Human Motion

Recent momentum

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9 papers in the last 28 days · 0.1% of indexed attention

Twelve weeks of publication activity for this topic as it is defined today.

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Period ending 2026-09-21

7 new papers

A weekly snapshot of new work published in Human Motion.

Period ending 2026-09-14

1 new paper

A weekly snapshot of new work published in Human Motion.

79 papers

Latest in Human Motion

May 21, 2026cs.CV

Millimeter-wave Imaging for Anthropometric Body Measurement

Body shape and circumferences are clinically informative biomarkers for risk stratification, including measures such as waist to hip ratio, limb and trunk girths, yet conventional tools such as manual tape measures and optical scanners often require undressing and sustained poses. These demands slow workflows, compromise dignity, and exclude many older adults and people with limited mobility. To make measurement fast and contactless, we leverage millimeter-wave (mmWave) radar, which preserves privacy and operates through typical clothing, enabling quick full-body acquisition. In this work, we present a new optimization-based framework to recover 3D human shape and extract a comprehensive set of anthropometric measurements from volumetric mmWave data. Our method introduces a weighted registration pipeline that fits a parametric body model (SMPL) directly to the noisy mmWave point cloud. The core of our contribution is a vertex-weighting strategy that modulates a Chamfer energy function for reliable surface alignment and noise elimination. We further stabilize the fit by incorporating a foot-ground plane constraint and pose priors, optimizing directly for the SMPL parameters. Together, these components enable a fast, privacy preserving workflow that delivers high fidelity body shape and measurements through clothing without cameras or disrobing and with minimal cooperation, supporting frequent risk oriented assessments in clinics and care facilities for patients of all ages and mobility levels.
Miriam Senne, Benjamin D. Killeen, Christoph Baur +2
May 21, 2026cs.CV

AnyMo: Geometry-Aware Setup-Agnostic Modeling of Human Motion in the Wild

As wearable and mobile devices become increasingly embedded in daily life, they offer a practical way to continuously sense human motion in the wild. But inertial signals are highly dependent on the sensing setup, including body location, mounting position, sensor orientation, device hardware, and sampling protocol. This setup dependence makes it difficult to learn motion representations that transfer across devices and datasets, and limits the broader use of wearable IMUs beyond closed-set recognition. We introduce AnyMo, a geometry-aware framework for setup-agnostic human motion modeling. AnyMo uses physics-grounded IMU simulation over dense body-surface placements to generate diverse and plausible synthetic signals, pre-trains a graph encoder from paired synthetic placement views and masked partial observations, tokenizes multi-position IMU into full-body motion tokens, and aligns these tokens with an LLM for motion-language understanding. We evaluate AnyMo on three complementary tasks: zero-shot activity recognition across 14 unseen downstream datasets, cross-modal retrieval, and wearable IMU motion captioning, where it improves average Accuracy/F1/R@2 by 11.7%/11.6%/22.6% on HAR, increases zero-shot IMU-to-text and text-to-IMU retrieval MRR by 15.9% and 28.6%, respectively, and improves zero-shot captioning BERT-F1 by 18.8%. These results support AnyMo as a generalist model for wearable motion understanding in the wild. Project page: https://baiyuchen.com/project/AnyMo.
Baiyu Chen, Zechen Li, Wilson Wongso +5
May 21, 2026cs.CV

AtomicMotion: Learning Human Motion From Different Human Parts

Accurately reconstructing full-body poses from sparse head and hand trajectories is a foundational challenge for immersive AR/VR telepresence. Current methods often struggle with error accumulation and unnatural joint coordination, primarily because they treat the human body as a monolithic entity, thereby failing to capture the fine-grained ``atomic intents'' embedded in subtle signal variations and overlooking the inherent structural topology. To bridge this gap, we present AtomicMotion, a framework designed to decouple and re-integrate body dynamics through three core innovations. First, we introduce a logical body partitioning scheme that decomposes the skeleton into five distinct clusters based on functional intent; this ensures that each partition preserves internal joint synergies while isolating local motion primitives. Second, to robustly map sparse inputs to high-dimensional poses, we employ a masked full-body pre-conditioning strategy during training, forcing the model to internalize global skeletal topology and latent kinematic constraints. Finally, addressing the limitations of vanilla spatial attention, which often ignores fixed physiological connectivity, we propose Kinematic Attention. By embedding the classical kinematic tree structure into the attention mechanism, we ensure biological plausibility in the synthesized motions. Extensive evaluations on the AMASS dataset demonstrate that AtomicMotion significantly outperforms existing baselines, yielding higher reconstruction fidelity and superior biomechanical realism.
Runzhen Liu, Chuhua Xian, Fa-Ting Hong
May 21, 2026cs.RO

