HOI Generation

HOI: Human-Object Interaction

Latest papers 50

May 21, 2026cs.CV

CoMoGen: COntrollable MOtion Dynamics and Interactions with Mask-Guided Video GENeration

We present CoMoGen, a controllable video generation framework that generates realistic interactive dynamics from a single binary mask sequence conditioned on an input image. CoMoGen introduces a lightweight MaskAdapter that encodes binary mask sequences into a latent residual signal, injected into the Multi Modal Diffusion Transformer (MMDiT) model through a cosine-weighted schedule. Unlike the hierarchical coarse-to-fine design of UNet architectures, MMDiT operates as a sequence of uniform transformer blocks, making it difficult to identify which layers are responsible for the motion generation. Therefore, we propose a novel way to determine "Motion Layers" operating in the attention space of MMDiT. We fine-tune the model by using Low-Rank Adaptation (LoRA) to the Motion Layers, without requiring any architecture change in the MMDiT. This selective adaptation enables our method to focus on motion-critical components, yielding reduced computational cost. Despite its simplicity, CoMoGen enables precise subject motion and plausible interactions with surrounding humans, objects, and scenes. Comprehensive experiments on different datasets show that CoMoGen consistently outperforms prior controllable video generation methods and achieves state-of-the-art performance in motion fidelity and perceptual realism. Project page: mericadil.github.io/CoMoGen.
May 20, 2026cs.CV

iTryOn: Mastering Interactive Video Virtual Try-On with Spatial-Semantic Guidance

Video Virtual Try-On (VVT) aims to seamlessly replace a garment on a person in a video with a new one. While existing methods have made significant strides in maintaining temporal consistency, they are predominantly confined to non-interactive scenarios where models merely showcase garments. This limitation overlooks a crucial aspect of real-world apparel presentation: active human-garment interaction. To bridge this gap, we introduce and formalize a new challenging task: Interactive Video Virtual Try-On (Interactive VVT), where subjects in the video actively engage with their clothing. This task introduces unique challenges beyond simple texture preservation, including: (1) resolving the semantic ambiguity of interactions from standard pose information, and (2) learning complex garment deformations from video where interactive moments are sparse and brief. To address these challenges, we propose iTryOn, a novel framework built upon a large-scale video diffusion Transformer. iTryOn pioneers a multi-level interaction injection mechanism to guide the generation of complex dynamics. At the spatial level, we introduce a garment-agnostic 3D hand prior to provide fine-grained guidance for precise hand-garment contact, effectively resolving spatial ambiguity. At the semantic level, iTryOn leverages global captions for overall context and time-stamped action captions for localized interactions, synchronized via our novel Action-aware Rotational Position Embedding (A-RoPE). Extensive experiments demonstrate that iTryOn not only achieves state-of-the-art performance on traditional VVT benchmarks but also establishes a commanding lead in the new interactive setting, marking a significant step towards more dynamic and controllable virtual try-on experiences.
May 12, 2026cs.CV

Dynamic Full-body Motion Agent with Object Interaction via Blending Pre-trained Modular Controllers

Generating physically plausible dynamic motions of human-object interaction (HOI) remains challenging, mainly due to existing HOI datasets limited to static interactions, and pretrained agents capable of either dynamic full-body motions without objects or static HOI motions. Recent works such as InsActor and CLoSD generate HOI motions in planning and execution stages, are yet limited to either static or short-term contacts e.g. striking. In this work, we propose a framework that fulfills dynamic and long-term interaction motions such as running while holding a table, by combining pretrained motion priors and imitation agents in planning and execution stages. In the planning stage, we augment HOI datasets with dynamic priors from a pretrained human motion diffusion model, followed by object trajectory generation. This plans dynamic HOI sequences. In the execution stage, a composer network blends actions of pretrained imitation agents specialized either for dynamic human motions or static HOI motions, enabling spatio-temporal composition of their complementary skills. Our method over relevant prior-arts consistently improves success rates while maintaining interaction for dynamic HOI tasks. Furthermore, blending pretrained experts with our composer achieves competitive performance in significantly reduced training time. Ablation studies validate the effectiveness of our augmentation and composer blending.
May 7, 2026cs.RO

