Training, Testing, and Evaluation Datasets:
|
| 112 |
|
| 113 |
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|
| 114 |
|
| 115 |
+
## Training Dataset:
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|
| 116 |
|
| 117 |
+
**Data Modality:**
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|
| 118 |
|
| 119 |
+
- Video
|
| 120 |
+
- Image
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|
| 121 |
|
| 122 |
+
**Image Training Data Size:** 1 Million to 1 Billion Images
|
| 123 |
+
**Video Training Data Size:** Less than 10,000 Hours
|
| 124 |
+
**Data Collection Method by dataset:** Hybrid: Automated/Synthetic
|
| 125 |
+
**Labeling Method by dataset:** Hybrid: Automated/Synthetic
|
| 126 |
+
**Properties:** Quantity: The training dataset contains 1 million images and 300 hours of video. Modalities: Image and video. Content nature: The dataset combines synthetic human-motion video rendered from NVIDIA in-house motion-capture data with real-world visual data released under licenses compatible with commercial use; annotations are generated automatically by models released under licenses compatible with commercial use. Linguistic characteristics: Not applicable because the dataset contains no text, speech, or other natural-language modality. Sensor(s): Not specified for the real-world subset and not applicable to the synthetically rendered subset.
|
| 127 |
|
| 128 |
+
### Testing Dataset:
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|
| 129 |
|
| 130 |
+
**Data Collection Method by dataset:** Synthetic
|
| 131 |
+
**Labeling Method by dataset:** Synthetic
|
| 132 |
+
**Properties:** Quantity: The testing dataset contains 5,000 held-out synthetically rendered RGB video clips from the same rendering pipeline used for training. Modality: Video. Content nature: The dataset consists of machine-generated human-motion scenes with automatically generated synthetic ground-truth labels and does not overlap with the training split. Linguistic characteristics: Not applicable because the dataset contains no text, speech, or other natural-language content. Sensor(s): Not applicable because the videos are synthetically rendered.
|
| 133 |
|
| 134 |
+
### Evaluation Dataset:
|
| 135 |
|
| 136 |
+
**Benchmark Score:** W-MPJPE: 100.2 mm
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|
| 137 |
|
| 138 |
|
| 139 |
+
| Benchmark | Metric | Score |
|
| 140 |
+
| --------- | ------------ | ----- |
|
| 141 |
+
| Internal | W-MPJPE (mm) | 100.2 |
|
| 142 |
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|
| 143 |
|
| 144 |
+
**Data Collection Method by dataset:** Synthetic
|
| 145 |
+
**Labeling Method by dataset:** Synthetic
|
| 146 |
+
**Properties:** This is the same held-out split described under Testing Dataset. Quantity: The evaluation dataset contains 5,000 held-out synthetically rendered RGB video clips from the same rendering pipeline used for training. Modality: Video. Content nature: The dataset consists of machine-generated human-motion scenes with automatically generated synthetic ground-truth labels and does not overlap with the training split. Linguistic characteristics: Not applicable because the dataset contains no text, speech, or other natural-language content. Sensor(s): Not applicable because the videos are synthetically rendered.
|
| 147 |
|
| 148 |
+
## Inference:
|
| 149 |
|
| 150 |
+
**Acceleration Engine:** TensorRT, PyTorch
|
| 151 |
+
**Hardware Requirements (GPU Architecture, Model):** NVIDIA Ampere A100 80GB
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|
| 152 |
|
| 153 |
+
## Ethical Considerations:
|
| 154 |
|
| 155 |
+
NVIDIA believes Trustworthy AI is a shared responsibility and we have established policies and practices to enable development for a wide array of AI applications. Developers should work with their internal model team to ensure this model meets requirements for the relevant industry and use case and addresses unforeseen product misuse.
|
| 156 |
+
Please make sure you have proper rights and permissions for all input image and video content; if image or video includes people, personal health information, or intellectual property, the image or video generated will not blur or maintain proportions of image subjects included.
