Cosmic 0.5 — CosmicBrain Technical Report

Cosmicbrain AI  ·  Technical Report CB-2026-05  ·  Preprint

Cosmic 0.5: A Universal Stack for Human-to-Humanoid Skill Transfer

Cosmicbrain AI

August 2026

Abstract

Humanoid robots are no longer bottlenecked by hardware. They are bottlenecked by data: the industry has millions of hours of humans doing useful work on video, and almost no hours of robots doing the same work in a form a policy can learn from. We describe Cosmic 0.5, a production stack that closes that gap from both ends. On the capture side, it converts ordinary human motion — a monocular phone video, an egocentric RGB-D recording, a VR teleoperation session — into a single canonical motion representation, then retargets that representation onto a specific robot body with joint limits, velocity limits and hand kinematics enforced. On the execution side, it lands the resulting trajectory on real hardware through a supervised operations console with an arming gate, a collision pre-check, a ghost preview and a hardware stop.

This report describes the system as it runs today: the fusion and filtering chain that turns noisy pose estimates into a stable canonical motion, the diffusion refinement stage that fills occlusions, the retargeting layer that makes one recording portable across embodiments, and the telemetry and safety architecture that decides whether a trajectory is allowed to move a real 29-DoF machine. It also states plainly what Cosmic 0.5 does not yet do.


The data bottleneck

A humanoid that can walk, balance and hold a lemon without crushing it is now a purchasable object. What is not purchasable is the thing that tells it when to close its fingers, how far to reach for the bowl, and what to do when the bag tips over. That knowledge lives in demonstration data, and demonstration data is the scarcest input in the industry.

The conventional answer is teleoperation: pay an operator to drive a robot through a task, thousands of times. It works, and it is the only method that produces perfectly on-distribution robot data. It is also linear in cost — every additional hour of data costs an additional hour of a human and an hour of a machine. Meanwhile, the same human performs the same task at home, on a phone camera, for free, several times a day.

Cosmic 0.5 is built on the position that these two sources should feed the same pipe. A VR teleoperation session, a monocular video of someone unpacking groceries, and an egocentric recording of two hands assembling a circuit board are, for the purposes of a manipulation policy, three noisy observations of the same underlying quantity: a human body moving through a task. The engineering problem is not choosing between them. It is building a representation stable enough that all three can be reduced to it, and a retargeting layer honest enough that what comes out the other side is executable on a real machine without breaking it.

A humanoid robot in a Cosmic Brain shirt reaching toward produce scattered on a wooden deck beside a white bowl. The same robot with its dexterous hand closed around a lemon, lifting it from the deck.
Figure 1. Approach and grasp on an unstructured surface. The scene is deliberately uncooperative: loose produce of varying size and compliance, a slipping mesh bag, a reflective deck and direct afternoon sun. Everything downstream in this report exists to make this specific twenty seconds reproducible.

The industry does not have a robotics data problem. It has a translation problem — the data already exists, in the wrong body.

System overview

Cosmic 0.5 is organised as three planes, connected by one representation and one artifact format.

The capture plane ingests human motion from whichever modality is available and is responsible for producing per-frame estimates with calibrated confidence. The motion plane fuses those estimates into a canonical motion — an embodiment-independent description of what the body did — then refines, filters and retargets it into robot-specific joint trajectories. The execution plane takes those trajectories, proves them against a model and a set of gates, and only then puts them on hardware.

The separation matters more than any individual component. Because the capture plane terminates at a canonical representation rather than at joint angles, adding a new input device does not require touching the retargeter. Because the execution plane consumes a bundled artifact rather than a live stream, the same trajectory that was previewed in simulation is bit-for-bit the trajectory that reaches the actuators.

