Articulated Objects

Recent momentum

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6 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

4 new papers

A weekly snapshot of new work published in Articulated Objects.

88 papers

Latest in Articulated Objects

Sep 17, 2026cs.CV

FAMOS: Feed-Forward 3D Articulation Modeling from Sparse Observations

Modeling articulated objects from sparse monocular views is challenging because each observation reveals only partial geometry and motion evidence. Most feed-forward methods infer articulation from a single observation and therefore rely heavily on learned category-level shape priors. We present FAMOS, a feed-forward model that predicts movable-part segmentation and joint parameters from a sparse, unordered set of partial point clouds. Our model jointly reasons over multiple observations and naturally supports a variable number of inputs, including a single view. To aggregate articulation cues across observations, we introduce a Multi-state Articulation Transformer with alternating state-wise and global attention. We further propose an observed articulation span objective that supervises the motion range each part exhibits across the input observations, encouraging the model to leverage the full observation set. To overcome the limited scale and diversity of existing datasets, we introduce a procedural data generator that synthesizes self-annotated assets during training. Experiments on PartNet-Mobility, ACD, and ArtiCraft-10K demonstrate consistent improvements over both feed-forward and optimization-based baselines. Project page: https://kevinqu7.github.io/famos
Kevin Qu, Tao Sun, Massimiliano Viola +5
Sep 17, 2026cs.CV

FunArt: Decoding Functional Structure and Articulation from Generative 3D Latents

To operate effectively in human environments, robots must identify articulated objects, segment their movable and interactive parts, and estimate their kinematic models. Existing articulated scene representations typically recover kinematics from observed interactions, while methods operating on static scans often decouple articulation from functional interactive elements. We present FunArt, a framework that constructs articulation-aware functional 3D scene graphs from posed RGB-D observations captured in a single static configuration. FunArt reconstructs object instances, converts their fused geometry directly into the O-Voxel representation of TRELLIS.2, and exploits its frozen, sparse-compression VAE as a structural prior. A lightweight query-based decoder combines compact object-level latents with dense, surface-aligned features to jointly segment movable parts and functional interactive elements while estimating motion type, axis, origin, and range. On the Articulate3D dataset, FunArt achieves state-of-the-art performance across movable-part segmentation, articulation estimation, and functional-element segmentation, both with and without ground-truth object input. In the end-to-end setting, it outperforms the strongest baselines by 1.5 AP_{50} points for movable parts, 2.8 AP_{50} points under joint origin-and-axis constraints, and 6.7 AP_{50} points for functional elements. These results demonstrate that generative 3D latents encode actionable structural cues that can initialize robotic perception and planning before physical interaction.
Dennis Rotondi, Abdelrhman Werby, Kai O. Arras
Sep 15, 2026cs.RO

Weave: Learning Whole-Body Dexterous Loco-Manipulation from Human-Object Interactions

Learning humanoid-object interaction requires coordinating whole-body balance, locomotion, and dexterous hand contact to control both robot and object motion. Human demonstrations provide examples of coordinated interaction, but transferring these behaviors to humanoid robots requires learning how to establish and maintain effective contacts under different embodiments and dynamics. We present Weave, a unified framework for learning whole-body dexterous humanoid-object interaction from captured human demonstrations. Weave first converts captured human-object interactions into executable robot-object references through contact-aware retargeting and approach-motion completion. At its core is a contact- and geometry-aware policy that jointly commands 29 body joints and 12 actuated finger joints across multiple objects and interaction sequences. Evaluation across nine objects yields a 92.5% success rate on trained interactions and, without any additional training, 65.0% on sequences never seen during training. We additionally release ~9,000 physically executed rollouts spanning ~23 hours, providing robot-object trajectories with contact annotations for downstream interaction-policy learning and physically consistent HOI motion generation. Project website: https://xiaohu-art.github.io/Weave/
Liu Cao, Xingze Wu, Jingzhi Cui +4
Sep 14, 2026cs.RO

ArtManip: Category-Level Articulated In-Hand Manipulation

Category-level in-hand manipulation of articulated objects is a formidable yet underexplored challenge for dexterous robotic hands. This difficulty stems from two core bottlenecks: first, controlling an object's internal degrees of freedom is tightly coupled with maintaining grasp stability on a free-floating base; second, acquiring diverse object models and functional grasps at scale is highly labor-intensive, yet vital for generalization given the system's sensitivity to initial configurations. In this work, we present ArtManip, the first category-level articulated in-hand manipulation method that generalizes across object instances and diverse initial grasps. For initial configuration construction, we develop an automated pipeline that procedurally generates diverse articulated objects and synthesizes task-oriented functional grasps. For policy learning, we propose a robust two-stage training strategy that incorporates articulation physics randomization, reward curriculum, and latent representation distillation to handle complex contact and joint dynamics during deployment. Extensive experiments across four object categories demonstrate that our policy generalizes to unseen instances and varied configurations in simulation, and achieves zero-shot transfer to 12 real-world objects featuring diverse shapes and joint mechanics.
Yang Yang, Tengyu Liu, Puhao Li +6
Sep 7, 2026cs.RO

PV-WM: A Heterogeneous Micro-Macro World Model for Articulated Pedestrian-Vehicle Co-Rollout

Local pedestrian-vehicle forecasting spans heterogeneous physical scales: pedestrians combine root locomotion with articulated motion, whereas vehicles are rigid bodies described by kinematic state and oriented extent. Existing road-agent forecasters typically omit pedestrian articulation, while pose forecasters leave vehicle futures outside the learned rollout. We introduce PV-WM, a history-only world model over structured post-perception tracks. It recurrently advances pedestrian root motion, 15-joint articulation, and learned vehicle states within a synchronized heterogeneous state. The generated pedestrian and vehicle chunks supply the next recurrent boundary; vehicle boxes are reconstructed from predicted center and heading with observed extent, and P-V geometry is recomputed after every transition. Relative to a matched one-shot complete-state predictor, recurrent execution reduces Root ADE by 12.7% and MPJPE by 14.8%. Feedback interventions show that later predictions depend on the content, temporal order, and pedestrian identity of generated articulation. Across 824 aligned Waymo contexts, with 797 providing valid future vehicle support, PV-WM reduces Root ADE by 5.2%, MPJPE by 7.6%, P-V distance error by 11.9%, and oriented-box closest-approach error by 5.8% relative to a validation-selected Modular Specialist. The single-network model uses 57.1% fewer parameters, 96.5% lower average FLOPs per local scene, and 25.5% lower measured p95 latency. PV-WM unifies this heterogeneous future state while preserving type-specific pedestrian and vehicle dynamics.
Haozhuang Chi, Jingsong Liang, Ziying Song +4
Aug 28, 2026cs.CV

GraspHOI: Full-Body 3D Human-Object Reconstruction with Finger-Level Grasps from a Single In-the-Wild Image

Existing monocular full-body 3D human-object interaction (HOI) methods do not combine explicit finger-level grasp optimization with category-agnostic object reconstruction. Despite plausible body-object configurations, their fingers may float from or penetrate objects instead of forming a grasp. We present GraspHOI, the first framework that reconstructs a full-body 3D HOI from a single image while explicitly optimizing finger articulation against the reconstructed object. GraspHOI recovers object geometry directly, without predefined meshes or a fixed category vocabulary. It reconstructs the body, hands, and object separately, aligning them in metric camera space via depth-based registration and image-space alignment. Occlusion-aware palmar correspondences seat the object against the grasping hand, and contact-aware optimization refines arm and finger articulation to form surface contact without excessive penetration. Across four benchmarks and six baselines, GraspHOI improves relative human-object placement, hand accuracy, and contact plausibility. Full pipeline code will be released.
Semin Kim, Haechan Shin, Jongyoo Kim
Aug 10, 2026cs.CV

Efficient Human-Contact Representation for Human-Scene Interaction

Human-scene interaction is an active research topic with several industrial applications in virtual reality, gaming, robotics, and surveillance. Despite significant progress in network architectures to improve the results or optimize models' parameters for fast inference speed, the efficient representation of contact between humans and their environments remains an open challenge. In this paper, we propose a new efficient human-contact representation for human-scene interaction. Our primary contribution is the introduction of sparse contact masks that strategically select essential contact information, significantly reducing redundant data in high-dimensional inputs. Leveraging this efficient contact representation, we propose a suite of sparse operators to replace traditional dense operators within deep network layers for faster computation. Our approach not only enhances computational speed but also filters out non-essential contact data, thereby improving the precision of human-scene interaction models. To validate the effectiveness of our method, we conduct intensive experiments across three public benchmark datasets, focusing on two critical tasks for human-scene interaction: contact prediction and scene synthesis. The experimental results show that our approach outperforms state-of-the-art models in reconstruction accuracy and achieves a computation speed-up of at least 12 times over recent baselines.
Nghia Vu, Tuong Do, Binh X. Nguyen +2
Aug 4, 2026cs.CV

Surface Keypoint Representation for Multi-Object and Articulated Human-Object Interaction Generation