DexSynRefine: Synthesizing and Refining Human-Object Interaction Motion for Physically Feasible Dexterous Robot Actions

Learning dexterous manipulation from human-object interaction (HOI) data offers a scalable alternative to robot teleoperation, but HOI demonstrations are typically sparse and purely kinematic, making direct retargeting unreliable under embodiment mismatch and contact-rich dynamics. We present DexSynRefine, a coupled framework that treats HOI data as structured motion priors rather than executable robot actions. DexSynRefine first synthesizes hand-object trajectories conditioned on the task and initial object state using HOI Motion Manifold Flow Primitives (HOI-MMFP), a motion prior for coupled hand-object motion. It then physically grounds them with task-space residual reinforcement learning and adapts execution by inferring missing contact-dynamics context from proprioceptive history. Across five dexterous manipulation tasks, each stage addresses a complementary bottleneck: HOI-MMFP improves trajectory consistency and smoothness, task-space residuals provide the strongest grounding representation among the tested alternatives, and contact-dynamics adaptation enables robust real-world execution. Together, DexSynRefine improves real-world success rates over kinematic retargeting by 50-70~percentage points.
May 7, 2026cs.RO

MaMi-HOI: Harmonizing Global Kinematics and Local Geometry for Human-Object Interaction Generation

Generating realistic 3D Human-Object Interactions (HOI) is a fundamental task for applications ranging from embodied AI to virtual content creation, which requires harmonizing high-level semantic intent with strict low-level physical constraints. Existing methods excel at semantic alignment, however, they struggle to maintain precise object contact. We reveal a key finding termed \textit{Geometric Forgetting}: as diffusion model depth increases, semantic feature tend to overshadow object geometry feature, causing the model to lose its perception to object geometry. To address this, we propose MaMi-HOI, a hierarchical framework reconciling \textbf{Ma}cro-level kinematic fluidity with \textbf{Mi}cro-level spatial precision. First, to counteract geometric forgetting, we introduce the Geometry-Aware Proximity Adapter (GAPA), which explicitly re-injects dense object details to perform residual snapping corrections for precise contact. Nevertheless, such aggressive local enforcement can disrupt global dynamics, leading to robotic stiffness. In response, we introduce the Kinematic Harmony Adapter (KHA), which proactively aligns whole-body posture with spatial objectives, ensuring the skeleton actively accommodates constraints without compromising naturalness. Extensive experiments validate that MaMi-HOI simultaneously achieves natural motion and precise contact. Crucially, it extends generation capabilities to long-term tasks with complex trajectories, effectively bridging the gap between global navigation and high-fidelity manipulation in 3D scenes. Code is available at https://github.com/DON738110198/MaMi-HOI.git
May 1, 2026cs.CV

InterPhys: Physics-aware Human Motion Synthesis in a Dynamic Scene

This paper tackles the problem of physics-aware human motion synthesis in a dynamic scene. Unlike existing works which mainly tend to generate physically unrealistic motions due to limited contact modeling, typically restricted to hands, in this paper, we introduce a physics-aware human motion generation framework that explicitly models the full spectrum of human-related forces, including human-object, human-scene, and internal body dynamics.~Our method imposes soft physical constraints to maintain force and torque balance, ensuring physically grounded motion synthesis. We further propose a novel continuous distance-based force model that generalizes contact modeling to arbitrary surfaces, capturing interactions not only with static environments but also with dynamic, moving objects. Extensive experiments show that our approach significantly improves physical plausibility and generalizes well to complex scenes, setting a new benchmark for physically consistent human motion generation.
Apr 22, 2026cs.CV

