Human-Human-Object Interaction Generation

Latest papers 8

Jul 11, 2026cs.CV

GNOCHI: Generative Neural mOdel for Close Human-Human Interactions

Creating realistic 3D human-human interactions in virtual environments is challenging due to the high degrees of freedom in the human body and the need for physically accurate poses that do not collide with each other. Traditional methods for human-human interaction are based on motion tracking or 3D body reconstruction, but lack generative capabilities. Recent generative methods enable the synthesis of individual or interacting motions via text or image input, but generally fall short in modeling close interactions. This paper introduces a novel generative model for close 3D human-human interactions using a conditional variational autoencoder (cVAE), which generates poses for one human conditioned on the pose of another, allowing for controlled and diverse interaction synthesis. To train our model, we address two underlying long-standing challenges in the field of human-human interaction: data scarcity, for which we propose an automated supervised data augmentation strategy that generates synthetic yet realistic interaction poses; and collision awareness in generative approaches, for which we propose a self-supervised loss based on a collision resolution technique using volumetric proxies to ensure physically correct interactions. We extensively evaluate the capabilities of our model, and demonstrate a wide variety of plausible and physically correct interactions, not possible to generate with current state-of-the-art methods.
Jul 7, 2026cs.CV

ARMS: Anchor-Relational Motion Streaming for Seamless Solo-Social Motion Transitions

Generating temporally continuous and socially coherent human motion from text remains a fundamental challenge, particularly in realistic streams where people act alone, enter interactions, and later disengage. Most existing methods generate fixed-length motion clips under static agent configurations, which makes them brittle to solo-social transitions and unsuitable for incremental generation over long horizons. We propose ARMS, an Anchor-Relational Motion Streaming framework that unifies solo motion and human-human interaction within a single causal generative process. ARMS introduces a dynamics-asymmetric representation that decouples per-person temporal evolution from inter-person alignment via a partner-referenced relative-translation term, enabling seamless switching of social coupling without sacrificing long-horizon stability or spatial consistency between agents. On top of a causal latent space, a causal relational diffusion model progressively refines motion segment by segment using only past context, capturing both intra-person temporal dependencies and inter-person relations. Mode-aware relational gating activates or masks cross-agent connections, allowing the same model to support both solo and interaction generation. Experiments show that ARMS improves transition smoothness and social coherence compared to interaction-centric baselines, while also achieving competitive results on human-human interaction benchmarks.
Jul 2, 2026cs.CV

InterCMDM: Block-Causal Diffusion for Autoregressive Human Interaction Generation

Text-conditioned human interaction generation must capture both long-range temporal causality within each individual and tightly coupled coordination between partners. Existing interaction diffusion models typically denoise full sequences using bidirectional attention, which obscures causality and hinders streaming and long-horizon generation. Autoregressive alternatives enforce causality but often suffer from temporal drift, leading to coordination degradation and unstable interaction dynamics over time. We propose InterCMDM, a block-causal latent diffusion framework for autoregressive two-person interaction generation. InterCMDM introduces a Dual-Stream Causal Diffusion Transformer that maintains separate causal streams for each person while modeling inter-person dependencies via unified dual-stream attention with multi-task attention masks. These masks unify interaction modeling within a single attention mechanism and support diverse coordination behaviors, including simultaneous actions, reactive responses, leader-follower dynamics, and independent motion. By training a single model across these mask configurations as a form of data augmentation, InterCMDM enables controllable interaction generation by simply selecting the desired attention mask at inference time. Finally, a block-wise diffusion objective enables stable latent rollout over long sequences without repeated decode-encode cycles. InterCMDM achieves state-of-the-art performance on InterHuman and Inter-X, improving text-motion alignment, realism, and long-horizon continuity.
Jun 23, 2026cs.CV