Daily activities require humans to coordinate whole-body motion with the motion of surrounding objects. Despite recent progress in human-object interaction (HOI) generation, most existing methods assume interactions with a single rigid object and do not extend well to scenarios involving a variable number of objects or articulated objects with diverse joint mechanisms. We propose surface keypoint trajectories as an object motion representation: for each rigid component, whether a standalone object or one part of an articulated assembly, we track a small set of non-collinear surface points over time. This representation handles multi-object coordination and diverse articulation mechanisms directly from point dynamics without requiring explicit joint-type specification. To model when and where each body region contacts each object, we introduce a spatio-temporal contact distance field that extends distance-based contact modeling to whole-body, multi-object, and articulated settings. We factorize HOI generation into three stages: generating object motions from text or waypoints, predicting the contact distance field, and synthesizing whole-body motion with contact-guided optimization. Experiments on ParaHome, HIMO, ARCTIC, and OMOMO demonstrate better or comparable performance to existing methods across single-object, multi-object, and articulated interaction settings.
Xiaogang Peng, Zeyu Han, Zichong Meng +4
Aug 3, 2026cs.CV

Grounding and Explaining Visual Evidence for AI-Generated Image Detection in Human-Centric Scenes

Rapid advances in image generation models call for interpretable AI-generated image detection methods that not only determine authenticity but also provide supporting visual evidence. Existing approaches may produce inconsistencies between generated explanations and localized evidence regions, undermining the reliability of explanations for authenticity decisions. Meanwhile, existing benchmarks provide limited coverage of the diverse human-centric scenes prevalent in generated imagery. To address these limitations, we investigate authenticity detection with grounded and explainable visual evidence in human-centric scenes. We present HAVE (Human-centric AI-generated Visual Evidence), a diverse human-centric dataset comprising 40K real and 39K AI-generated images from 10 recent generators, with 106K localized evidence instances across 8 evidence categories, each annotated with a bounding box and a region-aligned explanation. We further propose PAVE, a Perception-Aware Visual Evidence framework that jointly performs authenticity prediction, visual evidence grounding, and region-aligned explanation generation. PAVE employs a judge-guided alignment reward to assess region--explanation consistency and evidence validity, together with perception-aware regularization that contrasts token-level predictions between original and randomly masked images to promote reliance on visual input. Experiments on HAVE and external datasets demonstrate strong performance in authenticity detection, visual evidence grounding, and explanation quality. Code and data will be released upon publication.
Kun Guo, Yuzhou Yang, Haoyue Wang +3
Jul 31, 2026cs.AI

RF-HOI: Recognize Human-Object Interaction with Radio Frequency Signals

Recognizing Human-Object Interactions (HOI) is essential for intelligent systems, underpinning applications in virtual and augmented reality, embodied AI, and assistive robotics. However, vision-based HOI methods face challenges in privacy concerns and poor light conditions. In this work, we introduce RF-HOI, the first framework that only uses radio frequency (RF) signals for HOI recognition. A key challenge of RF-HOI is that single-modality RF sensing is insufficient to recognize both actions and the objects being interacted with. RF-HOI addresses this through a novel modality fusion that combines mmWave radar and RFID, enabling simultaneous action recognition and target identification. Another challenge is limited training data across diverse setups, which impairs the generalizability of the recognition model. To overcome this, we develop a simulator that synthesizes multimodal RF data for diverse HOIs at scale, allowing us to fine-tune with only a small amount of real-world data. Experiment results show that RF-HOI outperforms all baselines, approaching vision model performance, and that our diverse synthetic training data can significantly boost our system's performance on real-world scenarios. These results highlight the potential of multimodal RF sensing for robust and privacy-preserving HOI recognition as well as the effectiveness of our RF data synthesis.
Lihao Wang, Linlu Gao, Jiacan Yu +5
Jul 30, 2026cs.CV

Articulated Object Reconstruction from Rest-State Observation

Building interactive digital twins requires recovering both 3D geometry and the kinematic structures that govern how objects articulate. Yet existing methods for articulated object reconstruction require explicitly observable motion from multiple articulation states. We introduce a rest-state formulation that reconstructs articulated objects from a single closed configuration, an inherently ill-posed setting where geometry, semantics, and motion priors compensate for the absence of motion cues. Our framework adopts an explicit mesh as an intermediate representation for cross-model verification and fusion, reconciling noisy outputs from vision-language and segmentation models into spatially consistent part structures. To estimate joint parameters without observed motion, we use a video diffusion model to synthesize articulation hypotheses and validate them through geometric consistency. Our approach achieves accurate part decomposition and physically plausible articulation, performing competitively with motion-observing reconstruction-based, generation-based, and modular pretrained-model baselines.
Daeun Lee, Jaeah Lee, Woosung Kim +2
Jul 30, 2026cs.CV

MPIE-Bench: Benchmarking Anatomically Plausible Multi-Person Interaction Editing

Text-to-image and personalized editing models now synthesize high-fidelity single-subject images with ease. Yet placing multiple named people into shared contact actions such as embrace, carry, or grapple still exposes major failures: fused limbs, invented extremities, and interpenetrating bodies. Existing evaluations largely overlook these anatomical and geometric issues, and VLM-as-a-judge checklists often saturate on Interaction while the errors remain obvious to humans. We introduce MPIE-Bench, a 2,500-sample benchmark of video-mined editing triplets spanning 405 scenes, 14 interaction categories, and four contact densities (C0-C3). We also propose MPIE-Eval, whose two new axes score contact-time geometry from a frozen public multi-person mesh reconstruction. Anatomy asks whether every human-like mass is explained by a complete set of reconstructed bodies, and Interaction asks whether the penetration and surface distance between those bodies match the contact the instruction asked for. Across ten editors, mesh Anatomy tops out at 0.65 and mesh Interaction at 0.72 on two different models, so no single editor is strong on both, while VLM checklists rate the same images above 0.95. A five-rater study confirms that both axes track human judgement more closely than a zero-shot VLM judge, and the rankings hold under ablation of every weight and threshold.
Jiajia Lin, Mingxuan Du, Tuowen Zhou +2
Jul 27, 2026cs.RO

KAI: A Kinematic-Aware Interface for Data-Efficient Articulated Object Manipulation

Articulated object manipulation requires an understanding of kinematic structure that is difficult and costly to learn from robot demonstrations alone. We introduce the Kinematic-Aware Articulation Interface (KAI), a structured intermediate representation that captures the kinematic structure of articulated objects. By embedding interpretable geometric and kinematic priors into policy learning, KAI provides a strong inductive bias aligned with the underlying structure of articulated motion. This design effectively improves sample efficiency, with gains particularly pronounced in low-data regimes: across six simulation tasks, our method achieves an average success rate of 82.9%, matching or surpassing baseline performance while using only half the demonstration data. Our method also exhibits robust generalization to unseen backgrounds and visual distractors, transferring from a single clean training environment to cluttered real-world scenes. KAI's action-agnostic design further enables co-training with human interaction videos to enhance real-world robustness: under diverse visual distractions, our method with video co-training achieves over 70% average success rate.
Yaping Li, Zhaxizhuoma, Qiaojun Yu +3
Jul 26, 2026cs.CV

Real-Time Human-Centric World Modeling for Upper-Body Human-Object Interaction

We present a real-time human-centric world model for upper-body interactive generation, aiming to synthesize coherent local world dynamics centered on a person, where coordinated body, hand, and facial motions evolve jointly with controllable human-object discrete interaction. To this end, we adopt a continuous-discrete joint control scheme with two complementary components: a continuous human state and a discrete interaction state. For continuous human-state control, we introduce a unified implicit representation based on multi-scale motion encoding, in which motion latents from the upper body, hands, and face are fused into a shared latent space. This multi-scale design improves expressiveness across different spatial scales, captures fine-grained human dynamics more effectively, and enables direct control without explicit retargeting. For discrete object interaction-state control, we represent object contact using a small set of language-encoded discrete interaction states, where text serves as an explicit interaction-state command, such as \emph{no contact} or \emph{grasp}, rather than an open-ended generation prompt, and we further construct a dedicated rendering pipeline for human-object interaction data to supervise such discrete interaction states. By combining continuous implicit human-state control with discrete interaction-state control, our model enables precise modeling of how a person moves and interacts with the local environment, including controllable changes to nearby scene states. Finally, we distill the model for efficient streaming real-time inference, achieving 25 FPS on two H100 GPUs. Experiments demonstrate improved fine-grained motion fidelity, more realistic hand-object coordination, and effective real-time interaction, establishing a practical step beyond motion reproduction toward real-time human-centric world modeling.
Chaonan Ji, Jinwei Qi, Peng Zhang +1
Jul 24, 2026cs.CV

AgentHOI: Multi-Agent Reasoning for Human-Object-Interaction Video Generation via Implicit Representation Alignment

Recent advances in video diffusion models have spurred interest in human-object interaction (HOI) video generation, which demands fine-grained control over interaction logic beyond single-subject animation. However, existing HOI methods rely heavily on explicit motion control, limiting scalability and generalization across diverse objects and interactions. In this study, we propose AgentHOI, a text-driven HOI video generation following a thinking-before-generation framework that bridges the gap between high-level textual intent and physical execution through multi-agent reasoning over perception, interaction, and motion planning. Building upon the generated interaction plans, we further strengthen text-driven motion understanding. We introduce an implicit text-motion alignment strategy that distills text-to-motion priors into the video diffusion model, enabling robust HOI synthesis without explicit motion inputs at inference. Experiments show that AgentHOI significantly improves interaction naturalness, object appearance preservation, and adherence to complex textual instructions across challenging object-centric scenarios such as wearing and riding. The code is available at https://github.com/bone-11/agenthoi.
Ziyao Huang, Shunkai Li, Juan Cao +7
Jul 22, 2026cs.CV

