Synthesizing Physically Plausible Human Motions in 3D ScenesLiang Pan, Jingbo Wang, Buzhen Huang et al.
We present a physics-based character control framework for synthesizing human-scene interactions. Recent advances adopt physics simulation to mitigate artifacts produced by data-driven kinematic approaches. However, existing physics-based methods mainly focus on single-object environments, resulting in limited applicability in realistic 3D scenes with multi-objects. To address such challenges, we propose a framework that enables physically simulated characters to perform long-term interaction tasks in diverse, cluttered, and unseen 3D scenes. The key idea is to decouple human-scene interactions into two fundamental processes, Interacting and Navigating, which motivates us to construct two reusable Controllers, namely InterCon and NavCon. Specifically, InterCon uses two complementary policies to enable characters to enter or leave the interacting state with a particular object (e.g., sitting on a chair or getting up). To realize navigation in cluttered environments, we introduce NavCon, where a trajectory following policy enables characters to track pre-planned collision-free paths. Benefiting from the divide and conquer strategy, we can train all policies in simple environments and directly apply them in complex multi-object scenes through coordination from a rule-based scheduler. Video and code are available at https://github.com/liangpan99/InterScene.
Reconstructing Groups of People with Hypergraph Relational ReasoningBuzhen Huang, Jingyi Ju, Zhihao Li et al.
Due to the mutual occlusion, severe scale variation, and complex spatial distribution, the current multi-person mesh recovery methods cannot produce accurate absolute body poses and shapes in large-scale crowded scenes. To address the obstacles, we fully exploit crowd features for reconstructing groups of people from a monocular image. A novel hypergraph relational reasoning network is proposed to formulate the complex and high-order relation correlations among individuals and groups in the crowd. We first extract compact human features and location information from the original high-resolution image. By conducting the relational reasoning on the extracted individual features, the underlying crowd collectiveness and interaction relationship can provide additional group information for the reconstruction. Finally, the updated individual features and the localization information are used to regress human meshes in camera coordinates. To facilitate the network training, we further build pseudo ground-truth on two crowd datasets, which may also promote future research on pose estimation and human behavior understanding in crowded scenes. The experimental results show that our approach outperforms other baseline methods both in crowded and common scenarios. The code and datasets are publicly available at https://github.com/boycehbz/GroupRec.
Occluded Human Body Capture with Self-Supervised Spatial-Temporal Motion PriorBuzhen Huang, Yuan Shu, Jingyi Ju et al.
Although significant progress has been achieved on monocular maker-less human motion capture in recent years, it is still hard for state-of-the-art methods to obtain satisfactory results in occlusion scenarios. There are two main reasons: the one is that the occluded motion capture is inherently ambiguous as various 3D poses can map to the same 2D observations, which always results in an unreliable estimation. The other is that no sufficient occluded human data can be used for training a robust model. To address the obstacles, our key-idea is to employ non-occluded human data to learn a joint-level spatial-temporal motion prior for occluded human with a self-supervised strategy. To further reduce the gap between synthetic and real occlusion data, we build the first 3D occluded motion dataset~(OcMotion), which can be used for both training and testing. We encode the motions in 2D maps and synthesize occlusions on non-occluded data for the self-supervised training. A spatial-temporal layer is then designed to learn joint-level correlations. The learned prior reduces the ambiguities of occlusions and is robust to diverse occlusion types, which is then adopted to assist the occluded human motion capture. Experimental results show that our method can generate accurate and coherent human motions from occluded videos with good generalization ability and runtime efficiency. The dataset and code are publicly available at \url{https://github.com/boycehbz/CHOMP}.
Physics-Guided Human Motion Capture with Pose Probability ModelingJingyi Ju, Buzhen Huang, Chen Zhu et al.
