CVFeb 24

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

arXiv:2602.20476v11 citationsh-index: 33
Originality Highly original
AI Analysis

This work addresses physically grounded motion synthesis for applications like animation and robotics, offering a more efficient alternative to existing methods.

The paper tackles the problem of synthesizing text-driven 3D human motion in realistic scenes by using structured 2D scene representations instead of computationally expensive 3D data, achieving state-of-the-art motion realism and contact accuracy on the TRUMANS benchmark while reducing trainable parameters by over 50%.

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.

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