LAVIFT: Latent-Action-Guided Vision Fine-Tuning for Surgical Interaction Recognition

Understanding instrument-tissue interactions is essential for context-aware surgical AI and autonomous robotic surgery. Pretrained vision-language models (VLMs) and vision encoders offer an alternative to conventional interaction classifiers by transferring broad visual and semantic knowledge. However, adapting them to fine-grained surgical interactions remains challenging: (1) freezing the vision encoder depends entirely on pretrained representations that may retain noise and provide weak spatial localization, while (2) full fine-tuning can improve global semantic alignment without ensuring that the encoder learns meaningful features in the correct action region. We address these limitations by introducing LAViFiT, an end-to-end latent-action-guided framework for vision-language fine-tuning. An inverse dynamics model captures the visual changes induced by each action, while a forward world model drives the encoder to represent action-relevant regions. A patch-level SIG Regularizer further prevents local feature collapse without additional supervision, such as bounding boxes or pseudo-labels. Experiments across multiple encoders and datasets improve recognition and image-text alignment, while representation analyses show stronger grounding over the complete instrument-tissue interaction region and more spatially coherent features.
Jiajun Cheng, Subarna Tripathi, Sainan Liu +2
Jul 15, 2026cs.CV

Unleashing Multimodal Large Language Models for Training-free HOI Detection in the Wild

Human-object interaction detection (HOID) has traditionally been formulated as a supervised detection problem over predefined interaction categories. While such paradigms achieve strong performance on closed-set benchmarks, they fundamentally entangle interaction understanding with dataset-specific supervision, limiting their ability to generalize to open-world and compositional scenarios. Recent HOI detectors attempt to leverage MLLMs through prompting strategies to transfer interaction-specific knowledge. However, such prompt-based approaches primarily focus on extracting discriminative representations from pretrained models, while underexploring their inherent multimodal reasoning capabilities. As a result, they struggle to provide informative contextual reasoning for ambiguous and open-world interaction scenarios. In this work, we present AgentHOI, a training-free, agentic framework that transfers the generalist multimodal reasoning capabilities of foundation models to HOI detection in the wild. Instead of learning interaction classifiers, AgentHOI modularly orchestrates complementary vision foundation modules to perform open-ended semantic reasoning and spatial grounding in a coordinated manner. To address the challenges of incomplete interaction discovery and ambiguous localization in complex scenes, we introduce two key mechanisms: (1) Context-aware Multi-round Reasoning, which progressively refines interaction hypotheses to ensure exhaustive and compositional HOI discovery, and (2) Multifaceted Interaction Localization, which enhances grounding precision by generating instance-specific descriptions that integrate semantic, spatial, and appearance cues. Extensive experiments demonstrate that AgentHOI achieves superior performance over state-of-the-art supervised and weakly supervised methods in real-world settings, despite requiring no HOID data for training.
Ting Lei, Jialin Liu, Zhu Xu +2
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.
Gonzalo Gómez-Nogales, Marc Comino-Trinidad, Andrés Casado-Elvira +1
Jul 9, 2026cs.RO

ContactMimic: Humanoid Object Interaction via Contact Control

Keypoint tracking alone is insufficient for object interaction tasks such as sitting on a chair, wiping a board, or pushing furniture, where the robot can reach the correct pose without making meaningful physical contact with the object. We present CONTACTMIMIC, a learning framework that tracks explicit partlevel binary contact commands alongside keypoint trajectories. CONTACTMIMIC is made possible through the use of contact-following rewards and a trajectory augmentation scheme aimed at breaking the correlations between keypoint trajectories and contact labels. The resulting policy successfully decouples contact behavior from keypoint geometry, and achieves precise physical contact as well as contact-controllability (produce or suppress contact during deployment as desired). Simulation experiments across 10 diverse human-object interaction motions confirm that CONTACTMIMIC exhibits contact controllability that enables it to complete manipulation tasks without task-specific rewards, while also outperforming keypoint-only trackers on contact-relevant tasks. Ablations confirm the necessity of the proposed trajectory augmentation scheme and sim2real deployment validates contact controllability in the real world across 5 different motions. Video results are available on https://lixinyao11.github.io/contactmimic-page/.
Xinyao Li, Xialin He, Runpei Dong +1
Jul 8, 2026cs.CV

GIRAF: Towards Generalizable Human Interactions with Articulated Objects

Synthesizing realistic full-body human interactions with articulated objects is a fundamental challenge for embodied AI and graphics, with applications in robotics training and virtual agents. Existing models remain limited: some focus on simple activities with static objects, while others restrict attention to hand-only manipulation. This leaves open the problem of generating coordinated full-body motion that approaches, manipulates, and moves articulated objects in a realistic and generalizable way. The key difficulty lies in reasoning jointly about locomotion, fine-grained contact, and object articulation. Models must capture subtle hand-object correspondences that transfer across object geometries, while also producing seamless transitions from navigation to manipulation. At the same time, the scarcity of large-scale paired motion-scene data makes it difficult to generalize across diverse object positions and shapes. We introduce a text-conditioned diffusion model that addresses these challenges through three core ideas: an object-centric representation that unifies hand-object contact with object surfaces, a mixed-domain training strategy that balances locomotion and interaction, and a contact-based augmentation scheme that expands training diversity. Through experiments, our method demonstrated strong generalization to unseen object configurations, surpassing current state-of-the-art methods.
Xiaohan Zhang, Sebastian Starke, Alexander Winkler +3
Jul 7, 2026cs.CV

DeSeG: Decoupling Semantic Intent and Geometric Constraints for Physically Plausible Human-Scene Interaction

Synthesizing physically plausible human-scene interactions (HSI) remains a critical challenge in computer vision and the development of human avatars. Although recent generative models enable diverse motion synthesis, they suffer from an inductive bias referred to as semantic-geometric entanglement. Because spatial constraints often strongly correlate with specific actions in training data, monolithic models will learn the shortcut bias, aggressively overriding the semantic intent when faced with strict geometric cues. Furthermore, this entanglement exacerbates physical hallucinations, such as body-scene penetrations. To address these limitations, we propose DeSeG, a hierarchical framework that explicitly decouples semantic intent from geometric constraints. First, we introduce a Residual Semantic Planner that encodes textual instructions and canonicalized goal voxels into a compact latent space, enabling fine-grained semantic control independent of spatial trajectories. Second, we propose a physics regularized diffusion executor that incorporates differentiable repulsive potential fields directly into the diffusion objective, enforcing collision-aware motion generation. Extensive experiments on the Lingo dataset demonstrate that DeSeG achieves state-of-the-art performance, reducing mean scene penetration by 47% and improving semantic alignment by 29% over the SOTA baselines.
Jiakun Li, Zhe Li, Wenqiang Wu +4
Jul 4, 2026cs.CV

SAGE: Synchronized Action-Gaze Recognition and Anticipation for Human Behavior Understanding

Human object interaction (HOI), gaze pattern, and their anticipation are intricately linked, providing valuable insights into cognitive processes, intentions, and behavior. However, most existing models handle gaze and actions separately, missing both their interdependence and the advantages of a unified solution. This paper presents a novel unified framework, SAGE (Synchronized Action-GazE), which integrates simultaneous recognition and anticipation of both HOI and human gaze into a single unified end-to-end trainable model. Our approach leverages a transformer-based architecture and incorporates gaze data into spatiotemporal attention mechanisms to simultaneously predict current and future human actions and gaze behavior. We explore this bidirectional relationship between gaze and actions under different scenarios, whether requiring a close-up, detailed view (egocentric) or a wider, more contextual view (exocentric), making our framework versatile for various applications. Additionally, due to lack of datasets for comprehensive analysis of both HOI and gaze in exocentric videos, we establish a new benchmark Exo-Cook to facilitate further research in this domain. Experiments on three benchmark datasets: VidHOI, EGTEA Gaze+, and Exo-Cook show that jointly modeling gaze and actions across current and future frames achieves consistently strong results, often surpassing specialized state-of-the-art models tailored to individual tasks. By unifying actions and attention in a comprehensive way, our work lays the groundwork for more intuitive human-machine interaction.
Chenyi Kuang, Nakul Agarwal
Jul 2, 2026cs.CV

SAMoR: Motion Modelling for Articulated Objects of Any Skeleton and Topology

Modeling motion for articulated objects of arbitrary skeleton topology remains difficult: existing motion generators target a fixed human skeleton, and prior adaptations either fail to share a vocabulary across rigs or discard motion detail through global pooling. Our key observation is that while joint-level motion does not correspond cleanly across species, motion of functional joint groups does: a human arm, a wolf foreleg, and a bird wing share motion structure despite differing joint counts and connectivity, a correspondence that joint names (e.g., "forearm", "wing_L1") partially expose even when topology does not. We introduce SAMoR (Skeleton-Aware Motion Representation for Articulated Objects), a cross-topology motion representation that encodes each motion segment as a small fixed number (K=8K=8) of part tokens shared across arbitrary skeletons. A graph-transformer encoder consumes per-joint motion features, kinematic graph structure, and joint-name embeddings, then compresses them into part-level tokens via cross-attention pooling and residual vector quantization, yielding a discrete motion codebook shared across rigs. To keep the part queries from collapsing into redundant global representations, we introduce a topology-agnostic attention supervision loss, with joint-name dropout to reduce over-reliance on text labels. We curate a heterogeneous corpus from HumanML3D, Truebones Zoo, and animated Objaverse-XL assets, and evaluate SAMoR on held-out characters with unseen skeletons. It supports accurate reconstruction and cross-topology transfer, and enables text-conditioned generation and part-wise editing via a MaskGIT token generator. SAMoR reaches 2.75×1022.75 \times 10^{-2} normalized MPJPE on cross-topology reconstruction, 5.8×5.8\times below the strongest adapted variable-JJ tokenizer baseline, while remaining competitive with fixed-skeleton specialists on HumanML3D.
Yuhao Zhang, Gerard Pons-Moll, Tolga Birdal
Jul 2, 2026cs.CV