CAPTURE PLANE MOTION PLANE EXECUTION PLANE Monocular videophone, webcam, archive Egocentric RGB-D + IMUhead-mounted capture rig VR teleoperationMimicXR · any WebXR headset SimulationMuJoCo household tasks frames + confidence Canonical motion (SOMA) fuse · filter · refine · infill embodiment-independent Retargeter + hand profile joint clamp · velocity limit feet stabilisation .npz bundle Mission Control ghost preview · arming gate collision check · governor Robot · 29 DoF lowcmd over ROS 2 if armed telemetry · 29-DoF position, velocity, torque
Figure 2. The three planes. Every capture modality is reduced to one canonical motion before any robot-specific decision is made; every robot-specific decision is made before anything is allowed to move. Telemetry returns to the motion plane as ground truth for the next iteration.

The capture plane

Four modalities feed the stack. They differ in cost, in fidelity, and in what they can and cannot observe — and the fusion layer downstream is built around exactly those differences.

Monocular video

The cheapest and least cooperative input: a single RGB camera, unknown intrinsics, unknown scale, arbitrary viewpoint, frequent self-occlusion. It is also the only modality with effectively unlimited supply. A clip enters through the Studio, which runs pose estimation, produces a landmark overlay for inspection, and renders a simulated replay of the retargeted result beside the original — so a human reviewer can see, in one screen, whether the robot did what the person did.

Cosmicbrain Studio showing three panels: original phone video of a man sorting produce into baskets, the same video with 2D pose and hand landmarks overlaid, and a simulated humanoid replaying the motion.
Figure 3. Studio review for a monocular clip. Left: unmodified phone footage. Centre: detected body and hand landmarks. Right: the retargeted humanoid replaying the same motion. Reviewer judgement happens on this triptych, not on numbers.

Egocentric RGB-D with inertial reference

A head-mounted rig recording colour, depth and orientation simultaneously. Where monocular video must infer depth, this modality measures it: the viewer reports per-hand tracking confidence alongside metric wrist coordinates and a depth band for each hand — in the session below, the right hand at X 175mm Y 36mm Z 529mm with a working range of 529–674mm across both hands, at 99% and 95% confidence. The IMU panel carries the head pose that anchors those numbers to a frame.

This is the modality that captures the part of a task the body cannot show from outside: what the hands do at the moment of contact, from the viewpoint that actually matters. Sessions are annotated on a timeline, with an assisted pass that proposes natural-language descriptions of each segment — "the right hand reaches for the internal electronic component featuring a cooling fan and moves it towards the left case shell" — giving every trajectory a language label without a human writing one from scratch.

Egocentric capture viewer showing an RGB frame of two hands assembling a computer, with 21-landmark hand skeletons and millimetre depth readouts, plus depth-map and IMU orientation panels and an annotated timeline.
Figure 4. Egocentric session review in Chronicles — 182 frames of a two-handed assembly task. RGB with per-hand landmark tracking and metric depth (left), depth map and IMU orientation (right), annotation timeline below. Confidence is reported per hand, per frame, and carried forward into fusion.

VR teleoperation

When a task needs to be performed rather than observed, an operator drives the robot directly through a WebXR headset. The teleoperation path is a different engineering problem from the offline ones: it is a control loop with a human inside it, and the dominant failure mode is latency, not accuracy.

Four decisions define it. Jitter is suppressed with adaptive One-Euro filtering rather than a moving average, so that smoothing does not impose a constant lag. End-to-end latency is measured and the operator's motion extrapolated forward to compensate for it. Arm poses are solved with warm-started differential inverse kinematics instead of a full nonlinear solve each frame. And XR input is decoupled from the control loop across threads, so that a slow headset frame cannot stall the robot. The stack targets the Unitree G1 with a choice of dexterous hands, in an upper-body mode with locked legs and a full-body mode with a learned balance policy.

Simulation

A library of more than fifty MuJoCo environments covering reaching, dual-arm coordination, block stacking, cutlery handling, dishwasher and cupboard interaction, and multi-stage grocery and food-preparation workflows. Simulation serves two roles here: it generates demonstrations where the real-world variant would be expensive or destructive, and it provides the deterministic replay surface on which every real trajectory is checked before it reaches hardware.

Canonical motion

The pivot of the whole system is a single decision: no capture modality is ever allowed to talk to a robot. Everything is reduced first to a canonical motion representation — SOMA — which describes the movement of a human body without reference to any particular machine.

