CVPR 2026 Papers

Conference on Computer Vision and Pattern Recognition

Decision breakdown

4,042papers

Counted from the official paper list; may differ slightly from the number the conference announced.

  • Oral
    1383.4%
  • Poster
    3,90496.6%

Browse all papers

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

Jiahao Xu, Xiaohan Yuan, Xingchen Wu, Chongyang Xu, Kun Li, Buzhen Huang

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

Poster
HumanBA: Human-Aware Bundle Adjustment via Global Human-Camera Decoupling

Fengyuan Yang, Tanuj Sur, Tze Ho Elden Tse, Angela Yao

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Recovering global human and camera motion from monocular video is essential for world-coordinate human reconstruction but remains challenging due to entangled motions in image space. Traditional SLAM methods estimate monocular camera motion but fail in scenes dominated by foreground objects such as humans. A common workaround is to mask out dynamic objects, yet this approach becomes brittle when humans occupy most of the view or the background is too noisy, leading to unstable tracking and loss of constraints. This paper takes the opposite stance and reintegrates human motion as informative landmarks. We introduce HumanBA, a human-aware bundle adjustment framework that transforms dynamic humans into usable constraints via motion decoupling. HumanBA subtracts the human-induced component from observed joint trajectories, isolating a camera-induced (pseudo-static) component that can be safely incorporated into bundle adjustment alongside background features. To mitigate noise in global human estimates, HumanBA applies motion refinements and motion-aware reliability weighting. Across EMDB and SLOPER4D benchmarks, we show consistent improvements on camera pose estimation and reduce global human reconstruction error, demonstrating the benefits of treating humans as dynamic yet informative landmarks. Our code is available at https://github.com/MartaYang/HumanBA.

Poster
MooCap: A Multi-View Benchmark for Cow-Object-Human Interaction and Behavior Dynamics

Ian Noronha, Heather Neave, Upinder Kaur

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Understanding animal behavior requires modeling how bodies, objects, and other agents interact over time, not simply detecting isolated actions or estimating pose frame by frame. Existing animal video datasets target pose estimation or coarse, passively observed actions, and rarely provide the structured, multi-entity interaction annotations needed to study behavioral dynamics. We introduce MooCap, a multi-view video benchmark for animal-object-human interaction understanding under controlled experimental protocols. MooCap contains 42 hours of synchronized multi-camera video from 43 individually tested cows across seven standardized interaction scenarios, including novel environment, novel object, novel human, human approach, unfamiliar conspecifics (restricted and unrestricted) and Dam reunion (restricted and unrestricted). Recordings are densely annotated with 23 fine-grained behaviors, 39 body keypoints across 157 test sessions, 4 spatial zones, and 43 subjects, describing interactions among subjects, objects, humans, and other cattle. We establish three benchmarks on MooCap: (1) dense temporal action segmentation over 1200-1500-second sequences; (2) pose-based behavior and interaction recognition from keypoint trajectories; and (3) longitudinal behavioral classification linking adult behaviors with rearing conditions. Benchmarking results reveal that state-of-the-art temporal segmentation models achieve only 66.4% frame accuracy and 30.6% F1@0.5, with performance degrading further during interaction-heavy segments. Overall, MooCap bridges multi-view pose estimation, multi-entity tracking, and structured behavioral protocols to enable interaction-aware models for animal behavior analysis.

Poster
Benchmarking PhD-Level Coding in 3D Geometric Computer Vision

Wenyi Li, Renkai Luo, Yue Yu, Huan-ang Gao, Mingju Gao, Li Yuan, Chaoyou Fu, Hao Zhao

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AI-assisted coding has rapidly reshaped software practice and research workflows, yet today's models still struggle to produce correct code for complex 3D geometric vision. If models could reliably write such code, the research of our community would change substantially. To measure progress toward that goal, we introduce GeoCodeBench, a PhD-level benchmark that evaluates coding for 3D vision. Each problem is a fill-in-the-function implementation task curated from representative papers at recent venues: we first let a tool propose candidate functions from official repositories, then perform careful human screening to select core 3D geometric components. For every target, we generate diverse, edge-case unit tests, enabling fully automatic, reproducible scoring. We evaluate eight representative open- and closed-source models to reflect the current ecosystem. The best model, GPT-5, attains only 36.6% pass rate, revealing a large gap between current capabilities and dependable 3D scientific coding. GeoCodeBench organizes tasks into a two-level hierarchy: General 3D capability (geometric transformations and mechanics/optics formulation) and Research capability (novel algorithm implementation and geometric logic routing). Scores are positively correlated across these axes, but research-oriented tasks are markedly harder. Context ablations further show that "more paper text" is not always better: cutting off at the Method section statistically outperforms full-paper inputs, highlighting unresolved challenges in long-context scientific comprehension. Together, these findings position GeoCodeBench as a rigorous testbed for advancing from generic coding to trustworthy 3D geometric vision coding.