|
| 157 |
+
For more detailed information on ethical considerations for this model, please see the Model Card++ Explainability, Bias, Safety & Security, and Privacy Subcards.
|
| 158 |
+
Please report model quality, risk, security vulnerabilities or NVIDIA AI Concerns [here](https://www.nvidia.com/en-us/support/submit-security-vulnerability/).
|
| 159 |
|
| 160 |
+
For more detailed information on ethical considerations for this model, please see the Model Card++ [Bias](./gem-subcards/bias.md), [Explainability](./gem-subcards/explainability.md), [Safety & Security](./gem-subcards/safety_security.md), and [Privacy Subcards](./gem-subcards/privacy.md).
|
| 161 |
+
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|
gem-subcards/bias.md
ADDED
|
@@ -0,0 +1,13 @@
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|
| 1 |
+
# Bias Subcard
|
| 2 |
+
|
| 3 |
+
## Participation considerations from adversely impacted groups [protected classes](https://www.senate.ca.gov/content/protected-classes) in model design and testing:
|
| 4 |
+
|
| 5 |
+
Not Applicable
|
| 6 |
+
|
| 7 |
+
## Measures taken to mitigate against unwanted bias:
|
| 8 |
+
|
| 9 |
+
Not Applicable
|
| 10 |
+
|
| 11 |
+
## Bias Metric (If Measured):
|
| 12 |
+
|
| 13 |
+
Not Applicable
|
gem-subcards/explainability.md
ADDED
|
@@ -0,0 +1,55 @@
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|
| 1 |
+
# Explainability Subcard
|
| 2 |
+
|
| 3 |
+
## Intended Task/Domain:
|
| 4 |
+
|
| 5 |
+
3D Human Body Pose Estimation from monocular video — recovering full-body pose (77 joints, body + hands) and world-space global motion trajectories from unconstrained video with dynamic cameras.
|
| 6 |
+
|
| 7 |
+
## Model Type:
|
| 8 |
+
|
| 9 |
+
Regression-based Transformer. Pure feed-forward architecture; no iterative sampling or diffusion steps at inference.
|
| 10 |
+
|
| 11 |
+
## Intended Users:
|
| 12 |
+
|
| 13 |
+
Computer vision researchers; graphics and animation engineers; machine learning engineers; game developers; biomechanics and sports science, and robotics researchers.
|
| 14 |
+
|
| 15 |
+
## Output:
|
| 16 |
+
|
| 17 |
+
Per-frame SOMA body parameters describing the pose of 77 joints (body and hands), global root orientation, world-space root translation, identity (body-shape) coefficients, and body-part scale parameters. The SOMA body model decodes these parameters into 3D joint positions and mesh vertices.
|
| 18 |
+
|
| 19 |
+
## Describe how the model works:
|
| 20 |
+
|
| 21 |
+
GEM reconstructs human motion from a monocular RGB video through four stages:
|
| 22 |
+
|
| 23 |
+
1. **Pre-processing:** The inference pipeline localizes and tracks the target person, obtains per-frame bounding boxes, and uses supplied camera intrinsics or estimates them. A 2D observation model extracts 77-joint keypoints. Camera rotation estimates and frame timestamps provide motion and timing conditions.
|
| 24 |
+
2. **Feature extraction:** A frozen Body Pose model with a DINOv3 image backbone processes person crops independently and supplies per-frame Pose query features. Temporal context is modeled in the Motion network rather than in this feature extractor.
|
| 25 |
+
3. **Regression transformer:** A 12-layer temporal Transformer with encoder-style self-attention and rotary positional embeddings combines the Pose features, 2D observations, bounding-box/intrinsics conditioning, camera-motion conditioning, and physical-time inputs. It predicts a 655-dimensional SOMA motion representation together with camera and contact outputs.