PWM-ArtGen: Part World Model for Articulated Object Generation

The key challenge in articulated 3D object generation from a single image is accurately predicting the underlying kinematic structure. Existing methods either infer kinematic parameters directly from a static image that lacks dynamic part-level kinematic relationships, or estimate parameters from visual dynamics generated from a single image, which is prone to accumulated errors of two steps. Moreover, the limited scale and diversity of existing annotated datasets further hinder generalization to complex, real-world objects. To overcome these limitations, we propose to learn the joint distribution of visual dynamics and kinematic parameters. Recognizing that articulated objects can be formulated as dynamic systems, we propose a unified Part World Model called PWM-ArtGen. To leverage unannotated data, this model couples action diffusion and image diffusion with independent diffusion timesteps, which enables visual branch co-training. We further curate a photorealistic dataset of 19.7k part-level image pairs without kinematic annotations, to support co-training. Experiments demonstrate that PWM-ArtGen substantially outperforms existing baselines in the resting state and exhibits strong zero-shot generalization to out-of-distribution objects.
Wentao Zheng, Ancong Wu
Jul 2, 2026cs.CV

ComplexMimic: Human-Scene Interaction Imitation in Complex 3D Environments

Physics-based Human-Scene Interaction (HSI) imitation learning is crucial for embodied intelligence as it bridges the gap between kinematic 3D motions and real-world dynamics. However, most existing methods focus on simplified scene settings, leaving complex environments largely unexplored, which limits their applicability in real-world scenarios. In this paper, we focus on HSI mimicry in complex environments. Under this complex setting, we observe an inherent trade-off between successfully performing interaction and maintaining natural, physically plausible motions. To address this challenge, we propose ComplexMimic, a framework that reconstructs diverse HSI by interpreting imperfect MoCap data. First, we introduce a Dual Flow Strategy, which learns two complementary experts: an imitation expert for accurate motion tracking and an interaction expert for collision-aware adaptation in complex scenes. Second, naive multi-expert distillation, which treats all experts equally, often under-samples challenging behaviors, limiting effective learning. To mitigate this issue, we propose a difficulty-aware distillation strategy that adaptively weights supervision and prioritizes hard-yet-learnable trajectories guided by failure statistics and learning progress signals. Extensive experiments on three benchmark datasets demonstrate that our approach outperforms current state-of-the-art methods.
Lu Pan, Hongwei Zhao
Jun 27, 2026cs.CV

CoGS: Compositional Dynamic Human-Object Scenes Gaussian Splatting from Monocular Video

Reconstructing dynamic human--object interaction scenes from monocular video is difficult because the human, manipulated object, and background obey different motion models while sharing the same pixels. Existing dynamic radiance-field and Gaussian-splatting methods often entangle these components, causing object motion to leak into the human or static scene, and monocular human reconstruction remains underconstrained in regions that are rarely observed. We present CoGS, a compositional Gaussian-splatting framework for monocular human--object scene reconstruction. CoGS decomposes the video into three coordinated branches: an articulated human initialized from a complete canonical prior, a rigid object field driven by an estimated object trajectory, and a static scene field regularized by weak scene-only planar primitives when available. A six-stage optimization schedule first stabilizes the human and object independently, then fuses them with the scene under full-image supervision, visibility-aware human anchoring, object silhouette and motion constraints, and delayed scene regularization. This design keeps each component responsible for its own geometry and motion while allowing photometric evidence to correct the final composite. Experiments on HOSNeRF and NeuMan show that CoGS improves both human--object interaction reconstruction and in-the-wild human--scene rendering, achieving stronger fidelity and perceptual quality across full-frame and human-focused evaluations. Code will be released upon publication.
Jerrin Bright, John Zelek
Jun 26, 2026cs.CV

IMU-HOI: A Symbiotic Framework for Coherent Human-Object Interaction and Motion Capture via Contact-Conscious Inertial Fusion

Capturing full-body human motion with object interactions is crucial for AR/VR and robotics applications, yet it remains challenging for conventional vision-based methods due to occlusions and constrained capture volumes. Inertial measurement units (IMUs) offer a compelling alternative without line-of-sight requirements, but existing IMU-based motion capture assumes an isolated human and ignores object contacts and dynamics. To bridge this gap, we present IMU-HOI, a novel framework that jointly recovers full-body human pose and 6-DoF object trajectory from sparse IMUs on the body and object, explicitly modeling human-object interaction. Our approach first infers probabilistic hand-object contacts directly from IMU streams and uses them as a high-level signal to route between kinematic and inertial reasoning. These contact cues drive a three-stage fusion pipeline that refines human pose and root translation, and fuses hand-based forward kinematics with object-IMU integration for object motion, yielding coherent, drift-resilient trajectories for both human and object. Experiments on challenging human-object interaction scenarios demonstrate substantial accuracy gains over prior inertial motion capture methods. Moreover, IMU-HOI can be plugged into existing sparse-IMU mocap backbones with minimal changes, effectively extending the scope of purely inertial motion capture from isolated humans to full human-object interaction and joint motion estimation.
Lizhou Lin, Songpengcheng Xia, Zengyuan Lai +3
Jun 26, 2026cs.CV

Scene and Human in One World: Reconstruction in a Feedforward Pass

Reconstructing humans in dynamic scenes from moving monocular cameras remains challenging due to scale ambiguity, human-scene misalignment, and occlusion interference. Rather than treating human mesh recovery and scene reconstruction as separate tasks, we believe that accurate human-scene reconstruction requires the two tasks to mutually inform each other: parametric human models offer semantic structure and metric-scale priors, while scene geometry provides spatial context for human localization and alignment. Built on this insight, we introduce SHOW, a mask-promptable human mesh recovery framework that couples feed-forward 3D scene reconstruction with Human Mesh Recovery in a unified metric space. SHOW injects human semantics and scale priors from parametric human models into normalized point-map prediction, enabling metric-scale scene reconstruction from inherently scale-ambiguous monocular input. In turn, the recovered scene geometry constrains human mesh estimation, encouraging spatially consistent human placement and improved human-scene alignment. To handle complex multi-person and cluttered scenes, SHOW further incorporates a promptable masking mechanism that enables flexible target-human selection while suppressing background distractions and occlusion interference. Through joint training, the model learns both human-aware geometric features and geometry-constrained human features, producing aligned metric-scale reconstructions from monocular human-centric videos. Extensive experiments demonstrate that SHOW improves metric-scale consistency, human-scene alignment, and reconstruction accuracy under challenging camera motion, occlusion, and cluttered backgrounds.
Boao Shi, Qiao Feng, Yiming Huang +1
Jun 24, 2026cs.RO

OmniContact: Chaining Meta-Skills via Contact Flow for Generalizable Humanoid Loco-Manipulation

Learning long-horizon humanoid loco-manipulation poses a dual challenge: it requires not only the robust execution of meta-skills but also their seamless, closed-loop chaining equipped with autonomous recovery. Existing approaches remain limited: explicit humanoid-object interaction representations offer precision but are notoriously difficult for high-level planning, whereas implicit skill embeddings are compact but lack the interpretability required for reliable composition. We propose \ours, a hierarchical framework centered on \textbf{contact flow (CF)}, a compact representation consisting of key body trajectories and time-series binary contact signals. Leveraging this shared interface, our low-level policy \textbf{CF-Track} learns a unified library of loco-manipulation skills, while our high-level module \textbf{CF-Gen} heuristically synthesizes future contact-flow sequences. To support this setting, we additionally collect the OmniContact dataset, a MoCap-based HOI corpus for humanoid loco-manipulation (Appendix~\ref{sec:dataset}). Together, they enable robust execution, autonomous failure recovery, and flexible composition of meta-skills for long-horizon tasks. Experiments show that OmniContact achieves 98.7%98.7\% success on \textit{Carry Box} and 76.5%76.5\% on \textit{Push-Stack Boxes}, outperforming prior baselines by average margins of 40.9%40.9\% in meta-skill and 66.5%66.5\% in skill chaining. Besides, our framework naturally integrates with VLMs for semantic task decomposition, enabling complex, semantically grounded loco-manipulation behaviors, such as arranging scattered boxes into a heart shape.
Runyi Yu, Xiaoyi Lin, Ji Ma +11
Jun 23, 2026cs.RO

ArtiTwinSplat: Interactable Digital Twin Reconstruction via Gaussian Splatting from RGB-D videos