Stability-Driven Motion Generation for Object-Guided Human-Human Co-Manipulation

Co-manipulation requires multiple humans to synchronize their motions with a shared object while ensuring reasonable interactions, maintaining natural poses, and preserving stable states. However, most existing motion generation approaches are designed for single-character scenarios or fail to account for payload-induced dynamics. In this work, we propose a flow-matching framework that ensures the generated co-manipulation motions align with the intended goals while maintaining naturalness and effectiveness. Specifically, we first introduce a generative model that derives explicit manipulation strategies from the object's affordance and spatial configuration, which guide the motion flow toward successful manipulation. To improve motion quality, we then design an adversarial interaction prior that promotes natural individual poses and realistic inter-person interactions during co-manipulation. In addition, we also incorporate a stability-driven simulation into the flow matching process, which refines unstable interaction states through sampling-based optimization and directly adjusts the vector field regression to promote more effective manipulation. The experimental results demonstrate that our method achieves higher contact accuracy, lower penetration, and better distributional fidelity compared to state-of-the-art human-object interaction baselines. The code is available at https://github.com/boycehbz/StaCOM.
Apr 21, 2026cs.CV

CoInteract: Physically-Consistent Human-Object Interaction Video Synthesis via Spatially-Structured Co-Generation

Synthesizing human--object interaction (HOI) videos has broad practical value in e-commerce, digital advertising, and virtual marketing. However, current diffusion models, despite their photorealistic rendering capability, still frequently fail on (i) the structural stability of sensitive regions such as hands and faces and (ii) physically plausible contact (e.g., avoiding hand--object interpenetration). We present CoInteract, an end-to-end framework for HOI video synthesis conditioned on a person reference image, a product reference image, text prompts, and speech audio. CoInteract introduces two complementary designs embedded into a Diffusion Transformer (DiT) backbone. First, we propose a Human-Aware Mixture-of-Experts (MoE) that routes tokens to lightweight, region-specialized experts via spatially supervised routing, improving fine-grained structural fidelity with minimal parameter overhead. Second, we propose Spatially-Structured Co-Generation, a dual-stream training paradigm that jointly models an RGB appearance stream and an auxiliary HOI structure stream to inject interaction geometry priors. During training, the HOI stream attends to RGB tokens and its supervision regularizes shared backbone weights; at inference, the HOI branch is removed for zero-overhead RGB generation. Experimental results demonstrate that CoInteract significantly outperforms existing methods in structural stability, logical consistency, and interaction realism.
Apr 20, 2026cs.CV

SynAgent: Generalizable Cooperative Humanoid Manipulation via Solo-to-Cooperative Agent Synergy

Controllable cooperative humanoid manipulation is a fundamental yet challenging problem for embodied intelligence, due to severe data scarcity, complexities in multi-agent coordination, and limited generalization across objects. In this paper, we present SynAgent, a unified framework that enables scalable and physically plausible cooperative manipulation by leveraging Solo-to-Cooperative Agent Synergy to transfer skills from single-agent human-object interaction to multi-agent human-object-human scenarios. To maintain semantic integrity during motion transfer, we introduce an interaction-preserving retargeting method based on an Interact Mesh constructed via Delaunay tetrahedralization, which faithfully maintains spatial relationships among humans and objects. Building upon this refined data, we propose a single-agent pretraining and adaptation paradigm that bootstraps synergistic collaborative behaviors from abundant single-human data through decentralized training and multi-agent PPO. Finally, we develop a trajectory-conditioned generative policy using a conditional VAE, trained via multi-teacher distillation from motion imitation priors to achieve stable and controllable object-level trajectory execution. Extensive experiments demonstrate that SynAgent significantly outperforms existing baselines in both cooperative imitation and trajectory-conditioned control, while generalizing across diverse object geometries. Codes and data will be available after publication. Project Page: http://yw0208.github.io/synagent
Apr 20, 2026cs.CV

Ego-InBetween: Generating Object State Transitions in Ego-Centric Videos

Understanding physical transformation processes is crucial for both human cognition and artificial intelligence systems, particularly from an egocentric perspective, which serves as a key bridge between humans and machines in action modeling. We define this modeling process as Egocentric Instructed Visual State Transition (EIVST), which involves generating intermediate frames that depict object transformations between initial and target states under a brief action instruction. EIVST poses two challenges for current generative models: (1) understanding the visual scenes of the initial and target states and reasoning about transformation steps from an egocentric view, and (2) generating a consistent intermediate transition that follows the given instruction while preserving object appearance across the two visual states. To address these challenges, we propose the EgoIn framework. It first infers the multi-step transition process between two given states using TransitionVLM, fine-tuned on our curated dataset to better adapt to this task and reduce hallucinated information. It then generates a sequence of frames based on transition conditions produced by the proposed Transition Conditioning module. Additionally, we introduce Object-aware Auxiliary Supervision to preserve consistent object appearance throughout the transition. Extensive experiments on human-object and robot-object interaction datasets demonstrate EgoIn's superior performance in generating semantically meaningful and visually coherent transformation sequences.
Apr 1, 2026cs.CV