Quantifying Full-Body Immersion

Humanity is at the forefront of yet another digital revolution, where the lines between real and virtual worlds are dissolving, reshaping how we perceive and interact with our surroundings. In this context, we introduce a transformative paradigm for immersive virtual experiences centered around whole-body kinetic interactions. Our approach redefines immersion through three distinct levels: audio-visual immersion, capturing sensory realism; physical immersion, delivering haptic feedback; and full-body immersion (FBI), where dynamic bodily interaction integrates seamlessly with virtual environments. At the core of this innovation lies a scalable, distributable platform based on modular robotic surface units inspired by the adaptive designs of nature. These units enable the rendering of immersive environments at any scale, from intimate personal experiences to expansive multi-user settings, dynamically adapting to interactions in real-time. The modular system distributes force, shape, and motion feedback throughout entire spaces, replicating the physical characteristics of the environment and enabling new depth of engagement through FBI. By combining scalability, adaptability, and dynamic physical engagement, this framework bridges the gap between real and virtual worlds. It offers an unprecedented level of immersion where users can engage their entire bodies in symbiotic interactions with the virtual space. This work not only advances immersive technology but also redefines how humans and virtual environments coexist, setting a foundation for a new era of human-environment synthesis.
Alihan Bakir, Ekrem Yüksel, Fabio Zuliani +3
May 20, 2026cs.CV

BodyReLux: Temporally Consistent Full-Body Video Relighting

Being able to relight human performance is a fundamental task for post production and content creation. We present BodyReLux, a subject-specific video diffusion-based framework for relighting full-body human performances in a temporally consistent way. Our model is trained on a hybrid dataset of pixel-aligned video relighting pairs, covering a diverse combination of lighting conditions, performances and viewpoints. To acquire such dataset, we combine traditional static One-Light-at-a-Time (OLAT) capture and a novel dynamic performance capture in which two smoothly varying lighting sequences are rapidly interleaved. Because the lighting operates above the human flicker-fusion threshold, the interleaving does not appear to strobe. We train our video relighting model from a pretrained text-to-video model to fully leverage the generative priors for producing high quality videos. To achieve accurate lighting control, we introduce a new lighting conditioning method that represents each light source as a token. We further condition on sequences of lighting using masked attention to support dynamic lighting control. Together with a carefully designed data augmentation pipeline, we achieve photorealistic, robust, and temporally consistent video relighting of subject-specific human performances.
Li Ma, Mingming He, Xueming Yu +4
May 20, 2026cs.CV

DrawMotion: Generating 3D Human Motions by Freehand Drawing

Text-to-motion generation, which translates textual descriptions into human motions, faces the challenge that users often struggle to precisely convey their intended motions through text alone. To address this issue, this paper introduces DrawMotion, an efficient diffusion-based framework designed for multi-condition scenarios. DrawMotion generates motions based on both a conventional text condition and a novel hand-drawing condition, which provide semantic and spatial control over the generated motions, respectively. Specifically, we tackle the fine-grained motion generation task from three perspectives: 1) freehand drawing condition. To accurately capture users' intended motions without requiring tedious textual input, we develop an algorithm to automatically generate hand-drawn stickman sketches across different dataset formats; 2) multi-condition fusion. We propose a Multi-Condition Module (MCM) that is integrated into the diffusion process, enabling the model to exploit all possible condition combinations while reducing computational complexity compared to conventional approaches; and 3) training-free guidance. Notably, the MCM in DrawMotion ensures that its intermediate features lie in a continuous space, allowing classifier-guidance gradients to update the features and thereby aligning the generated motions with user intentions while preserving fidelity. Quantitative experiments and user studies demonstrate that the freehand drawing approach reduces user time by approximately 46.7% when generating motions aligned with their imagination. The code, demos, and relevant data are publicly available at https://github.com/InvertedForest/DrawMotion.
Tao Wang, Lei Jin, Zhihua Wu +7
May 18, 2026cs.CV

