Co-speech gesture generation has made significant progress toward realistic full-body motion from speaker audio, yet existing models lack fine-grained spatial controllability of individual joints. To address this, we introduce InteractGesture, a model-agnostic, inference-time method for spatially controllable gesture generation. InteractGesture guides target latent estimates of a diffusion sampler through a differentiable RVQ-VAE decoder, backpropagating spatial control gradients to adjust motion latents during sampling. A primary challenge in streaming co-speech generation is chunk-wise dependency: standard sequential inference freezes prior chunks, preventing spatial constraints in future chunks from adjusting preceding trajectories and causing boundary inconsistencies. To overcome this limitation, we propose Progressive Chunk Guidance, a chunk-window strategy that maintains an active set of editable chunk latents with staggered delays, enabling spatial constraints to propagate gradients backward across chunk boundaries during streaming generation. Experiments on the BEAT2 dataset show that InteractGesture improves multi-joint spatial control while preserving overall gesture quality. Furthermore, our approach supports diverse applications, including sparse joint positioning, dense joint trajectory control, and directional pointing. Our project page is available at https://exitudio.github.io/interactgesture-page .
Figures & tables
Figure 1: InteractGesture enables spatial gesture control for a speech-conditioned gesture generation model. (a) Speech Condition Only. (b) Joint Position Control: directs specified joints to point at described objects at designated frames. (c) Dense Joint Trajectory Control: guides joints along a continuous path for sophisticated gesture control. (d) Pointing Direction Control: orients the arm toward a target direction.
Figure 2: Comparison of chunk-guidance schedules. (a) Sequential Chunk Guidance: Fully completes and freezes chunk k before initializing chunk k+1 . While causal, guidance from later chunks cannot adjust earlier motion. (b) Synchronous Chunk Guidance: Denoises all chunks simultaneously. Controls across the entire sequence influence overlapping context, but this requires full-sequence audio offline. (c) Progressive Chunk Guidance (Ours): Introduces chunks with a staggered delay and continuously refreshes context frames from intermediate target estimates x^0 . This maintains streaming compatibility while propagating spatial control across chunk boundaries.
Figure 3: InteractGesture adds spatial control guidance to a pretrained co-speech gesture generation model at inference time. At every selected sampling step, the predicted target latent estimate is decoded into SMPL-X joints, a masked joint loss is minimized, and the edited target latent estimate is converted back into the sampler update used by the generator. The same mechanism supports absolute 3D targets, root-relative targets, and Progressive Chunk Guidance for continuous streaming generation from overlapping latent chunks.
Method
FGD ( ↓ )
BC ( → )
Diversity ( → )
Traj. Error ( ↓ )
Loc. Error ( ↓ )
Avg. Err. cm ( ↓ )
Ground-Truth
–
0.703
11.970
–
–
–
Inverse Kinematic
1.043
0.723
16.379
0.582
0.453
19.973
Chunk-Wise ControlNet
0.491
0.778
12.034
0.996
0.976
46.159
Sequential Chunk Guidance
0.690
0.816
13.845
0.574
0.470
11.701
Synchronous Chunk Guidance (Ours)
0.442
0.750
12.234
0.092
0.100
4.669
Progressive Chunk Guidance (Ours)
0.431
0.762
11.760
0.267
0.161
6.335
Table 1: Main spatial control comparison on BEAT2 evaluation. Lower is better for FGD, trajectory/location errors, and average control error. For metrics marked with → , closer to Ground-Truth is better. Red bold marks the best generated method in each column, and blue underlined marks the second best.
Figure 4: Main qualitative result. InteractGesture uses spatial controls to steer co-speech gestures toward target hand and arm positions while preserving the speech-conditioned gesture prior. The visualization shows the guided generations alongside target positions, demonstrating whether the generated wrists and elbows adhere to the requested spatial constraints.
Setting
Scale
Sampling Guidance
Post Refine
FGD ( ↓ )
BC ( → )
Div ( → )
Traj10 ( ↓ )
Loc10 ( ↓ )
Avg. cm ( ↓ )
(a) Control Component Ablation
Delay 0: Synchronous Chunk Guidance
Uncontrolled Baseline
0.5
×
×
0.439
0.724
12.243
0.984
0.965
59.308
Sampling Guidance only
0.5
✓
×
0.438
0.744
12.175
0.426
0.427
11.471
Post-Refinement only
0.5
×
✓
0.438
0.743
12.195
0.338
0.338
9.428
Full Guidance (Ours)
0.5
✓
✓
0.442
0.750
12.234
0.092
0.100
4.669
Table 2: Ablation study on spatial guidance components and optimization scales on BEAT2. Panel (a) evaluates guidance modules at scale 0.5 . Panel (b) evaluates guidance scale sweeps. Delay 0 corresponds to Synchronous Chunk Guidance. Delay 1 corresponds to Progressive Chunk Guidance ( Δi=1 ).