EgoSim: Egocentric World Simulator for Embodied Interaction Generation

We introduce EgoSim, a closed-loop egocentric world simulator that generates spatially consistent interaction videos and persistently updates the underlying 3D scene state for continuous simulation. Existing egocentric simulators either lack explicit 3D grounding, causing structural drift under viewpoint changes, or treat the scene as static, failing to update world states across multi-stage interactions. EgoSim addresses both limitations by modeling 3D scenes as updatable world states. We generate embodiment interactions via a Geometry-action-aware Observation Simulation model, with spatial consistency from an Interaction-aware State Updating module. To overcome the critical data bottleneck posed by the difficulty in acquiring densely aligned scene-interaction training pairs, we design a scalable pipeline that extracts static point clouds, camera trajectories, and embodiment actions from in-the-wild large-scale monocular egocentric videos. We further introduce EgoCap, a capture system that enables low-cost real-world data collection with uncalibrated smartphones. Extensive experiments demonstrate that EgoSim significantly outperforms existing methods in terms of visual quality, spatial consistency, and generalization to complex scenes and in-the-wild dexterous interactions, while supporting cross-embodiment transfer to robotic manipulation. Codes and datasets will be open soon. The project page is at egosimulator.github.io.
Mar 20, 2026cs.CV

EgoForge: Goal-Directed Egocentric World Simulator

Generative world models have shown promise for simulating dynamic environments, yet egocentric video remains challenging due to rapid viewpoint changes, frequent hand-object interactions, and goal-directed procedures whose evolution depends on latent human intent. Existing approaches either focus on hand-centric instructional synthesis with limited scene evolution, perform static view translation without modeling action dynamics, or rely on dense supervision, such as camera trajectories, long video prefixes, and synchronized multi-camera capture. In this work, we introduce EgoForge, an egocentric goal-directed world simulator that generates coherent, first-person video rollouts from minimal static inputs: a single egocentric image, a high-level instruction, and an optional auxiliary exocentric view. To improve intent alignment and temporal coherence, we introduce GRAFT, a trajectory-level diffusion refinement method that uses positive and negative rollout distributions, derived from goal, temporal, scene-consistency, and perceptual rewards, to steer the diffusion velocity field toward coherent, goal-complete egocentric simulations. Extensive experiments show EgoForge achieves consistent gains in semantic alignment, geometric stability, and motion fidelity over strong baselines, and performs robustly in real-world smart-glasses experiments.
Mar 12, 2026cs.CV

Controllable Egocentric Video Generation via Occlusion-Aware Sparse 3D Hand Joints

Controllable video generation for complex hand-object interactions is a critical step toward building visual world models. However, existing methods often struggle to achieve fine-grained, 3D-consistent hand articulation in generated videos. By relying on dense 2D trajectories or implicit pose representations, they collapse crucial geometric structures into spatially ambiguous signals, leading to severe motion inconsistencies and hallucinated artifacts under egocentric occlusions. To address this, we propose leveraging sparse 3D hand joints as explicit control signals with three key advantages: explicit geometry to resolve occlusions, an intuitive interface for interactive editing, and cross-embodiment generalization to robotic hands. Built upon this, our efficient control module extracts occlusion-aware features from the source reference frame by penalizing unreliable visual features from hidden joints, and employs a 3D-based weighting mechanism to handle dynamically occluded target joints during motion propagation. Meanwhile, it directly injects 3D geometric embeddings into the latent space to enforce structural consistency. To facilitate robust training and evaluation, we develop an automated annotation pipeline, yielding 1M high-quality egocentric video clips paired with precise hand trajectories. Experiments demonstrate that our approach outperforms state-of-the-art baselines, generating high-fidelity egocentric videos with realistic hand-object interactions.
Dec 18, 2025cs.CV