The consequences are practical. A pose estimator can be swapped without touching retargeting: the provider is a named, recorded field in every run's metadata, so a clip processed six months ago carries the identity of the model that processed it. A new robot requires a new retarget profile, not a new pipeline. And a single recording can be re-emitted against a different body years later, because the archived artifact is the canonical motion, not the joint angles of whatever robot happened to be on the bench that week.

Every run is packaged as a bundle rather than a file. Alongside the canonical .npz, the bundle carries robot-ready joint trajectories as CSV, a BVH export for animation tooling, 2D and 3D keypoints from the pose stack, hand-detail diagnostics, per-frame fusion confidence, preview video, and a machine-readable run record naming every provider, parameter and timing in the run.

Diagram showing a monocular video of a person placing a blue box on a table, projected as a camera frustum, with the reconstructed humanoid robot performing the same reach beside it.
Figure 5. The reduction that makes the stack portable: an uncalibrated monocular observation on the right, resolved into a body-relative motion that a specific 29-DoF machine can execute on the left. Camera geometry is recovered, not assumed.

Fusion and filtering

Raw pose estimates are not usable as robot commands. They are jittery at the millimetre scale, they lose limbs behind occluders, and their error is not uniform — a wrist tracked at 99% confidence and a wrist inferred through a sleeve are the same data type carrying wildly different truth. The fusion and filtering chain exists to turn that into something an actuator can follow.

Pose provider — body estimate Hand specialist — RTMW3D conf ≥ 0.5 · gap-fill 8 fr Confidence-weighted fusion monotonic across modality switches · blend floor α = 0.35 · margin 0.02 Temporal filter stack One-Euro adaptive, per-segment Savitzky–Golay window 9, order 2 RTS smoother damping 0.985 View classifier body visibility score < 0.30 partial > 0.70 full body Occlusion infill continue hidden limbs Diffusion refinement 50 steps · seed 42 Retarget → bundle hand profile · joint clamp · velocity limit · feet stabilisation SOMA npz · robot CSV · BVH · 2D/3D keypoints · confidence
Figure 6. The motion pipeline. The classifier in the middle is the load-bearing element: it decides whether a frame's body is well enough observed to be merely smoothed, or poorly enough observed that the missing limbs must be generated. Both branches converge on the same retargeter.

Weighting, not averaging

Fusion is confidence-weighted rather than uniform. A dedicated hand specialist [6] runs alongside the body pose stack and is folded into the canonical motion only where its own confidence clears threshold, with a short gap-fill window covering the frames where a hand passes briefly behind an object. Two properties keep the result stable: a minimum blend weight prevents any single source from being switched off entirely and snapping the trajectory, and fusion progress is held monotonic across modality switches, so that a hand-off between sources cannot cause the reconstruction to jump backwards.

Three filters, three jobs

Smoothing runs as a chain rather than a single pass, because the artefacts have different shapes. One-Euro [8] suppresses high-frequency jitter adaptively — heavier smoothing when the body is slow, lighter when it moves fast, which is precisely the trade-off a fixed low-pass filter gets wrong. A Savitzky–Golay pass preserves the peaks and inflections that a moving average would flatten, which matters because the moment of contact is a peak. An RTS smoother runs over the whole sequence with an explicit noise model, using the pose stack's own confidence as measurement noise, so low-confidence frames are pulled toward the dynamics estimate rather than believed.

Root and wrist are scaled independently of the body. The wrist is where the task happens, and the root is where drift accumulates; both are tuned separately from the torso for exactly that reason.

