Organizations: School of Computer Science and Engineering, Sun Yat-sen University · Shenzhen Loop Area Institute · Beijing Institute of Technology · The Hong Kong University of Science and Technology
Physical interaction is a key capability for humanoid collaboration, requiring coordinated whole-body motion and precise contact. However, learning diverse dual-humanoid interactions faces two major challenges: (1) human-robot morphological differences disrupt contact interfaces and spatial relationships during retargeting, and (2) jointly learning motor skills and partner coordination makes it difficult to retain control fidelity as interaction diversity grows. In this paper, we propose OmniInteract to address these challenges through surface-aware modeling and scalable residual policy learning. First, we introduce Surface Contact-Aware Retargeting, which leverages dense human-robot surface correspondences to jointly retarget both humanoids, preserving explicit interaction contact interfaces and their near-field geometric context. Second, we propose a Scalable Flow-based Interaction Policy for partner-conditioned residual generation. It factorizes dual-humanoid control into a reusable motor foundation and interaction-specific adaptations: partner-aware experts learn corrections over a frozen whole-body motion prior, while conditional flow matching unifies them in a shared residual action space. This enables scalable skill consolidation while retaining pretrained motor capabilities. Extensive experiments demonstrate that OmniInteract improves retargeting fidelity and dual-humanoid coordination while better retaining interaction performance as skill diversity grows. Real-world deployment further demonstrates successful contact establishment, stable whole-body coordination, and recovery from external perturbations.
Figures & tables
Figure 1: Top center: OmniInteract enables diverse dual-humanoid interactions from human demonstrations. Left: SCAR (Surface Contact-Aware Retargeting) preserves fine-grained surface interaction geometry during retargeting. Right: Specialist-to-unified residual learning consolidates diverse interaction skills into a unified flow policy. Bottom (Real, a–c): Deployment on dual Unitree G1 robots performing High-Five, Hug, and Fencing whole-body interactions.
Figure 2: Overview of the OmniInteract pipeline. Left: Starting from human-human demonstrations, SCAR jointly retargets the two humanoids while preserving individual motion, surface contacts, and near-field interaction context, yielding synchronized inetraction motions. Center: A frozen SONIC tracker provides the base actions, while task-specific residual experts learn partner-aware interaction corrections. Right: These diverse interaction experts are then distilled into a unified flow matching policy through DAgger. During deployment, the unified policy predicts residual actions on top of the frozen SONIC for coordinated dual-humanoid control.
Dataset
Method
Feasibility
Interaction Fidelity
Utility
MPD (cm)↓
CIE (%)↓
NGE (%)↓
C-F1 (%)↑
DSR (%)↑
InterHuman
PHC
2.59
10.07
10.89
47.32
40.6
GMR
4.76
13.94
13.03
31.98
36.4
OmniRetarget
3.54
6.71
6.91
58.69
58.7
UMR
4.04
7.83
7.73
51.14
56.9
SCAR (Ours)
0.93
4.96
6.49
65.18
75.4
Table 1: Quantitative Results of Retargeting. Metrics include physical feasibility (MPD), interaction fidelity (CIE, NGE, C-F1), and utility (DSR). Best results are shown in bold .
Figure 3: Qualitative visualization comparison of interaction retargeting. ( Top : Touch Head, Bottom : Pat on Back)
Method
InterHuman † + Inter-X †
Unseen Motions
Empjpe↓
Einter-geo↓
Succ(%) ↑
Empjpe↓
Einter-geo↓
Succ(%) ↑
Single-Agent Trackers
TWIST2
86.56
11.44
41.36
113.35
14.72
28.58
BeyondMimic
64.08
8.91
69.27
–
–
–
SONIC
65.31
9.56
63.32
66.31
9.51
62.65
Peer-Aware Controllers
Table 2: Comparison of controllers on dual-humanoid interaction benchmarks. InterHuman † and Inter-X † denote the motion subsets selected from each dataset for control evaluation.
Figure 4: Shoulder Hold in simulation (Issac Lab). Compared with SONIC (bottom), OmniInteract (top) improves hand–shoulder alignment through partner-aware residual corrections.
Figure 6: Real-world deployment of contact interaction tasks and robustness to disturbances.