CustomX: Unified Character, Action, and Scene Customization in Video World Models

Recent advances in world models have greatly enhanced interactive environment simulation. Existing methods mainly fall into two categories: (1) static world generation models, which construct 3D environments without active agents, and (2) controllable-entity models, which allow a single entity to perform limited actions in an otherwise uncontrollable environment. In this work, we introduce CustomX, leveraging the realism and structural grounding of static world generation while extending controllable-entity models to support user-specified characters capable of performing open-ended actions. Users can provide a 3DGS scene and a character, then use natural language to direct the character to perform diverse behaviors, ranging from basic locomotion to object-centric interactions, while freely exploring the environment. CustomX synthesizes temporally coherent video clips that preserve visual fidelity with the provided scene and character, formulated as a conditional autoregressive video generation problem. Built upon a pre-trained video generator, our training strategy significantly enhances motion dynamics while maintaining generalization across actions and characters. Our evaluation covers a broad range of aspects, including visual quality, character consistency, action controllability, and long-horizon coherence.
Nov 25, 2025cs.CV

Learning to Generate Human-Human-Object Interactions from Textual Descriptions

The way humans interact with each other, including interpersonal distances, spatial configuration, and motion, varies significantly across different situations. To enable machines to understand such complex, context-dependent behaviors, it is essential to model multiple people in relation to the surrounding scene context. In this paper, we present a novel research problem to model the correlations between two people engaged in a shared interaction involving an object. We refer to this formulation as Human-Human-Object Interactions (HHOIs). To overcome the lack of dedicated datasets for HHOIs, we present a newly captured HHOIs dataset and a method to synthesize HHOI data by leveraging image generative models. As an intermediary, we obtain individual human-object interaction (HOIs) and human-human interaction (HHIs) from the HHOIs, and with these data, we train an text-to-HOI and text-to-HHI model using score-based diffusion model. Finally, we present a unified generative framework that integrates the two individual model, capable of synthesizing complete HHOIs in a single advanced sampling process. Our method extends HHOI generation to multi-human settings, enabling interactions involving more than two individuals. Experimental results show that our method generates realistic HHOIs conditioned on textual descriptions, outperforming previous approaches that focus only on single-human HOIs. Furthermore, we introduce multi-human motion generation involving objects as an application of our framework.
Oct 2, 2025cs.CV

Learning to Generate Rigid Body Interactions with Video Diffusion Models

Recent video generation models have achieved remarkable progress and are now deployed in film, social media production, and advertising. Beyond their creative potential, such models also hold promise as world simulators for robotics and embodied decision making. Despite strong advances, current approaches still struggle to generate physically plausible object interactions and lack object-level control mechanisms. To address these limitations, we introduce KineMask, an approach for video generation that enables realistic rigid body control, interactions, and effects. Given a single image and a specified object velocity, our method generates videos with inferred motions and future object interactions. We propose a two-stage training strategy that gradually removes future motion supervision via object masks. Using this strategy we train video diffusion models (VDMs) on synthetic scenes of simple interactions and demonstrate significant improvements and generalization to rigid body and hand-object interactions in real scenes. Furthermore, KineMask integrates low-level motion control with high-level textual conditioning via predicted scene descriptions, leading to support for synthesis of complex dynamical phenomena. Our experiments show that KineMask generalizes to different VDMs and achieves strong improvements over recent models of comparable size. Ablation studies further highlight the complementary roles of low- and high-level conditioning in VDMs.
Aug 29, 2025cs.CV