Incorporating physics in human motion capture to avoid artifacts like floating, foot sliding, and ground penetration is a promising direction. Existing solutions always adopt kinematic results as reference motions, and the physics is treated as a post-processing module. However, due to the depth ambiguity, monocular motion capture inevitably suffers from noises, and the noisy reference often leads to failure for physics-based tracking. To address the obstacles, our key-idea is to employ physics as denoising guidance in the reverse diffusion process to reconstruct physically plausible human motion from a modeled pose probability distribution. Specifically, we first train a latent gaussian model that encodes the uncertainty of 2D-to-3D lifting to facilitate reverse diffusion. Then, a physics module is constructed to track the motion sampled from the distribution. The discrepancies between the tracked motion and image observation are used to provide explicit guidance for the reverse diffusion model to refine the motion. With several iterations, the physics-based tracking and kinematic denoising promote each other to generate a physically plausible human motion. Experimental results show that our method outperforms previous physics-based methods in both joint accuracy and success rate. More information can be found at \url{https://github.com/Me-Ditto/Physics-Guided-Mocap}.
19.1CVMar 26, 2022
Neural MoCon: Neural Motion Control for Physically Plausible Human Motion CaptureBuzhen Huang, Liang Pan, Yuan Yang et al.
Due to the visual ambiguity, purely kinematic formulations on monocular human motion capture are often physically incorrect, biomechanically implausible, and can not reconstruct accurate interactions. In this work, we focus on exploiting the high-precision and non-differentiable physics simulator to incorporate dynamical constraints in motion capture. Our key-idea is to use real physical supervisions to train a target pose distribution prior for sampling-based motion control to capture physically plausible human motion. To obtain accurate reference motion with terrain interactions for the sampling, we first introduce an interaction constraint based on SDF (Signed Distance Field) to enforce appropriate ground contact modeling. We then design a novel two-branch decoder to avoid stochastic error from pseudo ground-truth and train a distribution prior with the non-differentiable physics simulator. Finally, we regress the sampling distribution from the current state of the physical character with the trained prior and sample satisfied target poses to track the estimated reference motion. Qualitative and quantitative results show that we can obtain physically plausible human motion with complex terrain interactions, human shape variations, and diverse behaviors. More information can be found at~\url{https://www.yangangwang.com/papers/HBZ-NM-2022-03.html}
CrowdRec: 3D Crowd Reconstruction from Single Color ImagesBuzhen Huang, Jingyi Ju, Yangang Wang
This is a technical report for the GigaCrowd challenge. Reconstructing 3D crowds from monocular images is a challenging problem due to mutual occlusions, server depth ambiguity, and complex spatial distribution. Since no large-scale 3D crowd dataset can be used to train a robust model, the current multi-person mesh recovery methods can hardly achieve satisfactory performance in crowded scenes. In this paper, we exploit the crowd features and propose a crowd-constrained optimization to improve the common single-person method on crowd images. To avoid scale variations, we first detect human bounding-boxes and 2D poses from the original images with off-the-shelf detectors. Then, we train a single-person mesh recovery network using existing in-the-wild image datasets. To promote a more reasonable spatial distribution, we further propose a crowd constraint to refine the single-person network parameters. With the optimization, we can obtain accurate body poses and shapes with reasonable absolute positions from a large-scale crowd image using a single-person backbone. The code will be publicly available at~\url{https://github.com/boycehbz/CrowdRec}.
Contrastive Multi-Modal Hypergraph Reasoning for 3D Crowd Mesh RecoveryMinghao Sun, Chongyang Xu, Yitao Xie et al.
Multi-person 3D reconstruction is pivotal for real-world interaction analysis, yet remains challenging due to severe occlusions and depth ambiguity. Current approaches typically rely on single-modality inputs, which inherently lack geometric guidance. Furthermore, these methods often reconstruct subjects in isolation, neglecting the collective group context essential for resolving ambiguities in crowded scenes. To address these limitations, we propose Contrastive Multi-modal Hypergraph Reasoning to synergize semantic, geometric, and pose cues for crowd reconstruction. We first initialize robust node representations by combining RGB features, geometric priors, and occlusion-aware incomplete poses. Additionally, we introduce a pelvis depth indicator as a global spatial anchor, aligning visual features with a metric-scale-agnostic depth ordering. Subsequently, we construct a shared-topology hypergraph that moves beyond pairwise constraints to model higher-order crowd dynamics. To improve feature fusion, we design a hypergraph-based contrastive learning scheme that jointly enhances intra-modal discriminability and enforces cross-modal orthogonality. This mechanism enables the network to propagate global context effectively, allowing it to infer missing information even under severe occlusion. Extensive experiments on the Panoptic and GigaCrowd benchmarks confirm that our method achieves new state-of-the-art performance. Code and pre-trained models are available at https://github.com/SunMH-try/CoMHR.