Appendix figures & tables13 assets
Supplementary material from the paper’s appendix.
Appendix
Figure 7: Visualization of contact interface and near-field context.
Parameter
Value
Contact thresholds τin/τout
0.02/0.03 m
Contact-pair budget
128 per frame
Context-center budget Bn
128 total across both actors
Context radius rn / Gaussian width σn
0.15/0.06 m
Maximum neighbors K
6 per center
Pose slots per region / sampling seeds
12 / 0,1 for actors 1,2
Appendix
Table 4: SCAR interaction and optimization settings. Context centers share one budget across the two humanoids.
Region
Position wpos
Normal wnor
Torso
20
5
Hips
20
0
Head
1
1
Hand, Foot
10
1
Arm, ForeArm, UpLeg, Leg
10
5
Shoulder
0
0.5
Appendix
Table 5: Region-dependent pose weights inherited from UMR. Left and right regions share weights. Arm and UpperArm denote distinct regions in the 19-region configuration.
Hyperparameter
Value
Architecture
History / future window length
20 / 20
Input projection, history / future
239→60 / 93→60
Temporal CNN channels
60→40→20
CNN kernel sizes / strides
(6,4) / (2,2)
Temporal pooling / output projection
Average / 20→64
Appendix
Table 6: Network architecture and MAPPO hyperparameters for residual interaction expert learning.
Table 7: Reward terms and weights for residual interaction expert learning.
Category
Parameter
Range / setting
Dynamics and contact
Static friction
[0.3,1.6]
Dynamic friction
[0.3,1.2]
Restitution
[0,0.5]
Torso CoM offset
x:±0.025 m; y,z:±0.05 m
Default joint offset
±0.01 rad
Initial state
Root position offset
x,y:±0.05 m; z:±0.01 m
Appendix
Table 8: Domain randomization for residual interaction expert learning.
Component
Specification
Architecture
History preprocessing MLP
239→256→256 ; ReLU
Future preprocessing MLP
93→256→256 ; ReLU
Preprocessing weight sharing
Across roles; separate history/future weights
Token sequence per policy evaluation
2 roles ×2 streams ×20 entries
Token width / count
256 / 80
Appendix
Table 9: Architecture and learning specification of the shared per-humanoid residual flow policy.
Motion ID
Motion Source
Duration
Category
Motion Description
InterHuman
1
InterHuman-2312
8.0 s
Dance
Synchronized dance with shoulder and waist contact.
2
InterHuman-2853
58.4 s
Push
Repeated right-hand pushing, blocking.
3
InterHuman-6436
29.6 s
Dance
Two people dance together.
4
InterHuman-6494
23.9 s
Embrace
Two people dance while embracing.
5
InterHuman-6774
32.3 s
Dance
Face-to-face ballroom dance.
Appendix
Table 10: Summary of interaction motions in the control benchmark.
Variant
Inter-X
InterHuman
CIE ↓
NGE ↓
DSR ↑
CIE ↓
NGE ↓
DSR ↑
w/o CIO
6.78
5.43
64.2
7.45
7.21
68.8
w/o NCO
4.21
6.63
65.8
5.23
8.21
69.2
SCAR (full)
3.98
4.99
72.1
4.96
6.49
75.4
Appendix
Table 11: SCAR component ablation on Inter-X and InterHuman. All metrics are reported in %; arrows indicate the preferred direction, and the best results are in bold.
Figure 8: Qualitative comparison of interaction retargeting on Inter-X and InterHuman. (Top: High-five, Middle: Push, Bottom: Holding Hands.) Columns show the raw motion and results from GMR, OmniRetarget, UMR, PHC, and SCAR (ours). Zoomed-in views highlight contact details.
Figure 9: Sensitivity to the residual action scale αres . A scale of 0.3 achieves the lowest tracking and interaction geometry errors and the highest success rate.
Figure 10: Qualitative results of OmniInteract for interaction control in Isaac simulation. From top to bottom: dancing, fighting, and walking with an arm around a partner’s shoulder.
Figure 11: Qualitative visualization of real-world humanoid interactions. (Top: Boxing, Middle: Dancing, Bottom: Meeting.) Each row presents five keyframes arranged chronologically from left to right, illustrating coordinated movements and close-range interactions between two humanoid robots.)