StageParameterValueWhat it controls
SmoothingmethodOne-EuroAdaptive cutoff — smoothing scales inversely with speed.
body / hand0.015 / 0.025Torso is smoothed harder than the hands; fingers must stay crisp.
root / wrist0.035 / 0.035The two segments most prone to accumulated drift.
cutoff / beta3.5 / 0.025Baseline responsiveness and its speed-dependent term.
Savitzky–Golaywindow / order9 / 2Quadratic fit over nine frames — preserves contact peaks.
RTS smootherprocess noise0.0025How much the motion is expected to deviate from its own dynamics.
measurement noise0.0075Three times process noise — the estimator distrusts observation more than model.
noise floor0.00001Prevents numerical collapse on perfectly confident frames.
velocity damping0.985Bleeds off velocity so tracking loss does not extrapolate away.
min confidence0.02Below this a frame is treated as unobserved, not as data.
root / wrist scale1.6 / 1.35Independent gain on the two segments that carry the task.
Fusionhand confidence0.5Admission threshold for the hand specialist.
gap-fill8 framesBridges brief hand occlusion without inventing long segments.
min blend alpha0.35No source is ever fully switched off — prevents snap discontinuities.
confidence margin0.02Hysteresis band; stops rapid flapping between sources.
The Cosmicbrain Studio filtering panel, showing One-Euro smoothing parameters, Savitzky-Golay window settings, RTS smoother noise terms, and fusion and hand-tracking controls.
Figure 7. The filtering and fusion controls as exposed to an operator. Every value in the table above is a run parameter, recorded in that run's metadata — a reprocessed clip can be compared against its own history rather than against a memory of how it was tuned.

Refinement and occlusion

Filtering cannot recover what was never seen. When a person turns away from the camera, steps out of frame at the knees, or reaches behind their own torso, the limb data is not noisy — it is absent. Interpolating across the gap produces motion that is smooth and wrong: legs that drift, arms that take impossible shortcuts, a body that visibly lies about what it did.

Cosmic 0.5 handles this with a generative refinement stage running on the fused canonical motion, gated by a classifier that scores how much of the body is actually visible [5]. Above the full-body threshold, refinement is a polish pass. Below the partial-body threshold, occlusion infill is invoked and the hidden segments are generated to be continuous with the frames on either side. The classifier's job is to keep the generative stage away from data that does not need it — a system that always generates cannot be trusted to have observed.

The stage is steerable in plain language, which is unusual in a motion pipeline and is there for a specific reason: the failure modes are describable but not easily expressible as a loss. The standing instruction — "natural human motion consistent with the observed video, preserving body timing and hand motion; maintain standing up straight, in a comfortable relaxed and balanced manner" — encodes the priors that keep a reconstruction physically plausible for a bipedal machine. The occlusion instruction is narrower: "smoothly continue the visible motion through occluded segments, preserving timing, posture, and limb continuity from the surrounding visible frames."

Diffusion runs at fifty steps against a fixed seed. The fixed seed is a deliberate reproducibility choice: two runs of the same clip with the same parameters produce the same trajectory, which is a precondition for treating a bundle as an artifact rather than a sample.

Table 2. Refinement gating. The two thresholds decide whether an observation is polished or partly generated; the pinned seed makes a bundle an artifact rather than a sample.

ControlValueBehaviour
partial-body threshold0.30Below this the frame is treated as occluded and infill is permitted.
full-body threshold0.70Above this the observation stands; refinement is polish only.
diffusion steps50Fixed budget per refinement pass.
seed42Pinned for reproducibility — same input, same output.
text-to-motion onlyoffAvailable, but disabled in production: motion must come from an observation.

Remark (scope of generated motion). Generated segments are not observations, and the report treats them differently. Occlusion infill produces motion that is plausible and continuous — it does not recover what the person actually did behind the occluder. Any downstream use that depends on ground truth should read the per-frame confidence artifact in the bundle, which marks these regions explicitly, rather than treating the trajectory as uniformly measured.

Refinement panel showing diffusion refinement and occlusion-fill toggles, view classification thresholds, model selectors, diffusion step count, seed, and the natural-language refinement and occlusion prompts.
Figure 8. Refinement controls, including the view-classifier thresholds that gate infill and the standing prompts that constrain generated motion to balanced, upright, physically plausible posture.

Retargeting

Retargeting is where an embodiment-independent motion becomes a specific machine's problem. A human shoulder has a range a G1 shoulder does not. A human finger closes on a lemon in a way a five-finger robot hand approximates rather than reproduces. A human shifts weight continuously; a bipedal robot with a fixed foot polygon does not get to.