Stability-Driven Motion Generation for Object-Guided Human-Human Co-ManipulationJiahao Xu, Xiaohan Yuan, Xingchen Wu et al.
Co-manipulation requires multiple humans to synchronize their motions with a shared object while ensuring reasonable interactions, maintaining natural poses, and preserving stable states. However, most existing motion generation approaches are designed for single-character scenarios or fail to account for payload-induced dynamics. In this work, we propose a flow-matching framework that ensures the generated co-manipulation motions align with the intended goals while maintaining naturalness and effectiveness. Specifically, we first introduce a generative model that derives explicit manipulation strategies from the object's affordance and spatial configuration, which guide the motion flow toward successful manipulation. To improve motion quality, we then design an adversarial interaction prior that promotes natural individual poses and realistic inter-person interactions during co-manipulation. In addition, we also incorporate a stability-driven simulation into the flow matching process, which refines unstable interaction states through sampling-based optimization and directly adjusts the vector field regression to promote more effective manipulation. The experimental results demonstrate that our method achieves higher contact accuracy, lower penetration, and better distributional fidelity compared to state-of-the-art human-object interaction baselines. The code is available at https://github.com/boycehbz/StaCOM.
Closely Interactive Human Reconstruction with Proxemics and Physics-Guided AdaptionBuzhen Huang, Chen Li, Chongyang Xu et al.
Existing multi-person human reconstruction approaches mainly focus on recovering accurate poses or avoiding penetration, but overlook the modeling of close interactions. In this work, we tackle the task of reconstructing closely interactive humans from a monocular video. The main challenge of this task comes from insufficient visual information caused by depth ambiguity and severe inter-person occlusion. In view of this, we propose to leverage knowledge from proxemic behavior and physics to compensate the lack of visual information. This is based on the observation that human interaction has specific patterns following the social proxemics. Specifically, we first design a latent representation based on Vector Quantised-Variational AutoEncoder (VQ-VAE) to model human interaction. A proxemics and physics guided diffusion model is then introduced to denoise the initial distribution. We design the diffusion model as dual branch with each branch representing one individual such that the interaction can be modeled via cross attention. With the learned priors of VQ-VAE and physical constraint as the additional information, our proposed approach is capable of estimating accurate poses that are also proxemics and physics plausible. Experimental results on Hi4D, 3DPW, and CHI3D demonstrate that our method outperforms existing approaches. The code is available at \url{https://github.com/boycehbz/HumanInteraction}.
Simultaneously Recovering Multi-Person Meshes and Multi-View Cameras with Human SemanticsBuzhen Huang, Jingyi Ju, Yuan Shu et al.
Dynamic multi-person mesh recovery has broad applications in sports broadcasting, virtual reality, and video games. However, current multi-view frameworks rely on a time-consuming camera calibration procedure. In this work, we focus on multi-person motion capture with uncalibrated cameras, which mainly faces two challenges: one is that inter-person interactions and occlusions introduce inherent ambiguities for both camera calibration and motion capture; the other is that a lack of dense correspondences can be used to constrain sparse camera geometries in a dynamic multi-person scene. Our key idea is to incorporate motion prior knowledge to simultaneously estimate camera parameters and human meshes from noisy human semantics. We first utilize human information from 2D images to initialize intrinsic and extrinsic parameters. Thus, the approach does not rely on any other calibration tools or background features. Then, a pose-geometry consistency is introduced to associate the detected humans from different views. Finally, a latent motion prior is proposed to refine the camera parameters and human motions. Experimental results show that accurate camera parameters and human motions can be obtained through a one-step reconstruction. The code are publicly available at~\url{https://github.com/boycehbz/DMMR}.
6.2CVAug 8, 2025
E-React: Towards Emotionally Controlled Synthesis of Human ReactionsChen Zhu, Buzhen Huang, Zijing Wu et al.