Deploying robots in unstructured real-world environments needs accurate, interactive models of the objects. Constructing these models at scale remains a critical bottleneck for robotic system integration. We present ArtiTwinSplat, a framework that automatically constructs articulated, photo-realistic digital twins of objects directly from RGB-D videos, requiring no CAD models, simulation assets, or manual annotations. Our method is built on 3D Gaussian Splatting that preserve geometric fidelity and photometric realism, coupled with an unsupervised articulation discovery pipeline that recovers part structure and joint kinematics from observed motion alone. With tracking and optimization stages our method provides stable, queryable digital twins that support real-time rendering, viewpoint control, and interactive manipulation. Unlike prior methods confined to simulation, ArtiTwinSplat operates directly on real-world observations and produces twins that are immediately usable by downstream robot planning and learning systems. This method offers a practical, scalable pathway toward digital twin construction, lowering the integration barrier for articulated object manipulation in embodied AI and human-robot collaboration contexts.
Pranjal Mishra, René Zurbrügg, Max Wilder-Smith +4
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.
Zhongju Wang, Beier Wang, Yatao Bian +6
Jun 22, 2026cs.CV

Flow6D: Discrete-to-Continuous Flow Matching for Efficient and Accurate Category-Level 6D Pose Estimation

6D pose estimation is a key task in computer vision and embodied AI, widely used in robotic manipulation, augmented reality, etc. Existing methods directly regress in a high-dimensional continuous space, facing two key challenges in category-level pose estimation: limited accuracy due to noise and local optima, and inefficient search over an infinite space that hinders real-time performance. This paper proposes Flow6D, a hierarchical flow matching framework with a two-stage discrete latent space localization-continuous pose regression strategy. Rotation and translation parameters are first discretized into bins, with a discrete flow matching model locking the latent space around the true pose to reduce search complexity. Then, by sampling in the latent space, a continuous flow matching model predicts local pose residuals to optimize the estimate and regress to an accurate pose. The framework also naturally extends to articulated objects, outperforming state-of-the-art methods on synthetic and real datasets with real-time inference at 70 FPS. Project website: https://flow6d.github.io/.
Mingyu Mei, Li Zhang, Zibo Dai +4
Jun 22, 2026cs.CV

Policy-as-Data: Learning Generalizable HOI Diffusion Models from Simulated Physics

Synthesizing realistic Human-Object Interactions (HOI) is critical for creating embodied avatars and functional virtual environments. However, current data-driven approaches primarily rely on motion capture datasets, which are expensive to scale and limited in functional diversity. Models trained with these datasets fail to generalize to unseen objects and maintain physical consistency over long horizons. In this paper, we propose a novel framework that leverages a physics simulator to overcome the data-scarcity bottleneck in HOI generation. Specifically, we propose a scalable pipeline, called \ours, which leverages policies trained with reinforcement learning in a physics simulator for task-oriented data generation and trains a generative model on the augmented dataset for generalizable HOI generation. To seamlessly utilize the synthetic data, we introduce a coarse-to-fine retargeting process that bridges the representation gap between the simplified model used in physics simulator and the standard parametric body models required for generative training. Validated through comprehensive experiments, our method demonstrates enhanced generalization to unseen objects and the capability of long-horizon generation, while exhibiting greater dynamic diversity and physical plausibility.
Shujia Li, Jianshu Hu, Haiyu Zhang +5
Jun 17, 2026cs.CV

Taming I2V models for Image HOI Editing: A Cognitive Benchmark and Agentic Self-Correcting Framework

Current image editing methods excel at static attributes but fail at complex Human-Object Interactions (HOI), a critical challenge unaddressed by existing benchmarks that conflate HOI with static attributes, relying on global metrics incapable of simultaneously assessing dynamic interaction validity and entangled human-object pair preservation. Thus, we first introduce HOI-Edit, a comprehensive benchmark with three progressive cognitive levels, which features an automated metric HOI-Eval that reliably evaluates instance-level interaction by letting VLM Q&A after thinking with images containing grounded Human-Object pairs. Considering the task's essence of remodeling dynamic relationships, we benchmark Image-to-Video (I2V) models, finding them inherently suited for dynamic editing due to their temporal generation capabilities. Crucially, beyond superior performance, this capability provides a "replay of the failure process," offering unique diagnosability into why errors occur. We thus propose SCPE (Self-Correcting Process Editing), a novel, agentic self-correcting framework that constrains the generation of I2V models through iteratively refined prompts, enabling the generated videos to more accurately present the target HOI. Extracted frames from these videos are the final editing results. On HOI-Edit, SCPE achieves performance competitive with state-of-the-art (SOTA) editing models like Nano Banana on interaction. Code is available at https://github.com/oceanflowlab/HOI-Edit.
Jiayi Gao, Qingchao Chen, Yuxin Peng +1
Jun 17, 2026cs.CV

URDF Synthesis from RGB-D Sequences via Differentiable Joint Inference and Energy-Consistent Verification

Reconstructing simulation-ready digital twins of articulated objects from sensor observations remains constrained by two persistent gaps: (i) part-level geometric reconstruction is decoupled from kinematic-parameter estimation, and (ii) the recovered models often violate basic dynamic invariants such as energy conservation, leading to drift when the URDF is replayed in physics simulators. We present KinemaForge, a constraint-driven pipeline that jointly infers part-level shape, joint topology, and joint parameters from short RGB-D sequences and validates the result against an energy-consistent verifier built on differentiable rigid-body dynamics. The pipeline introduces three components: a kinematic constraint graph that encodes joint-part incidences as soft edges; a differentiable screw-axis solver that backpropagates from rendered observations through Featherstone's articulated-body algorithm to joint parameters; and an energy residual loss that penalises non-physical free responses of the reconstructed model. Across five PartNet-Mobility categories and an internal RGB-D benchmark, KinemaForge reduces the average joint-axis error from 4.52 degrees to 2.83 degrees (-37.4%) over the strongest geometric baseline (PARIS) and from 5.30 degrees to 2.83 degrees (-46.6%) over the interaction-based Ditto baseline, lowers long-horizon simulation drift by 64% (vs. PARIS) over 50 s rollouts, and yields URDFs whose closed-loop manipulation success rate improves by 14.6 percentage points over Ditto in our preliminary evaluation. Code and reconstruction data will be released upon acceptance.
Xinze Zhang
Jun 16, 2026cs.CV

MOCHI: Motion Enhancement of Collaborative Human-object Interactions

Collaborative human-object interaction shows dynamic and complex movements that require mutual anticipation and continuous adjustment between participants and the shared object. Modeling such collaborative multi-human object interaction (MHOI) scenarios requires high-quality data acquisition as a foundational step; however, this is challenging due to the inherent complexity of MHOI where human-human and human-object interactions occur simultaneously. Such complexity leads to noisy MHOI captures characterized by several artifacts: contact misalignment between hands and objects, motion jitter and temporal inconsistencies in the captured sequences, and missing or incomplete finger-level articulation details. To address these challenges, we present MOCHI (MOtion Enhancement of Collaborative Human-object Interactions), a two-stage framework for enhancing noisy MHOI data. Our approach first generates physically plausible hand grasps through optimization from noisy body input, producing grasps that are both physically plausible and semantically consistent with the body pose, where these optimized grasps are extended into complete hand-object interaction sequences. Consequently, the full-body motion for all participants are refined through a diffusion-based noise optimization framework that uses single-person motion priors. During the optimization process, we introduce optimization objectives to encode human-object and human-human interaction information within these single-person priors. Experimental results demonstrate the effectiveness of our pipeline across diverse MHOI data, either acquired by existing capture methods or synthesized by generative models. We further show robustness of our system across varying numbers of participants and types of interactions, and demonstrate various applications including keyframe-based MHOI creation and data augmentation through varying object geometries.
Jiye Lee, Yonghun Choi, Jungdam Won
Jun 16, 2026cs.CV

ActWorld: From Explorable to Interactive World Model via Action-Aware Memory

Interactive world models aim to simulate environment dynamics under real-time user actions. However, their action vocabulary is largely confined to navigation: most actions correspond to motion (e.g., walk, turn, look around), while interaction with objects in the scene (e.g., pick up plates, open doors, or trigger physical responses) is either absent, restricted to game domains, or relegated to prompt-to-full-video scenarios. The resulting worlds are visually explorable but not truly actionable. In this work, we present ActWorld, an interactive world model that extends prior navigation-centric generators to support mid-rollout object interaction within a chunk-autoregressive framework. We argue that the navigation-interaction gap stems from two bottlenecks. First, a data bottleneck: the lack of human-object interaction data with accurate, dense labels. Second, a memory bottleneck: recency-biased history compression in existing world models discards the event-transition frames that causally determine subsequent object states, leading to an action-forgetting pathology. On the data side, we construct a 100K interaction video dataset, each annotated with per-chunk captions via chain-of-thought reasoning. On the model side, we introduce a hierarchical action-aware memory design that routes history compression by interaction importance, complemented by a persistent memory bank that maintains event-update and object-identity tokens across long rollouts. Experiments show that ActWorld supports both flexible navigation and rich object interaction within a single model, substantially improving interaction fidelity over navigation-only baselines without sacrificing viewpoint control. Project page is available at https://interactwm.github.io/ActWorld.
Zhexiao Xiong, Yizhi Song, Hao Kang +11
Jun 13, 2026cs.RO

DragMesh-2: Physically Plausible Dexterous Hand-Object Interaction with Articulated Objects

