A. Ghosh

h-index4
2papers
107citations

2 Papers

2.8CVFeb 24
SceMoS: Scene-Aware 3D Human Motion Synthesis by Planning with Geometry-Grounded Tokens

Anindita Ghosh, Vladislav Golyanik, Taku Komura et al.

Synthesizing text-driven 3D human motion within realistic scenes requires learning both semantic intent ("walk to the couch") and physical feasibility (e.g., avoiding collisions). Current methods use generative frameworks that simultaneously learn high-level planning and low-level contact reasoning, and rely on computationally expensive 3D scene data such as point clouds or voxel occupancy grids. We propose SceMoS, a scene-aware motion synthesis framework that shows that structured 2D scene representations can serve as a powerful alternative to full 3D supervision in physically grounded motion synthesis. SceMoS disentangles global planning from local execution using lightweight 2D cues and relying on (1) a text-conditioned autoregressive global motion planner that operates on a bird's-eye-view (BEV) image rendered from an elevated corner of the scene, encoded with DINOv2 features, as the scene representation, and (2) a geometry-grounded motion tokenizer trained via a conditional VQ-VAE, that uses 2D local scene heightmap, thus embedding surface physics directly into a discrete vocabulary. This 2D factorization reaches an efficiency-fidelity trade-off: BEV semantics capture spatial layout and affordance for global reasoning, while local heightmaps enforce fine-grained physical adherence without full 3D volumetric reasoning. SceMoS achieves state-of-the-art motion realism and contact accuracy on the TRUMANS benchmark, reducing the number of trainable parameters for scene encoding by over 50%, showing that 2D scene cues can effectively ground 3D human-scene interaction.

23.8CVMar 17, 2025Code
A Survey on Human Interaction Motion Generation

Kewei Sui, Anindita Ghosh, Inwoo Hwang et al.

Humans inhabit a world defined by interactions -- with other humans, objects, and environments. These interactive movements not only convey our relationships with our surroundings but also demonstrate how we perceive and communicate with the real world. Therefore, replicating these interaction behaviors in digital systems has emerged as an important topic for applications in robotics, virtual reality, and animation. While recent advances in deep generative models and new datasets have accelerated progress in this field, significant challenges remain in modeling the intricate human dynamics and their interactions with entities in the external world. In this survey, we present, for the first time, a comprehensive overview of the literature in human interaction motion generation. We begin by establishing foundational concepts essential for understanding the research background. We then systematically review existing solutions and datasets across three primary interaction tasks -- human-human, human-object, and human-scene interactions -- followed by evaluation metrics. Finally, we discuss open research directions and future opportunities.