Generating natural co-speech gestures from streaming speech is essential for embodied conversational agents, where motion must be produced while a user is still speaking. Recent streaming gesture systems make online generation possible by autoregressing over discrete motion tokens, but this design compresses high-dimensional continuous motion into finite codebooks and can limit the realism and diversity of generated gestures. To preserve both causality and continuous expressiveness, we propose GestureFAR, a flow-autoregressive framework for streaming co-speech gesture generation. First, GestureFAR autoregresses over causal continuous motion latents, using a transformer to model streaming audio-motion context and a per-token flow-matching head to sample the next latent from a continuous distribution. Second, we introduce a head-only flow distillation strategy that freezes the causal backbone and distills the multi-step per-token flow head into a single network evaluation using consistency and distribution-matching objectives. This keeps the model token-causal while removing the main latency bottleneck for live interaction. Experiments on BEAT2 show that GestureFAR significantly improves the quality--latency trade-off among streaming-capable methods, preserving strong gesture quality while enabling real-time token-causal generation. Project Page: https://andypinxinliu.github.io/GestureFAR
Pinxin Liu, Haiyang Liu, Jiahao Luo +3
University of Rochester · University of Tokyo · University of California Santa Cruz +2
Real-time co-speech gesture generation must produce 3D motion clip by clip as speech arrives. Existing streaming methods are open-loop: each clip depends on past context, but the model cannot check or correct its trajectory. Small errors therefore accumulate and cause drift over long sequences. We observe that this failure is mainly caused by the lack of a forward constraint rather than poor short-clip quality. A plausible key pose at the end of each clip provides a destination anchor that limits drift. Based on this observation, we propose StreamTalk, a closed-loop framework with a periodic generate-retrieve-refine cycle. Streaming Pose-Guided Generation first predicts a coarse clip, retrieves a plausible tail pose from a speaker-specific motion database, and refines the clip using this pose before continuing to the next window. During training, Stochastic Anchor Masking randomly masks pose and translation frames, teaching the model to recover complete motion from sparse boundary conditions. A part-aware DiT separates hand, body, and translation streams to reduce interference between global displacement and local articulation. On BEAT2, StreamTalk achieves state-of-the-art FGD, reduces long-horizon drift relative to open-loop baselines, and runs in real time at 76 FPS. Project page: https://xiangyue-zhang.github.io/StreamTalk/.
Xiangyue Zhang, Jianfang Li, Jiaxu Zhang +2
The University of Tokyo · Alibaba Group · Nanyang Technological University +1
We propose LiveGesture, the first fully streamable, speech-driven full-body gesture generation framework that operates with zero look-ahead and supports arbitrary sequence length. Unlike existing co-speech gesture methods, which are designed for offline generation and either treat body regions independently or entangle all joints within a single model, LiveGesture is built from the ground up for causal, region-coordinated motion generation. LiveGesture consists of two main modules: the Streamable Vector Quantized Motion Tokenizer (SVQ) and the Hierarchical Autoregressive Transformer (HAR). The SVQ tokenizer converts the motion sequence of each body region into causal, discrete motion tokens, enabling real-time, streamable token decoding. On top of SVQ, HAR employs region-expert autoregressive (xAR) transformers to model expressive, fine-grained motion dynamics for each body region. A causal spatio-temporal fusion module (xAR Fusion) then captures and integrates correlated motion dynamics across regions. Both xAR and xAR Fusion are conditioned on live, continuously arriving audio signals encoded by a streamable causal audio encoder. To enhance robustness under streaming noise and prediction errors, we introduce autoregressive masking training, which leverages uncertainty-guided token masking and random region masking to expose the model to imperfect, partially erroneous histories during training. Experiments on the BEAT2 dataset demonstrate that LiveGesture produces coherent, diverse, and beat-synchronous full-body gestures in real time, matching or surpassing state-of-the-art offline methods under true zero look-ahead conditions.
Muhammad Usama Saleem, Mayur Jagdishbhai Patel, Ekkasit Pinyoanuntapong +6
University of North Carolina · University of Central Florida