DanceHMR: Hand-Aware Whole-Body Human Mesh Recovery from Monocular Videos

Monocular video human mesh recovery is essential for digital humans, avatar animation, and embodied simulation, where both temporal stability and expressive whole-body motion are required. Existing video HMR methods produce coherent body motion but often overlook detailed hand articulation, while image-based whole-body methods recover SMPL-X meshes independently per frame, often leading to jittery and inaccurate hand motion. We present a temporally coherent whole-body HMR framework for challenging in-the-wild monocular videos. Our model unifies body context and part-specific hand observations through residual body-hand fusion, enabling stable body motion and detailed hand recovery within a single temporal architecture. We further introduce close-up-aware augmentation to improve robustness under upper-body framing. Experiments on whole-body and body-only benchmarks demonstrate improved hand reconstruction and competitive body accuracy. Our method also produces temporally stable and 2D-consistent SMPL-X motion in challenging real-world videos.
Wenhao Shen, Ming Zhou, Hengyuan Zhang +3
May 14, 2026cs.CV

BioHuman: Learning Biomechanical Human Representations from Video

Understanding human motion beyond surface kinematics is crucial for motion analysis, rehabilitation, and injury risk assessment. However, progress in this domain is limited by the lack of large-scale datasets with biomechanical annotations, and by existing approaches that cannot directly infer internal biomechanical states from visual observations. In this paper, we introduce a simulation-based framework for estimating muscle activations from existing motion capture datasets, resulting in BioHuman10M, a large-scale dataset with synchronized video, motion, and activations. Building on BioHuman10M, we propose BioHuman, an end-to-end model that takes monocular video as input and jointly predicts human motion and muscle activations, effectively bridging visual observations and internal biomechanical states. Extensive experiments demonstrate that BioHuman enables accurate reconstruction of both kinematic motion and muscle activity, and generalizes across diverse subjects and motions. We believe our approach establishes a new benchmark for video-based biomechanical understanding and opens up new possibilities for physically grounded human modeling.
Yujun Huo, He Zhang, Chentao Song +3
May 14, 2026cs.GR

AnchorRoute: Human Motion Synthesis with Interval-Routed Sparse Contro

Sparse anchors provide a compact interface for human motion authoring: users specify a few root positions, planar trajectory samples, or body-point targets, while the system synthesizes the full-body motion that completes the under-specified intent. We present AnchorRoute, a sparse-anchor motion synthesis framework that uses anchors as a shared scaffold for both generation and refinement. Before generation, AnchorRoute converts sparse anchors into anchor-condition features and injects the resulting condition memory into a frozen Transition Masked Diffusion prior through AnchorKV and dual-context conditioning. This preserves the generation quality of the pretrained text-to-motion prior while learning sparse spatial control. After generation, the same anchors are evaluated as residuals: their timestamps define refinement intervals, and their residuals determine where correction should be concentrated. RouteSolver then refines the motion by projecting soft-token updates onto anchor-defined piecewise-affine interval bases. This couples generation-time anchor conditioning with residual-routed refinement under one anchor scaffold. AnchorRoute supports root-3D, planar-root, and body-point control within the same formulation. In benchmark evaluations, AnchorRoute outperforms prior sparse-control methods under the sparse keyjoint protocol and consistently improves anchor adherence across control families. The results show that the learned anchor-conditioned generator and RouteSolver refinement are complementary: the generator preserves text-motion quality, while RouteSolver provides a controllable path toward stronger anchor adherence.
Pengcheng Fang, Tengjiao Sun, Dongjie Fu +4
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.
Sanghyeok Nam, Byoungjun Kim, Daehyung Park +1
May 11, 2026cs.RO

EFGCL: Learning Dynamic Motion through Spotting-Inspired External Force Guided Curriculum Learning

