Authors: Taewoo Kim, Suwoong Yeom, Jaehyun Pyun, Geonho Cha, Dongyoon Wee, Joonsik Nam, Yun-Seong Jeong, Kyeongbo Kong, Suk-Ju Kang
Organizations: Department of Electronics Engineering, Sogang University, South Korea · NAVER Cloud Corp, South Korea · Department of Electrical & Electronics Engineering, Pusan National University, South Korea
Reconstructing dynamic scenes with complex human-object interactions is a fundamental challenge in computer vision and graphics. Existing Gaussian Splatting methods either rely on human pose priors while neglecting dynamic objects, or approximate all motions within a single field, limiting their ability to capture interaction-rich dynamics. To address this gap, we propose Human-Object Interaction Gaussian Splatting (HOIGS), which explicitly models interaction-induced deformation between humans and objects through a cross-attention-based HOI module. Distinct deformation baselines are employed to extract features: HexPlane for humans and Cubic Hermite Spline (CHS) for objects. By integrating these heterogeneous features, HOIGS effectively captures interdependent motions and improves deformation estimation in scenarios involving occlusion, contact, and object manipulation. Comprehensive experiments on multiple datasets demonstrate that our method consistently outperforms state-of-the-art human-centric and 4D Gaussian approaches, highlighting the importance of explicitly modeling human-object interactions for high-fidelity reconstruction.
Figures & tables
Figure 1: 4DGS-based and human-centric models fail to render HOI scenes.
Figure 5: Qualitative comparison of reconstructed rendered views. We compare our method (HOIGS) against state-of-the-art baselines on both the HOSNeRF [ 26 ] and BEHAVE [ 3 ] datasets. We display the full-frame (top) rendering and a zoom-in (bottom) of the red Region of Interest (ROI).
Methods
Backpack
Tennis
Suitcase
Playground
Dance
Lounge
PSNR ↑
LPIPS ↓
PSNR ↑
LPIPS ↓
PSNR ↑
LPIPS ↓
PSNR ↑
LPIPS ↓
PSNR ↑
LPIPS ↓
PSNR ↑
LPIPS ↓
K-Planes [ 10 ]
19.05
0.557
19.31
0.536
18.64
0.602
17.92
0.635
18.17
0.623
24.21
0.453
D 2 NeRF [ 45 ]
20.52
0.608
23.97
0.540
20.99
0.645
21.23
0.616
19.92
0.647
27.13
0.509
Nerfies [ 32 ]
19.56
0.559
22.12
0.443
19.01
0.555
21.14
0.533
19.37
0.524
25.90
0.342
HyperNeRF [ 33 ]
19.62
0.587
21.26
0.510
19.41
0.607
21.67
0.578
19.30
0.601
27.25
0.332
NeuMan [ 17 ]
21.21
0.478
23.17
0.442
20.84
0.551
21.46
0.551
21.19
0.490
28.40
0.341
Table 1: Per-scene quantitative evaluation on the HOSNeRF [ 26 ] dataset against baselines of our method. We color code each cell as best and second best .
Scene
4DGS [ 44 ]
E - D3DGS [ 2 ]
ExAvatar [ 31 ]
HOIGS (Ours)
PSNR ↑
LPIPS ↓
PSNR ↑
LPIPS ↓
PSNR ↑
LPIPS ↓
PSNR ↑
LPIPS ↓
Backpack_1
21.81
0.076
19.99
0.086
27.86
0.041
31.79
0.031
Plasticcontainer_1
22.92
0.072
20.15
0.086
29.96
0.042
33.10
0.032
Plasticcontainer_2
26.37
0.081
24.75
0.078
30.11
0.038
32.39
0.034
Suitcase_2
26.66
0.071
25.85
0.058
30.86
0.032
34.58
0.028
Backpack_3
24.59
0.085
23.72
0.074
26.47
0.054
30.17
0.044
Table 2: Per-scene quantitative evaluation on the BEHAVE [ 3 ] dataset against baselines.
Figure 6: Qualitative comparison of reconstructed rendered view results on the ARCTIC [ 9 ] dataset.
