cs.CVJun 29, 2026

PoseShield: Neural Collision Fields for Human Self-Collision Resolution

Authors: Zhengyuan LiZeyun DengYifan ShenLiangyan GuiMiaolan XieJoseph CampbellXifeng GaoKui Wu+2 more

Organizations: Purdue University, West Lafayette IN 47907, USA · University of Illinois Urbana-Champaign, Champaign IL 61820, USA · LightSpeed Studios, Bellevue WA 98004, USA

Abstract

Self-collision remains a persistent challenge in SMPL-based human pose estimation and motion generation. Under extreme articulations or stochastic motion synthesis, generated meshes frequently exhibit self-penetrations, leading to physically implausible results. We propose PoseShield, a neural collision constraint defined directly in SMPL pose space. We formulate collision correction as a constrained optimization problem and connect the learned constraint with the Eikonal equation. Enforcing Eikonal regularization ensures non-vanishing gradients near the collision boundary, improving numerical stability and robustness of the optimization process. Unlike prior methods that operate in the mesh space or rely on heuristic penalties, our approach operates directly in the low-dimensional space of human poses and is theoretically grounded. The same learned constraint extends to human motion sequences, providing a generator-agnostic post-hoc collision corrector without retraining the underlying motion model. Experiments on a newly constructed SMPL pose benchmark show that our method achieves a 95.8% success rate and outperforms state-of-the-art baselines.

Explore similar work

May 1, 2026cs.CV

PhysiGen: Integrating Collision-Aware Physical Constraints for High-Fidelity Human-Human Interaction Generation

Despite substantial progress in text-driven 3D human motion synthesis, generating realistic multi-person interaction sequences remains challenging. Notably, body inter-penetration is a pervasive issue from both data acquisition to the generated results, which significantly undermines the realism and usability. Previous generative models either ignored this issue or introduced computationally expensive mesh-level loss functions to alleviate inter-body collisions. In this paper, we propose a general-purpose and computationally efficient optimization strategy named PhysiGen to explicitly integrate collision-aware physical constraints for human-human interaction generation. Specifically, we simplify the high-resolution human body mesh into geometric primitives to greatly reduce the cost of inter-person collision detection. Moreover, we identify the collision regions as the guidance of the optimization directions. PhysiGen is plug-and-play and can be readily integrated into existing human interaction generation models. Extensive cross-dataset and cross-model experiments show that our method can effectively reduce interpenetration and significantly improve visual coherence and physical plausibility compared to the state-of-the-art methods.
Nan Lei, Yuan-Ming Li, Ling-An Zeng +5
May 26, 2026cs.CV

Self-Intersection-Aware 3D Human Motion Generation Using an Efficient Human Sphere Proxy

Human motion generation has made tremendous progress in recent years, with state-of-the-art approaches surpassing ground truth data in leading evaluation benchmarks. However, visual inspection of the generated motions paints a different picture. Even state-of-the-art approaches generate motions frequently containing self-intersections, i.e., body parts interpenetrating, which are strong artifacts, severely limiting the perceived motion quality. We introduce a novel loss, which explicitly penalizes self-intersections, to the training of human motion generation methods. We base our loss on a sphere proxy of human geometry, which allows us to calculate a self-intersection loss 98% faster and uses 83% less memory than comparable methods based on triangular meshes. The loss is agnostic to the specific approach, and we add it to the training of the recent human motion generation methods human motion diffusion model (MDM) and MoMask. Our extensive experiments show a reduction of self-intersections in generated motions of up to 49% while improving other evaluation metrics. The code is available at https://github.com/boschresearch/humansphereproxy .
Pascal Herrmann, Maarten Bieshaar, Dennis Mack +2
Jul 20, 2026cs.RO

From Sign Language Generation to Humanoid Execution: Vision-Language Guided Retargeting with Collision Mitigation

Recent sign language generation (SLG) systems increasingly output dense 3D body representations, which better preserve full-body kinematics and geometry for downstream embodiment on humanoid robots. However, these generated motions frequently exhibit self-intersections such as hand-hand and hand-torso penetration. While such artifacts may be tolerated in offline rendering, they become critical in humanoid execution as they lead to infeasible inverse-kinematics (IK) solutions, collisions, and unstable retargeted trajectories. We present a system-level framework that bridges SLG outputs to humanoid joint-space execution via two components. First, we introduce a volumetric SMPL-X collision-mitigation module that projects generated signing motions toward physically plausible configurations while minimally deviating from the original trajectory. Second, we propose a vision-language-guided retargeting algorithm built on an IK backbone: a VLM serves as a visual critic over rendered humanoid motion, identifies embodiment-specific failure modes, and triggers targeted task-space corrections. Our results highlight collision handling and perception-guided refinement as key missing components for reliable humanoid signing.
Nabeela Khan, Bowen Wu, Runwu Shi +5