Learning dynamic whole-body motions for legged robots through reinforcement learning (RL) remains challenging due to the high risk of failure, which makes efficient exploration difficult and often leads to unstable learning. In this paper, we propose External Force Guided Curriculum Learning (EFGCL), a guided RL approach based on the principle of physical guidance, in which external assistive forces are introduced during training. Inspired by spotting in artistic gymnastics, EFGCL enables agents to physically experience successful motion executions without relying on task-specific reward shaping or reference trajectories. Experiments on a quadrupedal robot performing Jump, Backflip, and Lateral-Flip tasks demonstrate that EFGCL accelerates learning of the Jump task by approximately a factor of two and enables the acquisition of complex whole body motions that conventional RL methods fail to learn. We further show that the learned policies can be deployed on real robot, reproducing motions consistent with those observed in simulation. These results indicate that physically guided exploration, which allows agents to experience success early in training, is an effective and general strategy for improving learning efficiency in dynamic whole-body motion tasks.
Keita Yoneda, Kento Kawaharazuka, Kei Okada
May 8, 2026cs.CV

Pan-FM: A Pan-Organ Foundation Model with Saliency-Guided Masking for Missing Robustness

Foundation models (FMs) have shown great promise in medical imaging, but most FMs are trained on unimodal data within isolated domains, such as brain MRI alone. Human aging and disease arise through coordinated biological processes across organs, therefore motivating multimodal FMs that learn whole-body representations. A key challenge, however, is that real-world multimodal biomedical data are often missing not at random, which can reduce power, limit generalizability, and introduce bias. We propose Pan-FM, a pan-organ foundation model pre-trained on imaging from seven organs (Brain, Heart, Adipose, Liver, Kidney, Spleen, and Pancreas) under realistic missing-organ scenarios. Pan-FM uses a unified backbone that handles organ missingness during both training and inference, and is pre-trained with masking-based self-distillation. We find that naive multimodal pre-training leads to dominant-organ shortcut learning bias, with the model over-relying on dominant organs such as adipose and heart. To address this, we introduce Saliency-Guided Masking (SGM), which uses the model attention distribution to adaptively mask dominant organs during pre-training, thus encouraging more balanced cross-organ, whole-body learning. Notably, SGM introduces negligible computational overhead and can be seamlessly integrated into existing self-supervised learning frameworks to improve multi-organ representation learning. On the UK Biobank, Pan-FM achieves stronger prediction across 13 disease categories and 14 single disease entities than single-organ and multi-organ baselines, with improved robustness under missing-organ settings. Pan-FM serves as a scalable solution to realistic modality-missingness in multimodal learning in system neuroscience and as a step toward more generalizable whole-body FMs.
Qiangqiang Wu, Grace McIlvain, Zhou Yu +1
Apr 22, 2026cs.CV

HumanScore: Benchmarking Human Motions in Generated Videos

Recent advances in model architectures, compute, and data scale have driven rapid progress in video generation, producing increasingly realistic content. Yet, no prior method systematically measures how faithfully these systems render human bodies and motion dynamics. In this paper, we present HumanScore, a systematic framework to evaluate the quality of human motions in AI-generated videos. HumanScore defines six interpretable metrics spanning kinematic plausibility, temporal stability, and biomechanical consistency, enabling fine-grained diagnosis beyond visual realism alone. Through carefully designed prompts, we elicit a diverse set of movements at varying intensities and evaluate videos generated by thirteen state-of-the-art models. Our analysis reveals consistent gaps between perceptual plausibility and motion biomechanical fidelity, identifies recurrent failure modes (e.g., temporal jitter, anatomically implausible poses, and motion drift), and produces robust model rankings from quantitative and physically meaningful criteria.
Yusu Fang, Tiange Xiang, Tian Tan +4
Apr 19, 2026cs.RO

Learning Whole-Body Humanoid Locomotion via Motion Generation and Motion Tracking