Dexterous interaction with articulated objects is important for household, assistive, and humanoid manipulation, where multi-finger hands can provide compliant contact patterns beyond parallel-jaw grasping. However, articulated-object manipulation differs from static-object manipulation: the target part cannot be directly actuated, and its motion must emerge through sustained physical hand--handle contact. This makes the transition from object-centric articulated generation to hand-driven dexterous hand--object interaction non-trivial, since geometric trajectory replay or open-loop execution does not model the contact dynamics required to move the articulated part. Moreover, policies trained only for task completion under fixed dynamics can overfit nominal contact loads, especially without tactile or force feedback, and may degrade when the contact load changes. To address these challenges, we present DragMesh-2, a contact-driven framework for dexterous interaction with articulated objects that extends articulated interaction from object-centric generation to hand-driven dexterous hand--object interaction, where articulated motion must arise through physical contact. We further propose PICA, a physically informed contact-aware training mechanism that injects physical signals into policy learning without tactile or force feedback, improving robustness and task success under changing contact loads. Finally, we conduct systematic evaluation across multiple damping conditions and articulated-object categories to study robustness under contact-load variation, and provide a pure-geometry dexterous interaction resource to support future loco-manipulation and humanoid hand--object interaction research. Across seven GAPartNet objects, DragMesh-2 achieves stronger robustness under contact-load variation than the compared methods while maintaining high task success across damping conditions.
Tianshan Zhang, Yijia Duan, Yanjun Li +2
Jun 11, 2026cs.RO

Mana: Dexterous Manipulation of Articulated Tools

Articulated tool manipulation remains a major challenge in dexterous robotics due to the need to coordinate internal degrees of freedom and contact-rich interactions. While prior work has largely focused on rigid objects, articulated tool use remains underexplored because of its physical complexity and the difficulty of learning functional grasping and manipulation policies. We present Mana (Manipulation Animator), a general sim-to-real framework that reinterprets dexterous manipulation as an animation problem. Inspired by computer animation, Mana employs a coarse-to-fine pipeline that transforms procedurally-generated grasp keyframes into manipulation trajectories through motion planning and reinforcement learning. The data generation process is largely automatic, requiring only a few mouse clicks to specify functional affordances (<1 minute per tool). Across four articulated tools spanning different scales and joint types, Mana achieves zero-shot sim-to-real transfer for both grasping and in-hand manipulation, demonstrating a scalable approach to dexterous articulated tool use.
Zhao-Heng Yin, Guanya Shi, Pieter Abbeel +1
Jun 11, 2026cs.RO

GenHOI: Contact-Aware Humanoid-Object Interaction by Imitating Generated Videos without Task-Specific Training

Humanoid-Object Interaction (HOI) is a fundamental capability for humanoid robots, yet it remains challenging due to the tight coupling between dynamic balance and stable interaction with diverse objects. Existing methods often require time-consuming task-specific policy training or rely on rigid trajectory replay, which limits their ability to accommodate novel interaction scenarios. In this work, we present \textit{GenHOI}, a simple yet effective framework that enables humanoid robots to perform diverse object-interaction tasks in a zero-shot manner by directly imitating a single generated video, without task-specific training or physical demonstration data. GenHOI first reconstructs the robot-object scene in simulation and renders a first-frame image, which, together with the language command, conditions the synthesis of a task-oriented interaction video. The generated video is then analyzed to identify interaction-relevant contact events and estimate hand-object contact regions, which are encoded as object-centric geometric constraints that convert visual interaction cues into physically grounded optimization priors. Guided by these priors, the reference motion recovered from the video is refined and smoothed to resolve the scale ambiguity inherent in 2D video generation, while adapting a single reference trajectory to unseen robot-object relative poses. The optimized trajectory is finally executed by a closed-loop tracking controller. We validate the proposed framework in extensive simulation and real-world experiments across diverse object-interaction tasks, including box grasping, asymmetric bimanual chair carrying, table lifting from below, and cylindrical-object enveloping.
Zhihai Bi, Qiang Zhang, Guoyang Zhao +8
Jun 7, 2026cs.RO

Real-IKEA: Physical Fidelity is the Prerequisite for Robust Manipulation

Robotic manipulation robustness often founders on the physics gap between simplified simulations and the resistance-laden real world. In this work, we emphasize that physical realism in articulated interaction is an important ingredient for robust policy learning. We present Real-IKEA, a dataset and simulation framework designed with physical accuracy as a first-class goal. Real-IKEA provides 1,079 articulated asset configurations, derived from 83 authentic IKEA handles and knobs processed through a meticulous six-step physical workflow. For contact-geometry accuracy, we introduce a bidirectional surface-deviation metric to quantify collision meshes. For dynamics realism, we establish resistance-calibrated configurations that vary damping and friction. Crucially, we demonstrate through a Reinforcement Learning (RL) policy that high-fidelity assets enable the discovery of robust "hooking" and "levering" strategies that prioritize mechanical advantage over fragile friction-pulling. Together, these results position Real-IKEA as a critical benchmark for developing manipulation policies capable of human-level robustness in articulated object tasks.
Kunqi Xu, Zhenhao Huang, Siyuan Luo +2
Jun 6, 2026cs.RO

Revisiting Articulated Parts Perception in Robot Manipulation

We are surrounded by various objects with movable, articulated parts, e.g., box, handle, door. An accurate and generalizable perception of articulated parts is essential to enhance robotic manipulation capabilities. Building on this need, recent efforts in articulated parts perception have followed two main directions: One line of work uses pose-based representation, which requires high manual cost; in parallel, affordance-based methods extract future object motion from point tracking without additional manual efforts, but suffer from low-quality data. In this paper, we propose a new representation of articulated parts, Geometric Primary Structure (GPS), an abstraction of the part geometry structure to balance scalability and quality. For efficient and scalable data collection, GPS is integrated with a portable Virtual Reality (VR) device and requires only one minute to annotate one object sequence. This direct human annotation provides higher quality than the estimated affordance. With this efficient VR-GPS system, we collect 41K frames for 234 objects across six part classes, and train a generalizable GPS model with a single RGB-D object image as input. For object manipulation, we deploy a heuristic policy based on GPS prediction. Without any in-domain fine-tuning, our method achieves an 73% success rate, covering 270 initial states for 9 objects. Our code, data and reusable tool are available at https://enlighten0707.github.io/gps.
Xiaoqian Wu, Yejie Guo, Xiaoyang Chen +3
Jun 5, 2026cs.CV

AnchorWorld: Embodied Egocentric World Simulation with View-based Evolution Customization

Despite being a pivotal frontier, interactive world modeling remains underexplored in terms of the versatile controllability required by practical scenarios. To bridge this gap, we present AnchorWorld, a framework that advances egocentric simulation through enhanced interaction integrity and a flexible mechanism for world customization. First, we utilize 3D human motion as the primary interaction modality. To complement the out-of-view or truncated body parts in egocentric views, we introduce an auxiliary training supervision that incorporates exogenous viewpoints decoupled from the agent's first-person sensorium. It allows the model to observe the agent's full-body positioning relative to the environment, facilitating a more robust spatial grounding of human-world interactions. Furthermore, we propose a simple yet effective mechanism for customizing self-evolving worlds. This is achieved by defining anchor views within a unified world coordinate system, coupled with textual descriptions dictating the dynamic evolution of local scenes. Experimental results show that AnchorWorld significantly outperforms state-of-the-art baselines, while ablation studies validate the effectiveness of our key designs. Notably, our customization scheme exhibits promising spatio-temporal geometric consistency and adheres strictly to the prescribed evolutionary dynamics.
Yu Li, Menghan Xia, Gongye Liu +8
Jun 3, 2026cs.CV

Recovering Physically Plausible Human-Object Interactions from Monocular Videos

In this paper, we propose RePHO, a method to reconstruct physically plausible human-object interactions (HOI) from monocular videos. While existing kinematic-based approaches produce visually plausible motion, they often result in physically implausible artifacts such as interpenetration and object floating. To overcome these issues, we introduce a physics-guided reconstruction framework. We begin with a kinematic estimate and then refine it by training a policy with reinforcement learning (RL). This policy is optimized to reproduce the interaction in a physics simulator. Because kinematic estimates are typically noisy, naive RL training can fail. Therefore, we propose an adaptive sampling strategy with a dual self-updating mechanism that can identify the frames with the most informative and reliable kinematic reconstruction. Our process progressively improves reconstruction quality and yields physically consistent HOI sequences. We demonstrate our approach on two standard HOI benchmarks and achieve clear improvements in physical plausibility metrics over state-of-the-art methods. Project Page: https://dingbang777.github.io/RePHO/
Dingbang Huang, Etienne Vouga, Qixing Huang +1
Jun 1, 2026cs.CV

Diagnosis of Human Object Interaction Detectors for Real World Educational Applications

