SARAH: Spatially Aware Real-time Agentic Humans
Organizations: Meta Reality Labs, Redmond, WA, USA
Abstract
As embodied agents become central to VR, telepresence, and digital human applications, their motion must go beyond speech-aligned gestures: agents should turn toward users, respond to their movement, and maintain natural gaze. Current methods lack this spatial awareness. We close this gap with the first real-time, fully causal method for spatially-aware conversational motion, deployable on a streaming VR headset. Given a user's position and dyadic audio, our approach produces full-body motion that aligns gestures with speech while orienting the agent according to the user. Our architecture combines a causal transformer-based VAE with interleaved latent tokens for streaming inference and a flow matching model conditioned on user trajectory and audio. To support varying gaze preferences, we introduce a gaze scoring mechanism with classifier-free guidance to decouple learning from control: the model captures natural spatial alignment from data, while users can adjust eye contact intensity at inference time. On the Embody 3D dataset, our method achieves state-of-the-art motion quality at over 300 FPS -- 3x faster than non-causal baselines -- while capturing the subtle spatial dynamics of natural conversation. We validate our approach on a live VR system, bringing spatially-aware conversational agents to real-time deployment. Please see https://evonneng.github.io/sarah/ for details.
Figures & tables
| FPS | FGD (m ) | FGD ( ) | Foot Slide | Wrist Var | Head Ang. | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| C | R | Avg | NS/S | Avg | NS/S | Avg | NS/S | Avg | NS/S | Avg | NS/S | |||
| GT | – | – | – | – | – | – | – | 0.01 | 0.01/0.01 | 137.6 | 122.3/179.7 | 0.81 | 0.80/0.84 | |
| Baselines | Random | ✗ | ✓ | 4K | 1.06 | 0.30/0.28 | 1.83 | 0.31/3.38 | 0.01 | 0.01/0.01 | 188.1 | 190.5/181.6 | 0.28 | 0.27/0.32 |
| NN | ✗ | ✓ | 1K | 0.90 | 0.19/0.16 | 0.77 | 0.02/0.51 | 0.01 | 0.01/0.01 | 97.0 | 85.7/128.2 | 0.59 | 0.57/0.64 | |
| MDM ( Tevet et al., 2022 ) | ✗ | ✗ | 90 | 3.48 | 1.93/2.66 | 2.88 | 0.64/5.37 | 0.11 | 0.11/0.11 | 61.4 | 57.9/71.0 | 0.81 | 0.80/0.84 | |
| A2P ( Ng et al., 2024 ) | ✗ | ✗ | 90 | 2.01 | 0.54/0.80 | 2.31 | 0.43/4.95 | 0.02 | 0.02/0.02 | 69.4 | 59.0/98.2 | 0.71 | 0.70/0.73 | |
| FGD | FGD | Foot Slide | Wrist Var | Head Ang. | |
|---|---|---|---|---|---|
| 1.28 | 2.19 | 0.01 | 105.0 | 0.83 | |
| 0.0 | 0.99 | 2.18 | 0.01 | 111.1 | 0.56 |
| 0.8 | 0.92 | 2.19 | 0.01 | 110.8 | 0.76 |
| 1.0 | 1.49 | 2.20 | 0.01 | 106.6 | 0.96 |
Human Motion Generation
Human motion generation creates articulated movement from language, audio, video, spatial constraints, or interaction goals.
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