Whole-body human-object interaction (HOI) generation requires coordinating body and finger motion, object trajectories, and time-varying contacts. Existing methods typically rely on iterative diffusion or test-time optimization, resulting in high inference costs. Direct one-step generation is highly desired in downstream applications due to efficient inference. However, it is challenging because these HOI components differ substantially in structure and scale. We present MFlowHOI, an efficient one-step framework for whole-body HOI generation. A Contact-Aware Multipart RVQVAE organizes body, hand, object, and contact signals into a structured latent space, with a shared decoder preserving their global coordination. An ST-DiT then models temporal and cross-part dependencies in this space and generates a complete interaction in a single MeanFlow evaluation. Predicted object-local contact correspondences further enable geometric refinement and interaction-preserving transfer to photorealistic 3D Gaussian avatars with different body proportions. Experiments demonstrate that MFlowHOI outperforms existing base generators in motion quality and text alignment while substantially reducing inference time.
Figures & tables
Figure 1: MFlowHOI jointly generates body and finger motions, object trajectories, and contacts in a single transport pass, enabling refinement and retargeting to 3D Gaussian avatars with diverse body proportions.
Figure 2: MFlowHOI encodes part-level motion, object motion, object-body part contacts, and contact states into a structured latent. Conditional MeanFlow transports noise to a complete HOI latent in one ST-DiT transport evaluation; the frozen decoder recovers motion for direct use, optional refinement, or 3DGS avatar deployment.
Figure 3: Direct pose transfer across different body shapes may cause grasp failure. Our coarse arm retargeting first restores reachability, after which fine hand-Gaussian SDF optimization suppresses local hand–object penetration while preserving the generated object trajectory.
Method
FID ↓
R@3 ↑
Div. →
IV ↓
ID ↓
CR ↑
Time ↓
GT
0.00
0.55
13.24
3.97
3.49
0.64
–
Dex2HOI
3.44
0.30
10.15
5.14
1.97
0.33
0.19
DiffGrasp-U
5.15
0.27
10.62
5.93
5.29
0.38
1.63
DiffGrasp-G
4.26
0.31
10.70
5.96
5.75
0.40
363.47
HOIDiNi
5.81
0.34
11.47
4.14
1.21
0.06
0.19
HOIDiNi(DNO)
5.42
0.25
11.55
4.79
4.47
0.64
379.50
Table 1: Comparison on GRAB. U and G denote unguided and guided generation, respectively; Obj. Ref. denotes object refinement, and UB-DNO denotes upper-body DNO.
Figure 4: Qualitative comparison results. Columns show two prompts, and rows compare different methods using matched frames and hand–object close-ups.
Method
FID ↓
R@3 ↑
Div.
FS ↓
CR ↑
Dex2HOI space
7.2769
0.3359
9.8175
1.0859
0.0815
HOIDiNi space
13.1630
0.2109
9.2114
3.4212
0.0300
MFlowHOI w/o ST Attn.
3.1960
0.3828
11.9047
0.1021
0.0524
MFlowHOI
2.5732
0.4531
11.2474
0.0929
0.0930
Table 2: One-step MeanFlow results using different transport representations. All variants perform one full-interval transport evaluation without DNO. FS denotes foot skating.
Table 4: Comparison with Animate Anyone. OBJ-CLIP measures object appearance similarity; LMD-B/H are body/hand landmark errors in pixels. Perceptual scores are averaged over 16 participants on a 1–5 scale and assess overall realism, appearance consistency (App.), and motion smoothness (Mot.) for the human (H) and object (O). Each method uses its respective 2D or 3D assets.
Figure 5: Reconstruction results. Panels (a)–(d) compare ground truth with reconstructed frames and hand–object close-ups; panel (e) compares the interaction sequences.
Figure 6: Qualitative comparison of Animate Anyone (first and third columns) and our 3DGS pipeline (second and fourth columns) at two matched instants under their respective asset regimes. Ours better preserves object identity, temporal coherence, and hand–object alignment.
Text-conditioned 3D human--object interaction (HOI) generation remains challenging because individually plausible human and object motions do not necessarily form a coherent interaction. We argue that a key limitation lies in conventional skeleton-based representations, which compactly describe body kinematics while leaving surface-level interaction geometry largely implicit, often requiring additional contact-specific regularizers. We propose ULIFlow, a framework that explicitly models continuous human--object relations within a unified latent space. To this end, we derive continuous marker--object relations from sparse body-surface markers and treat them as an explicit interaction modality alongside human motion and object dynamics. A Mixture-of-Transformers (MoT) autoencoder is then designed to jointly model these heterogeneous streams while preserving their modality-specific structures. Importantly, we let the relation stream directly participate in human and object reconstruction, encouraging the shared latent representation to preserve both individual dynamics and the interaction geometry that coordinates them. To further achieve variable-length generation, we introduce a blockwise Flow Forcing scheme with global sequence-progress conditioning, enabling progressive continuation from fixed-length training windows while maintaining consistent long-horizon dynamics. Extensive experiments demonstrate that ULIFlow consistently outperforms prior work in overall generation quality and human--object coordination, while preserving coherent interactions over requested durations beyond the training horizon.
Wenqi Cai, Chunzhi Gu, Weichen Zhou +5
University of Toyama · University of Fukui · Chukyo University +1
Text driven hand object interaction (HOI) generation is gaining attention for immersive applications and robotics, yet producing physically plausible interactions remains challenging. Even when individual motions appear natural, small contact errors can cause conspicuous artifacts such as floating and interpenetration. Prior methods mitigate these issues using explicit contact cues or implicit grasp priors, but typically rely on multi stage pipelines and fail to model temporally evolving contact. We present JointHOI, a single stage diffusion framework that jointly generates 3D hand object motion and dynamic, distance based contact maps from text. By treating contact as an auxiliary inner modality, joint generation enables the model to learn contact motion coupling during training. At inference, contact guided sampling enforces consistency between generated contact maps and motion implied geometry, improving temporal stability and reducing penetration and floating. Experiments on GRAB and ARCTIC demonstrate consistent improvements in text adherence and physical plausibility over prior methods.
Mingyeong Song, Jungbin Cho, Jisoo Kim +5
Ewha Womans University, Seoul, Korea · Yonsei University, Seoul, Korea · Carnegie Mellon University, Pittsburgh PA, USA +1
Generating realistic 3D hand-object interactions (HOI) is a fundamental challenge in computer vision and robotics, requiring both temporal coherence and high-fidelity physical plausibility. Existing methods remain limited in their ability to learn expressive motion representations for generation and perform temporal reasoning. In this paper, we present HO-Flow, a framework for synthesizing realistic hand-object motion sequences from texts and canoncial 3D objects. HO-Flow first employs an interaction-aware variational autoencoder to encode sequences of hand and object motions into a unified latent manifold by incorporating hand and object kinematics, enabling the representation to capture rich interaction dynamics. It then leverages a masked flow matching model that combines auto-regressive temporal reasoning with continuous latent generation, improving temporal coherence. To further enhance generalization, HO-Flow predicts object motions relative to the initial frame, enabling effective pre-training on large-scale synthetic data. Experiments on the GRAB, OakInk, and DexYCB benchmarks demonstrate that HO-Flow achieves state-of-the-art performance in both physical plausibility and motion diversity for interaction motion synthesis.