Emotion serves as an essential component in daily human interactions. Existing human motion generation frameworks do not consider the impact of emotions, which reduces naturalness and limits their application in interactive tasks, such as human reaction synthesis. In this work, we introduce a novel task: generating diverse reaction motions in response to different emotional cues. However, learning emotion representation from limited motion data and incorporating it into a motion generation framework remains a challenging problem. To address the above obstacles, we introduce a semi-supervised emotion prior in an actor-reactor diffusion model to facilitate emotion-driven reaction synthesis. Specifically, based on the observation that motion clips within a short sequence tend to share the same emotion, we first devise a semi-supervised learning framework to train an emotion prior. With this prior, we further train an actor-reactor diffusion model to generate reactions by considering both spatial interaction and emotional response. Finally, given a motion sequence of an actor, our approach can generate realistic reactions under various emotional conditions. Experimental results demonstrate that our model outperforms existing reaction generation methods. The code and data will be made publicly available at https://ereact.github.io/
6.2CVFeb 6, 2025
Adapting Human Mesh Recovery with Vision-Language FeedbackChongyang Xu, Buzhen Huang, Chengfang Zhang et al.
Human mesh recovery can be approached using either regression-based or optimization-based methods. Regression models achieve high pose accuracy but struggle with model-to-image alignment due to the lack of explicit 2D-3D correspondences. In contrast, optimization-based methods align 3D models to 2D observations but are prone to local minima and depth ambiguity. In this work, we leverage large vision-language models (VLMs) to generate interactive body part descriptions, which serve as implicit constraints to enhance 3D perception and limit the optimization space. Specifically, we formulate monocular human mesh recovery as a distribution adaptation task by integrating both 2D observations and language descriptions. To bridge the gap between text and 3D pose signals, we first train a text encoder and a pose VQ-VAE, aligning texts to body poses in a shared latent space using contrastive learning. Subsequently, we employ a diffusion-based framework to refine the initial parameters guided by gradients derived from both 2D observations and text descriptions. Finally, the model can produce poses with accurate 3D perception and image consistency. Experimental results on multiple benchmarks validate its effectiveness. The code will be made publicly available.
Generalizable Human Gaussians from Single-View ImageJinnan Chen, Chen Li, Jianfeng Zhang et al.
In this work, we tackle the task of learning 3D human Gaussians from a single image, focusing on recovering detailed appearance and geometry including unobserved regions. We introduce a single-view generalizable Human Gaussian Model (HGM), which employs a novel generate-then-refine pipeline with the guidance from human body prior and diffusion prior. Our approach uses a ControlNet to refine rendered back-view images from coarse predicted human Gaussians, then uses the refined image along with the input image to reconstruct refined human Gaussians. To mitigate the potential generation of unrealistic human poses and shapes, we incorporate human priors from the SMPL-X model as a dual branch, propagating image features from the SMPL-X volume to the image Gaussians using sparse convolution and attention mechanisms. Given that the initial SMPL-X estimation might be inaccurate, we gradually refine it with our HGM model. We validate our approach on several publicly available datasets. Our method surpasses previous methods in both novel view synthesis and surface reconstruction. Our approach also exhibits strong generalization for cross-dataset evaluation and in-the-wild images.
Dynamic Multi-Person Mesh Recovery From Uncalibrated Multi-View CamerasBuzhen Huang, Yuan Shu, Tianshu Zhang et al.
Dynamic multi-person mesh recovery has been a hot topic in 3D vision recently. However, few works focus on the multi-person motion capture from uncalibrated cameras, which mainly faces two challenges: the one is that inter-person interactions and occlusions introduce inherent ambiguities for both camera calibration and motion capture; The other is that a lack of dense correspondences can be used to constrain sparse camera geometries in a dynamic multi-person scene. Our key idea is incorporating motion prior knowledge into simultaneous optimization of extrinsic camera parameters and human meshes from noisy human semantics. First, we introduce a physics-geometry consistency to reduce the low and high frequency noises of the detected human semantics. Then a novel latent motion prior is proposed to simultaneously optimize extrinsic camera parameters and coherent human motions from slightly noisy inputs. Experimental results show that accurate camera parameters and human motions can be obtained through one-stage optimization. The codes will be publicly available at~\url{https://www.yangangwang.com}.