Three constraints are enforced at this stage, and all three are enforced before anything is written to a bundle rather than checked afterwards. Joint limit clamping holds every retargeted joint inside the active profile's range. Velocity limiting caps the rate of change, which is what stops a fast human gesture from becoming an actuator command that would be rejected or, worse, followed. Feet stabilisation holds foot contacts steady against pose-estimation noise in the lower body — the single most common source of visibly wrong output, since a small error at the hip becomes a large error at the ankle.

The hand is handled as a separate profile from the body. This is the layer that makes the stack embodiment-agnostic in practice rather than in principle: one canonical motion, several hand profiles, several bodies.

Canonical motion captured once no robot in it Retarget profile joint ranges velocity ceilings hand kinematics foot contact model G1 · 29 DoF · revo2 hand production target — lowcmd over ROS 2 Alternate humanoid new profile, same recording Simulation body deterministic replay surface invariant across targets: task timing, contact order, intent variant: joint angles, reach, grasp aperture
Figure 9. One recording, many bodies. What survives retargeting is the structure of the task — when contact happens, in what order, with what intent. What changes is every number a specific machine cares about.
Retarget and output panel showing hand profile selection, feet stabilization, joint limit clamping and velocity limit toggles, and the list of bundle artifacts including BVH, robot CSV, SOMA NPZ, keypoints, hand detail and confidence data.
Figure 10. Retarget post-processing and bundle composition. Constraint enforcement (left) and artifact selection (right) are the same screen, because what was enforced and what was exported are the same provenance question.

Physics validation

A retargeted trajectory that respects joint and velocity limits is still not proof that a robot can execute it. Limits are necessary conditions, not sufficient ones — they say nothing about whether the resulting motion is dynamically feasible, whether the centre of mass stays over the support polygon, or whether two links pass through each other on the way.

The stack is explicit about this, and encodes the distinction as a ladder of replay modes [7] rather than a single "simulate" button. The default is kinematic replay with the base anchored: joints teleport exactly to the trajectory with no physics integration. This is a visual check — it answers "does this look like the motion we captured" and nothing more. Releasing the anchor lets the root follow the trajectory's own translation, which exposes drift the anchored view hides. Turning on physics integration is the mode that can actually falsify a trajectory, and it is treated as a debugging tool rather than a default because a physics failure at this stage is often a simulation-tuning artefact rather than a real one.

WHAT EACH MODE CAN PROVE Kinematic, anchored default · joints teleport exactly ✓ motion matches the capture ✗ says nothing about dynamics Kinematic, root motion world anchor released ✓ exposes root drift ✗ still no contact forces Physics integrated debug tool, not default ✓ can falsify feasibility ✗ failures may be sim artefacts increasing evidential strength → increasing cost and false-positive rate A trajectory that passes only the left-hand mode is cleared to be looked at. A trajectory cleared to run on hardware passes the gates in Fig. 14 as well.
Figure 11. The replay ladder. Naming the weak check as the default — and labelling it as a visual check — is what prevents a smooth preview from being mistaken for a feasibility proof.

One further control deserves mention because it is a candid admission encoded in software: lower-body motion can be locked to the first frame. It is off by default, so that simulation shows the same waist and leg motion as the retargeted output. It exists for clips where the subject stands essentially still and pose-estimation noise causes the legs to drift — a case where showing the noise faithfully is less useful than suppressing it, and where the operator should be the one choosing.

Simulation preview settings panel showing replay mode selection, render resolution and lighting controls, and a lock-lower-body toggle with an explanation of when to use it.
Figure 12. Replay configuration. The panel documents its own defaults and points to the consumer contract that defines each mode — the settings screen is where the epistemics of the check are written down.

Mission Control

Everything up to this point produces a file. Mission Control is the layer that decides whether that file is allowed to move two hundred kilograms of geared actuator, and it is the part of the stack where the engineering is least glamorous and most consequential.