ECHO: Ego-Centric modeling of Human-Object interactions

Modeling human-object interactions (HOI) from an egocentric perspective is a critical yet challenging task, particularly when relying on sparse signals from wearable devices like smart glasses and watches. We present ECHO, the first unified framework to jointly recover human pose, object motion, and contact dynamics solely from head and wrist tracking. To tackle the underconstrained nature of this problem, we introduce a novel tri-variate diffusion process with independent noise schedules that models the mutual dependencies between the human, object, and interaction modalities. This formulation allows ECHO to operate with flexible input configurations, making it robust to intermittent tracking and capable of leveraging partial observations. Crucially, it enables training on a combination of large-scale human motion datasets and smaller HOI collections, learning strong priors while capturing interaction nuances. Furthermore, we employ a smooth inpainting inference mechanism that enables the generation of temporally consistent interactions for arbitrarily long sequences. Extensive evaluations demonstrate that ECHO achieves state-of-the-art performance, significantly outperforming existing methods lacking such flexibility. The project page is available at https://ptrvilya.github.io/echo/.
Jun 10, 2025cs.CV

HunyuanVideo-HOMA: Generic Human-Object Interaction in Multimodal Driven Human Animation

To address key limitations in human-object interaction (HOI) video generation -- specifically the reliance on curated motion data, limited generalization to novel objects/scenarios, and restricted accessibility -- we introduce HunyuanVideo-HOMA, a weakly conditioned multimodal-driven framework. HunyuanVideo-HOMA enhances controllability and reduces dependency on precise inputs through sparse, decoupled motion guidance. It encodes appearance and motion signals into the dual input space of a multimodal diffusion transformer (MMDiT), fusing them within a shared context space to synthesize temporally consistent and physically plausible interactions. To optimize training, we integrate a parameter-space HOI adapter initialized from pretrained MMDiT weights, preserving prior knowledge while enabling efficient adaptation, and a facial cross-attention adapter for anatomically accurate audio-driven lip synchronization. Extensive experiments confirm state-of-the-art performance in interaction naturalness and generalization under weak supervision. Finally, HunyuanVideo-HOMA demonstrates versatility in text-conditioned generation and interactive object manipulation, supported by a user-friendly demo interface. The project page is at https://https://bone-11.github.io/homa-page//.
Feb 28, 2025cs.RO

FunHOI: Annotation-Free 3D Hand-Object Interaction Generation via Functional Text Guidance

Hand-object interaction(HOI) is the fundamental link between human and environment, yet its dexterous and complex pose significantly challenges for gesture control. Despite significant advances in AI and robotics, enabling machines to understand and simulate hand-object interactions, capturing the semantics of functional grasping tasks remains a considerable challenge. While previous work can generate stable and correct 3D grasps, they are still far from achieving functional grasps due to unconsidered grasp semantics. To address this challenge, we propose an innovative two-stage framework, Functional Grasp Synthesis Net (FGS-Net), for generating 3D HOI driven by functional text. This framework consists of a text-guided 3D model generator, Functional Grasp Generator (FGG), and a pose optimization strategy, Functional Grasp Refiner (FGR). FGG generates 3D models of hands and objects based on text input, while FGR fine-tunes the poses using Object Pose Approximator and energy functions to ensure the relative position between the hand and object aligns with human intent and remains physically plausible. Extensive experiments demonstrate that our approach achieves precise and high-quality HOI generation without requiring additional 3D annotation data.
Date pendingcs.CV

Uni-HOI:A Unified framework for Learning the Joint distribution of Text and Human-Object Interaction

Modeling 4D human-object interaction (HOI) is a compelling challenge in computer vision and an essential technology powering virtual and mixed-reality applications. While existing works have achieved promising results on specific HOI tasks-such as text-conditioned HOI generation and human motion generation from object motion, they typically rely on task-specific architectures and lack a unified framework capable of handling diverse conditional inputs. Building on this, we propose Uni-HOI, a unified framework that learns the joint distribution among text, human motion, and object motion. By leveraging large language models (LLMs) and two motion-specific vector quantized variational autoencoders (VQ-VAEs), we convert heterogeneous motion data into token sequences compatible with LLM inputs, enabling seamless integration and joint modeling of all three modalities. We introduce a two-stage training strategy: the first stage performs multi-task learning on a large-scale HOI dataset to capture the underlying correlations among the three modalities, while the second stage fine-tunes the model on specific tasks to further enhance performance. Extensive experiments demonstrate that Uni-HOI achieves remarkable performances on multiple HOI-related tasks including text-driven HOI generation, object motion-driven human motion generation (optionally with text) and human motion-driven object motion prediction within a unified framework.