Human-object interaction (HOI) recognition is critical for automatically analyzing student behavior in complex educational environments. Although state-of-the-art (SOTA) HOI detectors perform well on benchmark datasets, their performance often degrades when deployed in real-world training environments due to domain-specific objects, occlusions, and complex visual conditions. In this paper, we introduce a diagnosis-driven framework that integrates a triplet-level HOI error taxonomy with error-factor attribution analysis for real-world educational video data. We study this problem in the context of Critical Care Air Transport Team (CCATT) mixed-reality medical training. Based on an analysis of HOI failure modes and their causes, we develop a diagnosis-informed refinement strategy for adapting pretrained HOI models to the target domain. Experiments on the CCATT dataset show that this approach improves the macro-F1 score of a pretrained CDN model from 48.6 to 90.2 through targeted refinement guided by diagnosed error factors. These results highlight the value of detailed diagnostic analysis for informing targeted adaptation of HOI models in real-world educational environments.
Divya Mereddy, Ashwin Tudur Sadashiva, Marcos Quinones-Grueiro +1
Jun 1, 2026cs.CV

AVTrack: Audio-Visual Tracking in Human-centric Complex Scenes

Audio-visual speaker tracking aims to localize and track active speakers by leveraging auditory and visual cues, enabling fine-grained, human-centric scene understanding. This capability is essential for real-world applications such as intelligent video editing, surveillance, and human-computer interaction. However, existing datasets are largely limited to simple or homogeneous audio-visual scenes with coarse annotations. Such oversimplified settings bias evaluation toward static audio-visual co-occurrence, rather than rigorously assessing robust spatiotemporal modeling and cross-modal reasoning in complex, dynamic scenes. To address these limitations, we introduce AVTrack, a human-centric audio-visual instance segmentation (AVIS) dataset designed for dynamic real-world scenarios. AVTrack features diverse and challenging conditions, including camera motion, visual occlusions, and position changes. Evaluations of representative AVIS methods on AVTrack reveal substantial performance degradation, establishing AVTrack as a challenging benchmark for robust human-centric audio-visual scene understanding in complex environments. We further provide a simple yet effective baseline to facilitate future research. Project website: https://FudanCVL.github.io/AVTrack/
Yaoting Wang, Yun Zhou, Zipei Zhang +1
May 29, 2026cs.RO

GSAM: A Generalizable and Safe Robotic Framework for Articulated Object Manipulation

Articulated object manipulation is a unique challenge for service robots. Existing methods employ end-to-end policy learning, visionmotion planning, and large-language/visual-language model (LLM/VLM), but often overlook the diversity of articulated objects and the complexity of interactions between end-effector and handle, leading to limited generalization and destructive collisions. To address this, we propose GSAM, a generalizable and safe robotic framework for articulated object manipulation. Specifically, a vision-based perceiver generates the kinematic parameters. Considering that pre-trained markers in perceiver yield raw estimations that may deviate from commonsense, we present a f ine-tuned VLM-based refiner, using chain-of-thought (COT) commonsense reasoning to refine perception. To prevent destructive collisions, we design an interaction constraint function generator, integrating articulated object, interaction pose, and obstacle avoidance knowledge into a base. LLM then functionalize these constraints and apply them to trajectory and posture planning. A kinematic-aware manipulation planner verifies reachability for trajectory and posture. Experiments on 50 hinge tasks across 5 object categories and 50 randomly initialized end-effectorhandle configurations show that GSAM reduces standard deviation by 3.1% and improves manipulation success rate by 36.0% compared to the best baseline, respectively demonstrating the superior object generalization and interaction safety of GSAM in practical scenarios.
Beichen Shao, Mengying Xie, Heng Su +5
May 28, 2026cs.CV

Dex2HOI: Dexterous Bimanual Two-Object Interaction Generation

Recent advances in 4D Human-Object Interaction (HOI) generation have enabled increasingly realistic motion synthesis, particularly for single-object manipulation. Yet current research overlooks an inherent property of human behavior: people naturally coordinate both hands and manipulate multiple objects simultaneously. To address this gap, we present Dex2HOI, a unified diffusion model for single- and two-object HOI synthesis from text. At its core, Dex2HOI employs a Dual-Stream Diffusion approach, where each object is processed in a dedicated interaction stream and coordinated through bidirectional cross-attention. To synthesize the final motion, we introduce a Motion Fusion Network integrated with novel hand-relative object representations and contact-aware conditioning applied across the whole sequence. By sampling the diffusion process autoregressively over prefix-conditioned windows, Dex2HOI generates arbitrarily long sequences at real-time speed omitting redundant test-time optimization, achieving up to x540 inference speed-up over prior state-of-the-art methods. Extensive evaluation on both single- and two-object benchmarks demonstrates state-of-the-art quantitative results, marking a step beyond conventional single-object HOI generation and toward expressive multi-object manipulation. Code and models will be released upon acceptance.
Chrysa Pratikaki, Pablo Ruiz-Ponce, Jiankang Deng +2
May 28, 2026cs.CV

PhyGenHOI: Physically-Aware 4D Generation of Dynamic Human-Object Interactions

We address the task of generating physically accurate and visually faithful 4D Human-Object Interaction (HOI). Given a static 3D human and target object represented as 3D Gaussian Splats (3DGS), our goal is to synthesize dynamic scenes where the human actively engages with the object through actions, such as punching or kicking, in accordance with a given input text. To this end, we introduce PhyGenHOI, a novel framework that couples generative human motion with an explicit physical object simulation. We model the human as a semantic agent driven by a Motion Diffusion Model (MDM) and the object as a physical agent simulated via the Material Point Method (MPM), utilizing 3D Gaussians as a unified, differentiable representation. We supervise their interaction through three coupled mechanisms: (1) A Windowed Attraction Loss that temporally synchronizes generative motion to intercept the object; (2) A Contact-Driven Re-simulation step that triggers physically consistent momentum transfer upon impact; and (3) A Masked Video-SDS objective that injects video-based priors to enhance contact fidelity. Experiments show PhyGenHOI generates physically consistent 4D HOI across diverse actions, humans, and objects, outperforming baselines. Project page and videos: https://omerbenishu.github.io/PhyGenHOI/
Omer Benishu, Gal Fiebelman, Sagie Benaim
May 23, 2026cs.CV

Artiverse: A Diverse and Physically Grounded Dataset for Articulated Objects

We present Artiverse, a diverse and physically grounded dataset of high-quality articulated 3D objects designed for realistic functional modeling and simulation. Artiverse contains 5.4K human-authored objects across a broad range of 88 categories, aggregated from multiple 3D static repositories. Objects are annotated with functional parts, interior structures, realistic kinematic relationships and articulated joints including multi-DoF joints, and physical attributes such as metric scale, material, and mass. We develop a semi-automated annotation pipeline that combines few-shot segmentation, geometric reasoning, and multi-stage human verification to achieve high-quality and efficient annotation, reducing manual annotation time by over 30%. We demonstrate the value of Artiverse on tasks of part mobility analysis, articulated object generation, and physics-based interaction. Artiverse provides a data resource to advance functional understanding for articulated objects.
Denys Iliash, Jiayi Liu, Egor Fokin +4
May 23, 2026cs.CV

ArtSplat: Feed-Forward Articulated 3D Gaussian Splatting from Sparse Multi-State Uncalibrated Views

Articulated object reconstruction from sparse-view images is an ill-posed problem that requires simultaneous inference of geometry and underlying articulation structure. Existing methods for articulated object reconstruction based on NeRF and 3D Gaussian Splatting (3DGS) typically rely on dense views or strong priors (e.g., depth maps, joint types, predefined number of joints) and require costly per-object optimization. In this paper, we propose ArtSplat, the first feed-forward framework for articulated 3D Gaussian Splatting. It reconstructs both geometry and joint parameters from sparse multi-view images across multiple articulation states in a single forward pass. To address the challenges of single-pass articulated reconstruction, we introduce a per-pixel joint map representation that enables the integration of joint parameter estimation into the feed-forward pipeline. We further propose a Cross-State Attention (CSA) mechanism with state tokens, which effectively captures discrete motion across input states. Experiments on 68 articulated objects from PartNet-Mobility, including both single- and multi-joint configurations, demonstrate that ArtSplat achieves competitive performance in both geometry and joint estimation, while being over 400 times faster than baselines.
Inseo Lee, Yoonji Kim, Eugene Sohn +4
May 21, 2026cs.RO

Imagine2Real: Towards Zero-shot Humanoid-Object Interaction via Video Generative Priors

Whole-body Humanoid-Object Interaction (HOI) is bottlenecked by the scarcity of high-fidelity 3D data. While video generative priors offer a promising alternative, existing methods suffer from \textit{Representation Misalignment} due to their reliance on geometric priors (e.g., explicit CAD models), and \textit{Retargeting Complexity} arising from intensive morphing and morphological mismatch. We propose Imagine2Real, a zero-shot HOI framework for flexible, geometry-free interaction. To resolve misalignment, we formulate robot and object motions as unified 4D point trajectories. To overcome retargeting complexity, our Keypoints Tracker tracks only sparse critical points (base, hands, and object), entirely bypassing the error-amplifying retargeting process. To maintain natural gaits despite these sparse signals, we utilize the latent space of a Behavior Foundation Model (BFM) as the tracker's search domain. Using a progressive training strategy, Imagine2Real learns robust behaviors with simple tracking rewards, enabling zero-shot physical deployment within a motion capture(mocap) system.
Jiahe Chen, ZiRui Wang, Feiyu Jia +7
May 20, 2026cs.CV

PhysX-Omni: Unified Simulation-Ready Physical 3D Generation for Rigid, Deformable, and Articulated Objects