Telemetry first

The console streams the robot's full 29-degree-of-freedom state — position, velocity and torque per joint, grouped by limb, over a rolling window. Torque is the channel that matters most: it is where an unexpected contact appears before it appears anywhere else, and it is the signal that distinguishes "the arm is moving" from "the arm is moving through something." A transport status line reports the live receive rate and message age, so a stale telemetry stream is visible as a number rather than inferred from a frozen viewport.

Mission Control debug view showing a 3D humanoid model beside live plots of joint positions, velocities and torques for 29 degrees of freedom, with panels for system health, reflex and governor, joint limits and data sources.
Figure 13. Live 29-DoF telemetry. Joint groups are separable so that a torque anomaly can be attributed to a limb immediately; the reflex and governor, joint limit and data source panels sit in the same column as the plots they protect.

The gate chain

Playing a trajectory on hardware requires passing a sequence of independent gates, each of which fails closed. The bundle is loaded and its start pose is compared against where the robot actually is; a plan is generated to move from the current pose to the sequence start, because the most dangerous moment in a replay is the first frame, when a robot at rest is asked to become a robot mid-motion. A ghost preview renders the intended trajectory against the live model using the same execution path the real playback will take — not a separate visualiser that might disagree. Playback must be explicitly armed, and arming is bound to an environment variable on the machine, not a button in a browser, so that a console left open cannot be a loaded weapon. Collision avoidance and the control pipeline are separately selectable. A reflex and governor layer sits beneath all of it, and a hardware stop sits beside all of it.

Action bundle .npz on disk Plan to start current pose → sequence start Ghost preview same exec path Arming gate env var on host default pose required collision check Governor reflex layer joint limits Actuators lowcmd any gate fails → nothing moves, bundle returned unexecuted E-STOP interrupts downstream of every gate
Figure 14. Gated execution. Each gate is independent and fails closed; the stop path bypasses the chain entirely rather than being another stage within it.
Mission Control playback view showing a ghosted humanoid trajectory preview, an action bundle selector, playback transport controls and a robot playback safety panel with arming, default-pose, collision-avoidance and control-pipeline options alongside an emergency stop.
Figure 15. Playback with the safety panel open. Ghost rendering and real execution share one planning path, so what the operator previews is what the hardware receives.
A humanoid robot in a Cosmic Brain shirt holding a spirit level outdoors, and walking across uneven ground covered in wood chips and cut logs.
Figure 16. Outside the lab. Uneven ground, variable light and a real tool — the operating conditions the telemetry and governor layers exist for.

Contact without sensors

Manipulation is a force problem wearing a position problem's clothes. Two trajectories can be identical in joint space and completely different in outcome depending on how hard the hand closed — and force is exactly what a position-only demonstration fails to record. Adding force-torque sensors to every joint solves it and costs more than the arm.

Cosmicbrain's work here follows FACTR 2 [3], and separates the problem into estimation and use. The estimation half learns the robot's own free-space inverse dynamics from a short contact-free motion — what torque this arm requires to move itself, absent the world — and then treats external contact as the residual between that prediction and the torque actually measured at the motors. The robot's existing motor current becomes a contact sensor. The second half puts that signal to work during training: the estimated torque is used to segment demonstrations into contact phases, and contact-relevant frames are up-sampled during behaviour cloning, on the reasoning that the few frames where the hand meets the object carry most of the information and are drowned out by the many frames of free-space transit.

The implementation is deliberately light — NumPy and PyTorch at the core, with dynamics and vision dependencies isolated behind adapters — and ships a synthetic demonstration that trains the estimator and recovers an injected contact on a CPU in minutes, with no robot and no downloaded weights. That property matters more than it sounds: a contact-estimation method that can only be evaluated on hardware cannot be iterated on quickly.

This is also why torque is a first-class channel in the telemetry view of Fig. 13 rather than a diagnostic afterthought. The same quantity that tells an operator something unexpected is happening is the quantity a policy learns contact from.

Policies and world models

Motion transfer produces trajectories. Trajectories become behaviour through a learning stack, and Cosmicbrain's is assembled from several lines of published research, implemented and integrated rather than invented here — a distinction this report keeps explicit.

