We fit a pre-crafted parametric 3D hand model to the 2D detected landmarks. The hand's skeletal limbs are structured hierarchically. We employ inverse kinematics to solve for the geometric parameters using the Ceres solver. Additionally, a marker is utilized to pinpoint the origin of the virtual world. All downstream rendering, including the 3D hand rendering, is performed within this world coordinate system to provide users with an immersive AR/VR experience.