Methods
Capsulemachine
Mixer
Espressomachine
Box
PSNR ↑
LPIPS ↓
PSNR ↑
LPIPS ↓
PSNR ↑
LPIPS ↓
PSNR ↑
LPIPS ↓
4DGS [ 44 ]
26.15
0.124
23.21
0.166
21.80
0.196
22.22
0.182
E - D3DGS [ 2 ]
25.10
0.089
22.14
0.139
19.50
0.227
20.60
0.153
HOLD [ 8 ]
25.52
0.522
23.35
0.540
23.52
0.547
24.72
0.494
HOIGS (Ours)
27.05
0.069
24.59
0.095
25.29
0.079
23.50
0.124
Table 3: Per-scene quantitative evaluation on the ARCTIC [ 9 ] dataset against baselines of our method.
Figure 7: More qualitative comparison between ground truth and our HOIGS on the HOSNeRF [ 26 ] dataset.
Figure 8: 4DGS-based and human-centric models fail to render HOI scenes on the BEHAVE [ 3 ] dataset.
Table 9
Metric
HOLD [ 8 ]
HOIGS (Ours)
CDbest [ m2 ] ↓
1.5035
0.1337
Table A: Geometric evaluation on the ARCTIC [ 9 ] dataset. Our method (HOIGS) demonstrates significantly lower distance metrics compared to the baseline, indicating closer, more physically plausible hand-object contact. Results are averaged over all sequences.
Method Combinations
Backpack
Tennis
Suitcase
Playground
Dance
Lounge
Average
PSNR ↑
LPIPS ↓
PSNR ↑
LPIPS ↓
PSNR ↑
LPIPS ↓
PSNR ↑
LPIPS ↓
PSNR ↑
LPIPS ↓
PSNR ↑
LPIPS ↓
PSNR ↑
LPIPS ↓
Samurai [ 48 ] + MetricV2 [ 13 ]
25.78
0.082
27.12
0.108
22.09
0.246
25.23
0.103
24.17
0.098
30.97
0.048
25.89
0.114
Samurai [ 48 ] + Video Depth Anything [ 5 ]
25.85
0.080
27.18
0.106
22.15
0.241
25.28
0.102
24.22
0.096
31.05
0.046
25.96
0.112
Samurai [ 48 ] + DepthCrafter [ 15 ]
25.72
0.088
27.08
0.108
22.06
0.249
25.20
0.109
24.08
0.099
30.93
0.048
25.85
0.117
TrackAnything [ 49 ] + MetricV2 [ 13 ]
25.72
0.086
27.05
0.109
22.03
0.246
25.18
0.106
24.15
0.100
30.93
0.052
25.84
0.116
SAMv2 [ 37 ] + Video Depth Anything [ 5 ]
26.01
0.076
27.38
0.103
22.33
0.241
25.47
0.100
24.42
0.095
31.20
0.041
26.14
0.109
Table B: Sensitivity analysis of HOIGS on the HOSNeRF [ 26 ] dataset using different combinations of segmentation and depth estimation priors. The results demonstrate the robustness of our method, with consistent performance across various modern priors and strong performance even with older baselines (MaskRCNN [ 29 ] ).
Methods
Training Time
Inference Speed (FPS)
4DGS [ 44 ]
40 min
61.04
Ex4DGS [ 23 ]
2 hr 30 min
46.38
D3DGS [ 51 ]
3 hr
37.79
E-D3DGS [ 2 ]
2 hr
54.71
HOIGS (Ours)
5 hr
44.27
Table C: Runtime performance comparison on the HOSNeRF [ 26 ] dataset. We report the approximate training time per scene and the inference speed in Frames Per Second (FPS). Our method maintains real-time performance ( > 30 FPS) despite the added complexity of interaction modeling.
Methods
Backpack
Tennis
Suitcase
Playground
Dance
Lounge
Average
PSNR ↑
LPIPS ↓
PSNR ↑
LPIPS ↓
PSNR ↑
LPIPS ↓
PSNR ↑
LPIPS ↓
PSNR ↑
LPIPS ↓
PSNR ↑
LPIPS ↓
PSNR ↑
LPIPS ↓
MASt3R Prior
23.51
0.135
25.25
0.121
22.40
0.197
24.65
0.074
23.63
0.115
28.99
0.057
24.59
0.128
Depth Recon Prior
21.63
0.142
25.65
0.122
22.13
0.230
25.24
0.103
24.08
0.123
28.95
0.095
25.36
0.136
Diffusion Prior (Ours)
23.70
0.082
27.13
0.112
22.96
0.235
25.63
0.123
24.17
0.093
29.97
0.043
25.89
0.114
Table D: Quantitative ablation study on Object Priors using the HOSNeRF [ 26 ] dataset. We evaluate the effectiveness of our Diffusion Prior against MASt3R [ 7 ] and Depth Reconstruction priors.