|
| 26 |
+
4. **Decoding:** The predicted representation is decoded into body pose, global orientation, world-space translation, body shape, and scale parameters. The SOMA body model produces the corresponding 3D joints and mesh. Optional contact/IK postprocessing corrects world-space translation and pose using predicted contacts; raw predictions are retained separately.
|
| 27 |
+
|
| 28 |
+
## List the groups (or group characteristics) for which this was tested to produce comparable outcomes:
|
| 29 |
+
|
| 30 |
+
No formal demographic subgroup evaluation is reported for this release. The reported evaluation measures aggregate pose error on an internal held-out synthetic dataset; it does not establish comparable outcomes across demographic groups or group characteristics.
|
| 31 |
+
|
| 32 |
+
## Technical Limitations and Mitigation:
|
| 33 |
+
|
| 34 |
+
- **Occlusion and visual ambiguity:** Heavy occlusion, motion blur, poor lighting, unusual clothing, or unfamiliar poses may produce inaccurate body or hand estimates. Use clear footage where possible and inspect the reconstructed motion against the input video.
|
| 35 |
+
- **Camera estimation errors:** Errors in camera intrinsics or the estimated camera trajectory can affect reconstructed pose and world-space motion. Check camera estimates and use the static-camera inference mode only when the input camera is stationary.
|
| 36 |
+
- **Person detection and tracking errors:** Incorrect bounding boxes or changes in the tracked identity can corrupt the estimated motion. Inspect the tracked subject and bounding boxes, particularly in scenes with multiple people or substantial occlusion.
|
| 37 |
+
- **Generalization beyond the evaluation set:** Performance on held-out synthetic videos does not establish accuracy for all real-world body proportions, appearances, activities, or recording conditions. Evaluate representative data from the intended application before deployment.
|
| 38 |
+
|
| 39 |
+
## Verified to have met prescribed NVIDIA quality standards:
|
| 40 |
+
|
| 41 |
+
Not confirmed for this release.
|
| 42 |
+
|
| 43 |
+
## Performance Metrics:
|
| 44 |
+
|
| 45 |
+
World-space mean per-joint position error (W-MPJPE), measured in millimeters; lower values indicate lower pose error. The reported GEM v1.1 result is **100.2 mm** on the internal evaluation set of **5,000 held-out synthetically rendered video clips**, as described in the [GEM model overview](../README.md#evaluation-dataset).
|
| 46 |
+
|
| 47 |
+
## Potential Known Risks:
|
| 48 |
+
|
| 49 |
+
- **Incorrect motion estimates:** Pose and trajectory errors may lead to incorrect animation or misleading downstream motion analysis. Validate predictions against the input video and application requirements before relying on them.
|
| 50 |
+
- **Privacy:** Reconstructed body shape and motion describe the people in the input video. Geometric motion output should not be treated as inherently anonymous; users should obtain appropriate authorization for the input footage and handle the resulting motion data appropriately.
|
| 51 |
+
- **Non-consensual or misleading use:** Recovered motion could be used to animate avatars or create representations of people without their consent. Use the model only with appropriate rights and permissions, and avoid presenting reconstructed motion as verified evidence of a person's actions.
|
| 52 |
+
|
| 53 |
+
## Terms of Use/Licensing:
|
| 54 |
+
|
| 55 |
+
Use of the source code is governed by the [Apache License, Version 2.0](https://www.apache.org/licenses/LICENSE-2.0). Use of the associated model is governed by the [NVIDIA Open Model License Agreement](https://www.nvidia.com/en-us/agreements/enterprise-software/nvidia-open-model-license/).