Whole-body humanoid locomotion is challenging due to high-dimensional control, morphological instability, and the need for real-time adaptation to various terrains using onboard perception. Directly applying reinforcement learning (RL) with reward shaping to humanoid locomotion often leads to lower-body-dominated behaviors, whereas imitation-based RL can learn more coordinated whole-body skills but is typically limited to replaying reference motions without a mechanism to adapt them online from perception for terrain-aware locomotion. To address this gap, we propose a whole-body humanoid locomotion framework that combines skills learned from reference motions with terrain-aware adaptation. We first train a diffusion model on retargeted human motions for real-time prediction of terrain-aware reference motions. Concurrently, we train a whole-body reference tracker with RL using this motion data. To improve robustness under imperfectly generated references, we further fine-tune the tracker with a frozen motion generator in a closed-loop setting. The resulting system supports directional goal-reaching control with terrain-aware whole-body adaptation, and can be deployed on a Unitree G1 humanoid robot with onboard perception and computation. The hardware experiments demonstrate successful traversal over boxes, hurdles, stairs, and mixed terrain combinations. Quantitative results further show the benefits of incorporating online motion generation and fine-tuning the motion tracker for improved generalization and robustness.
Zewei Zhang, Kehan Wen, Michael Xu +7
Apr 17, 2026cs.CV

Motion-Adapter: A Diffusion Model Adapter for Text-to-Motion Generation of Compound Actions

Recent advances in generative motion synthesis have enabled the production of realistic human motions from diverse input modalities. However, synthesizing compound actions from texts, which integrate multiple concurrent actions into coherent full-body sequences, remains a major challenge. We identify two key limitations in current text-to-motion diffusion models: (i) catastrophic neglect, where earlier actions are overwritten by later ones due to improper handling of temporal information, and (ii) attention collapse, which arises from excessive feature fusion in cross-attention mechanisms. As a result, existing approaches often depend on overly detailed textual descriptions (e.g., raising right hand), explicit body-part specifications (e.g., editing the upper body), or the use of large language models (LLMs) for body-part interpretation. These strategies lead to deficient semantic representations of physical structures and kinematic mechanisms, limiting the ability to incorporate natural behaviors such as greeting while walking. To address these issues, we propose the Motion-Adapter, a plug-and-play module that guides text-to-motion diffusion models in generating compound actions by computing decoupled cross-attention maps, which serve as structural masks during the denoising process. Extensive experiments demonstrate that our method consistently produces more faithful and coherent compound motions across diverse textual prompts, surpassing state-of-the-art approaches.
Yue Jiang, Mingyu Yang, Liuyuxin Yang +3
Mar 13, 2026cs.RO

PhyGile: Physics-Prefix Guided Motion Generation for Agile General Humanoid Motion Tracking

Humanoid robots are expected to execute agile and expressive whole-body motions in real-world settings. Existing text-to-motion generation models are predominantly trained on captured human motion datasets, whose priors assume human biomechanics, actuation, mass distribution, and contact strategies. When such motions are directly retargeted to humanoid robots, the resulting trajectories may satisfy geometric constraints (e.g., joint limits and pose continuity) and appear kinematically reasonable. However, they frequently violate the physical feasibility required for real-world execution. To address these issues, we present PhyGile, a unified framework that closes the loop between robot-native motion generation and General Motion Tracking (GMT). PhyGile performs physics-prefix-guided robot-native motion generation at inference time, directly generating robot-native motions in a 262-dimensional skeletal space with physics-guided prefixes, thereby eliminating inference-time retargeting artifacts and reducing generation-execution discrepancies. Before physics-prefix adaptation, we train the GMT controller with a curriculum-based mixture-of-experts scheme, followed by post-training on unlabeled motion data to improve robustness over large-scale robot motions. During physics-prefix adaptation, the GMT controller is further fine-tuned with generated objectives under physics-derived prefixes, enabling agile and stable execution of complex motions on real robots. Extensive offline and real-robot experiments demonstrate that PhyGile expands the frontier of text-driven humanoid control, enabling stable tracking of agile, highly difficult whole-body motions that go well beyond walking and low-dynamic motions typically achieved by prior methods.
Jiacheng Bao, Haoran Yang, Yucheng Xin +7
Dec 1, 2025cs.CV