Figure A : Object feature extraction. Extraction of object motion features using the embedded parameters and velocity vectors of each key frame.
This paper focuses on a challenging setting of simultaneously modeling geometry and appearance of hand-object interaction scenes without any object priors. We follow the trend of dynamic 3D Gaussian Splatting based methods, and address several significant challenges. To model complex hand-object interaction with mutual occlusion and edge blur, we present interaction-aware hand-object Gaussians with newly introduced optimizable parameters aiming to adopt piecewise linear hypothesis for clearer structural representation. Moreover, considering the complementarity and tightness of hand shape and object shape during interaction dynamics, we incorporate hand information into object deformation field, constructing interaction-aware dynamic fields to model flexible motions. To further address difficulties in the optimization process, we propose a progressive strategy that handles dynamic regions and static background step by step. Correspondingly, explicit regularizations are designed to stabilize the hand-object representations for smooth motion transition, physical interaction reality, and coherent lighting. Experiments show that our approach surpasses existing dynamic 3D-GS-based methods and achieves state-of-the-art performance in reconstructing dynamic hand-object interaction.
Hao Tian, Chenyangguang Zhang, Rui Liu +2
Chengdu Institute of Computer Applications, Chinese Academy of Sciences, Chengdu, China · PetroChina (Beijing) Digital Intelligence Research Institute Co., Ltd., Beijing, China · University of Chinese Academy of Sciences, Beijing, China +2
Reconstructing dynamic human--object interaction scenes from monocular video is difficult because the human, manipulated object, and background obey different motion models while sharing the same pixels. Existing dynamic radiance-field and Gaussian-splatting methods often entangle these components, causing object motion to leak into the human or static scene, and monocular human reconstruction remains underconstrained in regions that are rarely observed. We present CoGS, a compositional Gaussian-splatting framework for monocular human--object scene reconstruction. CoGS decomposes the video into three coordinated branches: an articulated human initialized from a complete canonical prior, a rigid object field driven by an estimated object trajectory, and a static scene field regularized by weak scene-only planar primitives when available. A six-stage optimization schedule first stabilizes the human and object independently, then fuses them with the scene under full-image supervision, visibility-aware human anchoring, object silhouette and motion constraints, and delayed scene regularization. This design keeps each component responsible for its own geometry and motion while allowing photometric evidence to correct the final composite. Experiments on HOSNeRF and NeuMan show that CoGS improves both human--object interaction reconstruction and in-the-wild human--scene rendering, achieving stronger fidelity and perceptual quality across full-frame and human-focused evaluations. Code will be released upon publication.
Jerrin Bright, John Zelek
Vision and Image Processing Lab, University of Waterloo, Canada
Reconstructing dynamic scenes with multiple interacting humans and objects from sparse-view inputs is a critical yet challenging task, essential for creating high-fidelity digital twins for robotics and VR/AR. This problem, which we term Multi-Human Multi-Object (MHMO) rendering, presents two significant obstacles: achieving view-consistent representations for individual instances under severe mutual occlusion, and explicitly modeling the complex and combinatorial dependencies that arise from their interactions. To overcome these challenges, we propose MM-GS, a novel hierarchical framework built upon 3D Gaussian Splatting. Our method first employs a Per-Instance Multi-View Fusion module to establish a robust and consistent representation for each instance by aggregating visual information across all available views. Subsequently, a Scene-Level Instance Interaction module operates on a global scene graph to reason about relationships between all participants, refining their attributes to capture subtle interaction effects. Extensive experiments on challenging datasets demonstrate that our method significantly outperforms strong baselines, producing state-of-the-art results with high-fidelity details and plausible inter-instance contacts.
Weiquan Wang, Jun Xiao, Feifei Shao +3
State Key Lab of CAD&CG, College of Computer Science, Zhejiang University, Hangzhou 310027, China · Department of Computer Science and Engineering, The Hong Kong University of Science and Technology, Clear Water Bay, Hong Kong