|
gem-subcards/privacy.md
ADDED
|
@@ -0,0 +1,18 @@
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|
| 1 |
+
# Privacy Subcard
|
| 2 |
+
|
| 3 |
+
| Field | Response |
|
| 4 |
+
| :--- | :--- |
|
| 5 |
+
| Generatable or reverse engineerable personal data? | Yes, depending on the input. GEM reconstructs body shape and motion from video, and its SOMA outputs can describe real individuals. This concerns information derived from inference inputs; geometric motion output should not be assumed to be anonymous. |
|
| 6 |
+
| Personal data used to create this model? | Partial — the training corpus combines synthetically rendered human-motion video with real-world visual data. Source motion-capture recordings and real-world images or videos can contain information about real individuals. The synthetic nature of rendered training videos does not establish that all underlying source data is non-personal. |
|
| 7 |
+
| Was consent obtained for any personal data used? | Yes — the required consent was obtained for personal data used across the GEM v1.1 training data. |
|
| 8 |
+
| Description of methods implemented in data acquisition or processing, if any, to address the prevalence of personal data in the training data: | Personal data was minimized to what was required for model development. The synthetic portion of the training corpus is rendered from motion-capture data and character and scene assets. The real-world visual subset is automatically annotated for human-motion estimation. Required consent and dataset provenance cover both portions of the GEM v1.1 training data. |
|
| 9 |
+
| How often is dataset reviewed? | Before release. |
|
| 10 |
+
| Is a mechanism in place to honor data subject right of access or deletion of personal data? | Not confirmed for this release. The applicable access or deletion mechanism and the responsible dataset owner or provider require confirmation. |
|
| 11 |
+
| If personal data was collected for the development of the model, was it collected directly by NVIDIA? | Not confirmed by dataset. The training corpus includes NVIDIA in-house motion-capture data and externally released real-world visual data; the original collector of personal data must be identified for each source. |
|
| 12 |
+
| If personal data was collected for the development of the model by NVIDIA, do you maintain or have access to disclosures made to data subjects? | Not confirmed for this release. This depends on which personal data, if any, was collected directly by NVIDIA and the disclosures associated with that collection. |
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| 13 |
+
| If personal data was collected for the development of this AI model, was it minimized to only what was required? | Yes — personal data was minimized to what was required for model development across the GEM v1.1 training data. |
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| 14 |
+
| Was data from user interactions with the AI model (e.g. user input and prompts) used to train the model? | No — data from user interactions with the model was not used to train GEM v1.1. |
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| 15 |
+
| Is there provenance for all datasets used in training? | Yes — provenance is available for all datasets used to train GEM v1.1, including the motion-capture and real-world visual data sources. |
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| 16 |
+
| Does data labeling (annotation, metadata) comply with privacy laws? | Not confirmed for this release. Annotations are generated automatically, but this does not by itself establish the privacy compliance of the labeling process for all data sources. |
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| 17 |
+
| Is data compliant with data subject requests for data correction or removal, if such a request was made? | Not confirmed for this release. The handling of any correction or removal requests needs to be confirmed with the responsible dataset owner or provider. |
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| 18 |
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| Applicable Privacy Policy | [NVIDIA Privacy Policy](https://www.nvidia.com/en-us/about-nvidia/privacy-policy/) |
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gem-subcards/safety_security.md
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# Safety & Security Subcard
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| 2 |
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| 3 |
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## Model Application Field(s):
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| 4 |
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| 5 |
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Computer vision, video-based motion capture, animation, digital humans, and human-motion analysis.
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| 6 |
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| 7 |
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## Describe the life critical impact (if present).
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| 8 |
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| 9 |
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Not Applicable
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| 10 |
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| 11 |
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## Use Case Restrictions:
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| 12 |
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| 13 |
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Use of the associated model is governed by the [NVIDIA Open Model License Agreement](https://www.nvidia.com/en-us/agreements/enterprise-software/nvidia-open-model-license/). Use of the source code is governed by the [Apache License, Version 2.0](https://www.apache.org/licenses/LICENSE-2.0).
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## Model and dataset restrictions:
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The Principle of least privilege (PoLP) is applied limiting access for dataset generation and model development. Restrictions enforce dataset access during training, and dataset license constraints adhered to.
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