Generative Action Tell-Tales: Assessing Human Motion in Synthesized Videos

Despite rapid advances in video generative models, robust metrics for evaluating visual and temporal correctness of complex human actions remain elusive. Critically, existing pure-vision encoders and Multimodal Large Language Models (MLLMs) are strongly appearance-biased, lack temporal understanding, and thus struggle to discern intricate motion dynamics and anatomical implausibilities in generated videos. We tackle this gap by introducing a novel evaluation metric derived from a learned latent space of real-world human actions. Our method first captures the nuances, constraints, and temporal smoothness of real-world motion by fusing appearance-agnostic human skeletal geometry features with appearance-based features. We posit that this combined feature space provides a robust representation of action plausibility. Given a generated video, our metric quantifies its action quality by measuring the distance between its underlying representations and this learned real-world action distribution. For rigorous validation, we develop a new multi-faceted benchmark specifically designed to probe temporally challenging aspects of human action fidelity. Through extensive experiments, we show that our metric achieves substantial improvement of more than 68% compared to existing state-of-the-art methods on our benchmark, performs competitively on established external benchmarks, and has a stronger correlation with human perception. Our in-depth analysis reveals critical limitations in current video generative models and establishes a new standard for advanced research in video generation.
Xavier Thomas, Youngsun Lim, Ananya Srinivasan +2
Sep 18, 2025cs.RO

A Scalable Whole-body Motion Transfer via Implicit Kinodynamic Motion Retargeting

Human-to-humanoid imitation learning presents a promising pathway to address the severe data scarcity bottleneck in robotics by utilizing abundant, large-scale human motion collections. However, scaling this paradigm requires addressing two key challenges. First, human motion data acquired from videos, motion capture systems, or generative models often contains spatial noise, jitter, and frame-level flickering, which can be amplified during retargeting and lead to unsafe or physically infeasible robot motions. Second, existing motion retargeting methods typically rely on frame-by-frame numerical optimization, making them too computationally expensive for large-scale dataset synthesis. To overcome these limitations, we introduce Implicit Kinodynamic Motion Retargeting (IKMR), a highly scalable, neural-based data transformation pipeline. IKMR leverages a skeleton-based graph convolutional dual autoencoder to map cross-structural human and humanoid kinematic configurations into a shared topological latent space. To guarantee the physical viability of the generated data, the framework incorporates a physics-informed refinement phase that utilizes simulated physical tracking feedback to learn a robust motion prior. This implicit formulation fundamentally resolves both challenges. By shifting the computational burden from online optimization to offline inference, IKMR achieves an unprecedented data conversion throughput exceeding 5000 frames per second. Furthermore, leveraging the learned motion prior, it functions as an intrinsic data curation mechanism and naturally filters out high-frequency noise and spatial jitters from source data, yielding smooth trajectories that ensure physical hardware safety. Extensive evaluations, including real-world whole-body control deployments on humanoid robot, confirm that IKMR bridges the gap between human motion and robotic data.
Xingyu Chen, Hanyu Wu, Sikai Wu +7
Aug 23, 2025cs.RO

LHM-Humanoid: Long-Horizon Human Motion Control for Continuous Object Transport in Cluttered Scenes

Physics-based human motion control can make a simulated character walk, sit, and manipulate objects with high physical realism. Almost always, though, this happens in short, isolated clips that are re-initialized between interactions. We instead aim for continuous, reset-free long-horizon motion: a physically simulated humanoid that repeatedly walks to a displaced object, lifts it with a balanced whole-body posture, carries it past obstacles, and places it at a goal, over and over within a single uninterrupted take. The hard part is not any individual motion but the transitions between them. Without a reset, each cycle must end in a state that both leaves the object just placed undisturbed and lets the next cycle begin, yet every placement leaves the character off-balance in a non-canonical pose where naive end-to-end reinforcement learning fails. Our key idea is to treat this handoff as a two-sided problem of recoverability: the character must disengage from the object it just placed so the prior success is preserved, and settle into a state from which a balanced continuation exists. Instead of engineering a transition by hand, we learn to shape where each cycle ends so that it lands in this recoverable region. We introduce LHM-Humanoid. One goal-conditioned controller completes a fetch--carry--place cycle and, through a learned release-and-retreat behavior, steers its terminal state into this region; a second controller then takes over from the resulting state distribution. Both are regularized by an adversarial motion prior and distilled into a single goal-conditioned policy that runs the whole sequence as one reset-free rollout. Across 350 cluttered layouts spanning four room types, LHM-Humanoid produces far more successful and stable long-horizon motion than end-to-end RL, hierarchical RL, and prior physics-based human-scene-interaction methods, on both seen and unseen scenes.
Haozhuo Zhang, Jingkai Sun, Michele Caprio +5