Egocentric manipulation policies

An implementation of the Humanoid Policy ~ Human Policy line of work [1], which trains manipulation policies from an egocentric viewpoint without requiring wrist cameras — the practical significance being that a human demonstration and a robot demonstration can share an observation space. The training framework supports several algorithm families in parallel: action-chunking transformers with interchangeable visual backbones, diffusion policy, and a robotic diffusion transformer, with a MuJoCo replay harness for rolling out a policy before it touches hardware.

Dexterous data from everyday video

An implementation of Do As I Do [2], reconstructing hand–object interaction from ordinary monocular video and retargeting it onto multi-fingered robot hands. It orchestrates nine separate foundation models [4] — segmentation, 3D lifting, monocular geometry, hand reconstruction, point tracking and camera calibration — into a single path from RGB frames through a hand–object trajectory to a robot trajectory and finally to hardware commands, with a sampling-based optimiser handling retargeting. The repository is candid that it is not a turnkey system: mock backends let the pipeline be exercised without GPUs or weights, while real operation requires upstream models, a robot description file and asset-specific integration.

Direct hand control

A lighter path for cases where a person simply wants to drive a hand: real-time landmark tracking from a webcam mapped to a dual-arm platform with automatic inverse kinematics and openness-based gripper control, and to a twenty-four-joint dexterous hand with full finger and wrist mapping. Uploaded video can be processed offline into landmark data and an overlay render, which makes it a data-collection tool as well as a control one.

World model

The most exploratory component: a model that predicts the next egocentric frame conditioned on discrete hand actions, and can be driven interactively — step forward, step back, open or close either hand, and watch the predicted future change. It runs on-device today, and its predictions are visibly degraded compared to the observation it is conditioned on.

It is included in this report because of what it is for rather than what it currently produces. A policy that can imagine the consequence of closing its left hand before closing it is a policy that can plan; the egocentric capture stack described in §3 produces exactly the paired frame-and-action data such a model needs. The current model is an early result on a small number of sessions, and is presented as such.

World model interface showing a current egocentric frame of hands working on a circuit board beside a noisier predicted next frame, with a prediction chain, per-hand action controls and a six-element action vector.
Figure 17. Action-conditioned next-frame prediction on an egocentric session, in Chronicles. Left: observed frame. Right: prediction. The keyboard bindings drive each hand independently — the model is queried, not replayed.

Limits

A technical report that only describes what works is marketing. The following are the constraints an informed reader should hold Cosmic 0.5 against.

Studio run view showing a completed processing run with input video, landmark overlay and simulation preview, a bundle contents list including quality summary and run metadata, and a QC summary showing provider names and a total processing duration of twenty-four minutes and thirty-nine seconds.
Figure 18. A completed run, with its own receipts: named providers for pose, refinement and retargeting, a run identifier, a quality summary and a total processing duration. Every claim about how a trajectory was produced is answerable from the bundle.

Toward Cosmic 1.0

The version number is a statement about coverage rather than polish. Cosmic 0.5 is a complete path from human motion to gated hardware execution; what separates it from 1.0 is autonomy, evidence and speed.

A frozen benchmark (evidence)
A fixed closed-loop task suite, published with the protocol, so that results are comparable across versions and against other groups. This is the first blocker, not the last.
Streaming the offline stack (latency)
Collapsing fusion, filtering and refinement into a streaming path so that capture-to-trajectory runs closer to the clip's own duration than to tens of minutes.
Contact-aware policies on hardware (force)
Taking sensorless external-torque estimation from offline training into the live control loop, so that contact informs execution rather than only shaping the training set.
Profiles beyond one platform (bodies)
Retarget profiles for additional humanoids and hands, exercising the claim that the canonical representation is genuinely embodiment-independent.
Policy execution under the same gates (autonomy)
Moving from replaying a recorded bundle to executing a learned policy — through the identical arming, collision and governor chain, with no separate unguarded path.
Longer-horizon world models (prediction)
Extending action-conditioned prediction from single steps to horizons long enough to be useful for planning, trained on the growing egocentric corpus.