Social Structure Matters in 3D Human-Human Interaction Generation

Although text-to-motion generation has achieved strong progress in synthesizing realistic single-person motions from language, extending it to text-driven 3D human-human interaction (HHI) remains non-trivial, as HHI requires modeling the underlying \textbf{social structure} that governs phase progression, actor roles, and inter-actor coordination. In this paper, we formulate HHI generation as a social structure modeling and grounding problem: the model must first infer how an interaction unfolds and how the two actors coordinate their roles, and then realize this structure as continuous, physically plausible, and partner-aware 3D motion. To study how such structure should be modeled, we first examine the capability boundary of large language models (LLMs) for HHI generation. Our analysis shows that LLMs can \textit{think} by recovering phase decompositions and partner-aware roles, but cannot directly \textit{move}, as they fail to generate dynamic, physically plausible, and interaction-aware motion. This motivates our planner-executor paradigm, \textbf{Think with LLM, Move with Motion Skill}. The LLM planner converts implicit interaction semantics into motion-aligned social supervision by decomposing interactions into phases, assigning partner-aware actor roles, and aligning them with motion sequence. The motion executor then grounds the planned social structure into coordinated two-person motion by adapting a pretrained solo motion model with LoRA, previous-phase self-conditioning, and ego-relative partner conditioning. Together, our Solo-to-Social framework bridges social organization and motion realization, producing 3D HHI with improved phase consistency, role alignment, and partner-aware coordination.
May 8, 2026cs.CV

InsHuman: Towards Natural and Identity-Preserving Human Insertion

Human insertion aims to naturally place specific individuals into a target background. Although existing image editing models may have such ability, they often produce failure cases, including inappropriate human pose in new background, inconsistent number of people, and modified facial identity. Moreover, publicly available human datasets often lack full-body portraits and realistic physical interaction between humans and their background. To address these challenges, we propose InsHuman for natural and identity-preserving human insertion. Specifically, we propose Human-Background Adaptive Fusion (HBAF), which detects foreground humans to obtain a binary mask and applies region-aware weighting to align the human regions between predicted and ground-truth latents, ensuring the person's pose, count, and overall appearance are coherently adapted to the target background.We further propose Face-to-Face ID-Preserving (FFIP), which detects and matches faces between the generated image and the source image in terms of face recognition features to enforce identity consistency for each face.In addition, we propose Bidirectional Data Pairing (BDP) strategy to construct BDP-InsHuman, a high-quality dataset with realistic human-background interactions. Experiments demonstrate that InsHuman achieves significant improvements in generating plausible images while keeping human identity unchanged.
May 6, 2026cs.CV

Contact Matrix: Enhancing Dance Motion Synthesis with Precise Interaction Modeling

Generating realistic reactive motions, in which one person reacts to the fixed motions of others, is challenging due to strict interaction constraints and a limited feasible solution space. This paper focuses on a typical scenario: duet dance, where high-quality data is scarce, motion patterns are complex, and the details of human interactions are both intricate and abundant. To tackle these challenges, we propose a novel two-stage framework. In the first stage, we introduce a motion VQ-VAE with separate body-part encoders and a joint decoder, enabling specialized codebooks to enhance representation capacity while dynamically modeling dependencies across body parts during decoding, thereby preventing inconsistencies in the generated motions. In the second stage, we propose a contact-aware diffusion model for reactive motion generation that jointly generates motion and a contact matrix between individuals, enabling explicit interaction modeling and providing guidance toward more precise and constrained interaction dynamics during sampling. Experiments show that our method outperforms Duolando with lower FIDk\text{FID}_k (8.89 vs. 25.30) and FIDcd\text{FID}_{cd} (8.01 vs. 9.97), as well as a higher BED (0.4606 vs. 0.2858), indicating improved interaction fidelity and rhythmic synchronization.
May 1, 2026cs.CV

PhysiGen: Integrating Collision-Aware Physical Constraints for High-Fidelity Human-Human Interaction Generation

Despite substantial progress in text-driven 3D human motion synthesis, generating realistic multi-person interaction sequences remains challenging. Notably, body inter-penetration is a pervasive issue from both data acquisition to the generated results, which significantly undermines the realism and usability. Previous generative models either ignored this issue or introduced computationally expensive mesh-level loss functions to alleviate inter-body collisions. In this paper, we propose a general-purpose and computationally efficient optimization strategy named PhysiGen to explicitly integrate collision-aware physical constraints for human-human interaction generation. Specifically, we simplify the high-resolution human body mesh into geometric primitives to greatly reduce the cost of inter-person collision detection. Moreover, we identify the collision regions as the guidance of the optimization directions. PhysiGen is plug-and-play and can be readily integrated into existing human interaction generation models. Extensive cross-dataset and cross-model experiments show that our method can effectively reduce interpenetration and significantly improve visual coherence and physical plausibility compared to the state-of-the-art methods.
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.