Simulation-ready physical 3D assets have emerged as a promising direction owing to their broad applicability in downstream tasks. However, most existing 3D generation methods either neglect physical properties or are limited to a single asset category, e.g., rigid, deformable, or articulated objects. To address these limitations, we introduce PhysX-Omni, a unified framework for simulation-ready physical 3D generation across diverse asset types. Specifically, we develop a novel and efficient geometry representation tailored for Vision-Language Models, which directly encodes high-resolution 3D structures without compression, significantly improving generation performance. In addition, we construct the first general simulation-ready 3D dataset, PhysXVerse, covering diverse indoor and outdoor categories. Furthermore, to comprehensively and flexibly evaluate both generative and understanding capabilities in the wild, we propose PhysX-Bench, which encompasses six key attributes: geometry, absolute scale, material, affordance, kinematics, and function description. Extensive experiments with conventional metrics and PhysX-Bench show that PhysX-Omni performs strongly in both generation and understanding. Moreover, additional studies further validate the potential of PhysX-Omni for applications in simulation-ready scene generation and robotic policy learning. We believe PhysX-Omni can significantly advance a wide range of downstream applications, particularly in embodied AI and physics-based simulation.
Ziang Cao, Yinghao Liu, Haitian Li +5
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.
Jun Zheng, Zhengze Xu, Mengting Chen +6
May 19, 2026cs.AI

SceneCode: Executable World Programs for Editable Indoor Scenes with Articulated Objects

Indoor scene synthesis underpins embodied AI, robotic manipulation, and simulation-based policy evaluation, where a useful scene must specify not only what the environment looks like, but also how its objects are structured. Existing pipelines, however, typically represent generated content as static meshes and inherit articulation only from curated asset libraries, which limits object-level controllability and prevents new interactable assets from being produced on demand. We address this gap by formulating physically interactable indoor scene synthesis as programmatic world generation, and present SceneCode, a framework that compiles a natural language prompt into an executable, code-driven indoor world rather than a collection of opaque meshes. A room-level agentic backbone first turns the prompt into a structured house layout and emits per-object AssetRequests through a planner--designer--critic loop. Each request is then routed to one of five code-generation strategies and converted into a synthesized part-wise Blender Python programs that are validated through an execution-guided repair-and-refine loop. The resulting programs are compiled into simulation-ready assets, and exported as SDF for physics simulation. A persistent scene-state registry links object requests, executable programs, rendered geometry, and simulation assets, turning scene assembly into a traceable and locally editable world-building process. We evaluate SceneCode across scene-level synthesis, object-level asset quality, human judgment, and downstream robot interaction. Results show that executable world programs improve prompt-faithful indoor scene generation and produce assets with cleaner mesh structure, and simulator-loadable articulation metadata. Project page: https://scene-code.github.io/.
Puyi Wang, Yuhao Wang, Linjie Li +4
May 18, 2026cs.RO

Automatically Improving Simulation Physics for Articulated Objects

Simulation is a central tool for scalable robot learning, but its effectiveness depends on the quality of object assets. While modern 3D datasets provide rich geometric and kinematic representations, they typically lack the physical properties required for stable and realistic interaction, requiring significant manual effort to construct simulation-ready articulated objects. In this thesis, we introduce interaction-readiness, which characterizes whether an object can be reliably simulated under manipulation. We propose a quantitative evaluation framework that decomposes interaction-readiness into measurable components, enabling systematic analysis of object quality and revealing failure modes not captured by conventional evaluation. We further present a multi-modal, simulator-in-the-loop approach for generating interaction-ready articulated objects from incomplete 3D assets. The method integrates geometric, visual, and semantic information to infer physical properties and refines them through iterative simulator feedback to improve physical consistency. Experiments across diverse articulated objects and manipulation tasks show that object quality directly impacts simulation stability, interaction behavior, and policy performance. Objects refined by our method exhibit more stable and realistic dynamics, enabling more reliable downstream learning and evaluation. Overall, this thesis demonstrates the importance of physical realism for articulated objects in simulation and introduces a practical multi-modal refinement approach, guided by simulator feedback, for constructing such objects at scale.
Anh-Quan Pham
May 18, 2026cs.CV

Articulation in Prime: Primitive-Based Articulated Object Understanding from a Single Casual Video

Retrieving the 3D kinematics of articulated objects from monocular video is a fundamental challenge in computer vision. Existing methods rely on complex video setups or cues such as long-term point tracking or wide-baseline matching, but are frequently brittle under severe occlusions, rapid camera ego-motion, or weak local features. Learning-based methods, meanwhile, struggle to generalize beyond their training categories. We propose a category-agnostic optimization framework that treats articulated object understanding as a primitive-fitting problem. Geometric primitives serve as a proxy representation that avoids the pitfalls of unstable point tracks; a novel mechanism organizes them into coherent parts constrained by revolute and prismatic joints. Our formulation jointly optimizes part segmentation and joint parameters, recovering complex kinematics from a single casually captured video. A visibility-aware procedure handles partial observations and occlusions inherent to real-world data. We also propose the AiP-synth and AiP-real benchmarks, featuring significant camera motion and heavy occlusions, and outperform existing methods. Project page: https://aartykov.github.io/Articulation-in-Prime/
Arslan Artykov, Tom Ravaud, Nicolás Violante-Grezzi +1
May 16, 2026cs.CV

RHINO: Reconstructing Human Interactions with Novel Objects from Monocular Videos

Reconstructing people, objects, and their interactions in 3D is a long-standing goal for intelligent systems. Often the input is RGB video from a moving camera, making the task ill-posed; depth is ambiguous, humans and objects occlude each other, and camera and object motion entangle to create apparent motion. Most prior work addresses humans or objects in isolation, ignoring their interplay, or assumes known 3D shapes or cameras, which is impractical for real-world applications. We develop RHINO (Reconstructing Human Interactions with Novel Objects), a three-step framework that recovers in 3D a human, novel (unseen) manipulated object, and static scene in a common world frame from a monocular RGB video. First, we leverage 3D-aware foundation models to obtain cues that stabilize Structure-from-Motion (SfM) even for low-texture regions; this yields a coarse shape and apparent motion of a manipulated object from foreground pixels, and a coarse scene shape and camera motion from background pixels. Second, we estimate a human in the camera frame via an off-the-shelf method, and subtract the camera motion from apparent motion to extract the object motion; this registers the human, object, and coarse scene shapes into a common world frame. Third, we refine shapes using a compositional neural field with per-component signed-distance fields. The latter further enables differentiable contact priors that attract surfaces while penalizing interpenetration, improving the physical plausibility of the final reconstruction. For evaluation, we capture a new dataset of handheld monocular videos synchronized with a volumetric 4D capture stage, providing ground-truth shape and camera motion. RHINO outperforms state-of-the-art baselines on novel-view synthesis and 4D reconstruction. Ablations show that each stage contributes substantially. Code and data are available at https://lxxue.github.io/RHINO.
Lixin Xue, Chengwei Zheng, Georgios Paschalidis +4
May 15, 2026cs.CV

ArtMesh: Part-Aware Articulated Mesh Fields with Motion-Consistent Dynamics

We present ArtMesh, a mesh-native method for reconstructing articulated objects explicitly as connected triangle meshes with per-part rigid motion from multi-view images in start and end states. Existing 3D Gaussian Splatting pipelines for articulated reconstruction inherit the unstructured point-based geometry of their splatting base, which provides no surface topology for reasoning about part boundaries or enforcing motion consistency along the object's connectivity. ArtMesh instead builds on a mesh-based differentiable rendering backbone, enabling part-aware dynamics to act directly on the structured topology. To make the topology compatible with articulation, we introduce part-aware restricted Delaunay remeshing, producing connected submeshes whose triangles do not cross semantic part boundaries. The dynamic mesh field then optimizes articulation using bidirectional Vertex-wise Motion Consistency on transported mesh vertices and Pixel-wise Motion Consistency on rendered RGB-D observations. We introduce Articulate-100, a new benchmark of 100 articulated objects spanning 16 PartNet-Mobility categories. On this benchmark, ArtMesh outperforms prior 3DGS-based pipelines in joint parameter estimation and part-level geometric reconstruction, with the largest gains on objects with many movable parts.
Sylvia Yuan, Dan Wang, Ravi Ramamoorthi +1
May 14, 2026cs.CV

Articraft: An Agentic System for Scalable Articulated 3D Asset Generation

A bottleneck in learning to understand articulated 3D objects is the lack of large and diverse datasets. In this paper, we propose to leverage large language models (LLMs) to close this gap and generate articulated assets at scale. We reduce the problem of generating an articulated 3D asset to that of writing a program that builds it. We then introduce a new agentic system, Articraft, that writes such programs automatically. We design a programmatic interface and harness to help the LLM do so effectively. The LLM writes code against a domain-specific SDK for defining parts, composing geometry, specifying joints, and writing tests to validate the resulting assets. The harness exposes a restricted workspace and interface to the LLM, validates the resulting assets, and returns structured feedback. In this way, the LLM is not distracted by details such as authoring a URDF file or managing a complex software environment. We show that this produces higher-quality assets than both state-of-the-art articulated-asset generators and general-purpose coding agents. Using Articraft, we build Articraft-10K, a curated dataset of over 10K articulated assets spanning 245 categories, and show its utility both for training models of articulated assets and in downstream applications such as robotics simulation and virtual reality.
Matt Zhou, Ruining Li, Xiaoyang Lyu +6