Commercial model

The stack supports two businesses, and they are the same asset sold twice. The first is dexterous data collection for humanoid manufacturers and foundation-model teams: the pipeline described in this report, delivered as curated demonstration data in the formats training stacks already consume. The second is humanoid labour delivered as a service to facilities: the same retargeting and execution stack, operated on a customer's floor and billed by robot-hour.

They compound. Data collection funds the operating hours; operating hours generate observations that improve the policies; better policies reduce the human supervision each robot-hour requires, which is the only path by which labour-as-a-service becomes a business with margin rather than a staffing agency with extra steps.

Human demonstration video · egocentric · VR Cosmic pipeline canonical → retargeted Policies trained on the bundle Deployed robots supervised hours telemetry, operator corrections and failures return as new data sold to model teams dexterous data collection sold to facilities labour as a service
Figure 19. The two revenue streams attach to the same loop at different points. Data collection monetises the pipeline; labour monetises the deployment; each one supplies the other's input.
A pricing table with two revenue streams: dexterous data collection sold to humanoid OEMs across pilot, growth, scale and strategic tiers, and humanoid labour-as-a-service sold to factories across pilot, standard, enterprise and strategic tiers, with per-tier pricing, terms, volume caps, integrations and delivery formats.
Figure 20. Commercial structure across both streams. Data tiers are priced on volume and delivery format; labour tiers on robot-hours, uptime commitment and depth of systems integration.

Acknowledgements

Cosmic 0.5 is an integration, and it stands on a considerable amount of work done elsewhere. Two components of the system shown in this report were built by people outside the core pipeline team, and are credited here in full.

Chronicles — the egocentric capture, hand-tracking, session-annotation and action-conditioned world-model tooling shown in Figs. 4 and 17 — is the work of Keval Shah. The operations console shown in Figs. 13 and 15, Mission Control, builds on open-source work by Patrick Deegan (MIT).

Three of the learning components described in §10 and §11 are independent implementations of methods published by other research groups: the egocentric policy framework follows [1], the everyday-video retargeting path follows [2], whose authors did not release code, and the sensorless force-estimation method follows [3]. What is claimed as original here is the integration — one canonical representation, one artifact format and one gated execution path spanning all of them.

References

  1. Humanoid Policy ~ Human Policy. Egocentric humanoid manipulation policies trained from a human-centric data representation, without wrist cameras. Implemented in egotransfer.
  2. Paliwal et al. Do As I Do: Dexterous Manipulation Data from Everyday Human Videos. UC Berkeley. Reimplemented independently in doasido; no code was released by the original authors.
  3. FACTR 2. External force sensing without force sensors, implemented in CBforcesensing as NEXT (neural external torque estimation) and FIRST (force-informed resampling training).
  4. Reconstruction foundation models: SAM 3 and SAM 3D (segmentation and 3D lifting), MoGe (monocular geometry), HaWoR (hand reconstruction), BootsTAPIR (point tracking), GeoCalib (camera calibration).
  5. NVIDIA Kimodo model family. Diffusion refinement and occlusion infill on canonical motion; checkpoints Kimodo-SOMA-RP and Kimodo-G1-RP-v1.
  6. RTMW3D, used as the dedicated hand specialist in fusion; MediaPipe hand landmarking in the direct-control and live-tracking paths.
  7. Simulation and control: MuJoCo and MuJoCo Warp, the MuJoCo Menagerie model set, NVIDIA Isaac Sim for physics replay, mink for inverse kinematics, ROS 2 for on-robot transport.
  8. Casiez, G., Roussel, N. and Vogel, D. 1 € Filter: A Simple Speed-based Low-pass Filter for Noisy Input in Interactive Systems. Used in both the offline filter stack and the real-time teleoperation path.
  9. Hardware: Unitree G1 and H1; BrainCo, Inspire and Unitree Dex3 dexterous hands; Shadow E3M5; ALOHA; ZED stereo cameras.
  10. Open-source releases by Cosmicbrain AI: teleopsudo (MimicXR, Apache-2.0), egotransfer (MIT), CBforcesensing, doasido, Simulations, HandTracking, LiveTrackingDemo.