World2HOSI: A Multi-Expert Harness for Long-Horizon Human-Object-Scene Interaction Generation
Organizations: Macau University of Science and Technology · University of Science and Technology of China · Massachusetts Institute of Technology · The Hong Kong University of Science and Technology ·
Abstract
Long-horizon human-object-scene interaction (HOSI) is central to embodied AI, animation, and game development. Existing human-object interaction (HOI) and human-scene interaction (HSI) models excel in their respective domains, but none alone covers tasks requiring multiple interaction skills. Training unified HOSI models is hindered by scarce and costly data. We introduce World2HOSI, a multi-expert orchestration harness that generates continuous HOSI data from 3D Gaussian Splatting (3DGS) scenes and natural language instructions. Our key insight is that long-horizon HOSI hinges not on a stronger single model but on orchestration. Given a shared, structured scene state and an orchestration harness grounded in it, existing experts can jointly accomplish tasks beyond the reach of any of them alone. World2HOSI realizes this insight as a closed loop around a persistent scene state built from decoupled background and object assets. A harness plans action stages over this state, invokes experts via their native conditioning interfaces, and writes each action's effects back, so that every invocation is grounded in the evolving world. To reduce physical artifacts, bounded residual optimization and contact-driven physics simulation further ensure the physical plausibility of human motion and object manipulation, respectively, while preserving interaction intent. Experiments and a perceptual user study show that World2HOSI achieves the best task completion and interaction quality on the evaluated HOSI tasks, while generating more diverse data.
Figures & tables
| Method | Task Completion | Interaction Plausibility | Human Motion Quality | |||||||
|---|---|---|---|---|---|---|---|---|---|---|
| InfBaGel | 36.02 | 42.54 | 44.61 | 8.52 | 47.99 | 146.91 | 2.201 | 2.433 | 0.048 | 4.77 |
| HOSIG | 44.53 | 65.33 | 48.16 | 78.14 | 85.44 | 2.97 | 2.077 | 2.069 | 0.823 | 5.27 |
| HOI-FHLI | 23.14 | 62.54 | 64.68 | 77.29 | 43.36 | 2.88 | 1.105 | 1.554 | 0.467 | 4.61 |
| Ours | 17.88 | 76.93 | 75.61 | 84.94 | 24.92 | 2.08 | 0.708 | 1.309 | 0.255 | 4.27 |
| Metric | Concat. (A0) | Bi-Blend (A1) | Proj. (A2) |
|---|---|---|---|
| Joint Disp. (cm) | 1.135 | 0.840 | 0.593 |
| Joint Angle ( ∘ ) | 4.615 | 1.224 | 0.397 |
| Velocity Jump (cm/s) | 33.437 | 0.637 | 0.208 |
| Ours | 5.39 | 3.07 |
|---|
Appendix figures & tables2 assets
Supplementary material from the paper’s appendix.
Appendix
| Evidence | Scoring rule |
|---|---|
| Human-target distance | Full credit when the distance is at most 10 cm, zero at or beyond 60 cm, and linear interpolation between these thresholds. |
| Approach / arrival distance | A target is considered approached within 50 cm and reached within 30 cm. |
| Initiation / full-credit displacement | Manipulation is considered initiated when the object has moved 1 cm; the initiation component receives full credit at 3 cm. |
| Motion speed / stopping observation | The object is considered in motion at speeds of at least 0.02 m/s. Placement or stopping is recognized when its position varies by no more than 5 cm over a continuous 0.2 s interval. |
| Object target region | Full credit when the final object position is within 0.50 m of the target, and zero when it is more than 1.00 m away. |
| Sitting pose change | The full-credit scales are a 0.15 m decrease in pelvis height and of knee flexion. |
HOI Generation
Human-object interaction generation creates 3D motion, grasps, and videos of people manipulating or coordinating with objects.
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