Poster
FisherPoser: Human Motion Estimation from Sparse Observations with Hierarchical Region-Wise Fisher-Matrix Uncertainty Modeling

Songpengcheng Xia, Qingyu Zhang, Zhuo Su, Jiarui Yang, Zengyuan Lai, Qi Wu, Ling Pei

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Full-body motion estimation from sparse VR observations is an inherently under-constrained problem, with only three 6-DoF trackers (HMD and controllers) available to infer a full skeletal pose. To address this ambiguity, we introduce a probabilistic framework that models joint orientations as distributions on SO(3) using the Matrix Fisher distribution. Instead of predicting a single deterministic pose, our network outputs a distribution for each joint, whose mode and concentration directly quantify prediction uncertainty on the rotation manifold. This enables likelihood-based training and principled uncertainty propagation. At the core of our model is a causal Transformer encoder that fuses sparse observations with motion history. We further propose region-wise tokens for the torso, arms, and legs, obtained via attention pooling over local joint features and semantic VR anchors. These tokens guide compact, per-region Fisher regression. To ensure kinematic coherence efficiently, we employ a limb refinement module, where each child joint's Fisher parameters are conditioned on its parent's distribution and the regional context, propagating pose and uncertainty hierarchically. Extensive experiments on standard sparse-VR benchmarks show that our approach achieves state-of-the-art performance, while providing well-calibrated joint-wise uncertainty.

Poster
OnlineHMR: Video-based Online World-Grounded Human Mesh Recovery

Yiwen Zhao, Ce Zheng, Yufu Wang, Hsueh-Han Daniel Yang, Liting Wen, Laszlo A. Jeni

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Human mesh recovery (HMR) models 3D human body from monocular videos, with recent works extending it to world-coordinate human trajectory and motion reconstruction. However, most existing methods remain offline, relying on future frames or global optimization, which limits their applicability in interactive feedback and perception-action loop scenarios such as AR/VR and telepresence. To address this, we propose OnlineHMR, a fully online framework that jointly satisfies four essential criteria of online processing, including system-level causality, faithfulness, temporal consistency, and efficiency. Built upon a two-branch architecture, OnlineHMR enables streaming inference via a causal key-value cache design and a curated sliding-window learning strategy. Meanwhile, a human-centric incremental SLAM provides online world-grounded alignment under physically plausible trajectory correction. Experimental results show that our method achieves performance comparable to existing chunk-based approaches on the standard EMDB benchmark and highly dynamic custom videos, while uniquely supporting online processing. Page and code are available at https://tsukasane.github.io/Video-OnlineHMR/.

Poster
Geometric Neural Distance Fields for Learning Human Motion Priors

Zhengdi Yu, Simone Foti, Linguang Zhang, Amy Zhao, Cem Keskin, Stefanos Zafeiriou, Tolga Birdal

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We introduce Neural Riemannian Motion Fields (\name), a novel 3D generative human motion prior that enables robust, temporally consistent, and physically plausible 3D motion recovery. Unlike existing VAE or diffusion-based methods, our higher-order motion prior explicitly models the human motion in the zero level set of a collection of neural distance fields (NDFs) corresponding to pose, transition (velocity), and acceleration dynamics. Our framework is rigorous in the sense that our NDFs are constructed on the product space of joint rotations, their angular velocities, and angular accelerations, respecting the geometry of the underlying articulations. We further introduce: (i) a novel adaptive-step hybrid algorithm for projecting onto the set of plausible motions, and (ii) a novel geometric integrator to "roll out" realistic motion trajectories during test-time-optimization and generation. Our experiments show significant and consistent gains: trained on the AMASS dataset, \name remarkably generalizes across multiple input modalities and to diverse tasks ranging from denoising to motion in-betweening and fitting to partial 2D / 3D observations.

Poster
RHINO: Reconstructing Human Interactions with Novel Objects from Monocular Videos

Lixin Xue, Chengwei Zheng, Georgios Paschalidis, Chen Guo, Manuel Kaufmann, Juan Zarate, Dimitrios Tzionas

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Reconstructing people, objects, and their interactions in 3D is a long-standing and fundamental 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 novel 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 inter-penetration, 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, and ablations show that each stage contributes substantially. Code and data are available at https://lxxue.github.io/RHINO.

Poster
Sketch2Colab: Sketch-Conditioned Multi-Human Animation via Controllable Flow Distillation

Divyanshu Daiya, Aniket Bera

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We present Sketch2Colab, which turns storyboard-style 2D sketches into coherent, object-aware 3D multi-human motion with fine-grained control over agents, joints, timing, and contacts. Diffusion-based motion generators offer strong realism but often rely on costly guidance for multi-entity control and degrade under strong conditioning. Sketch2Colab instead learns a sketch-conditioned diffusion prior and distills it into a rectified-flow student in latent space for fast, stable sampling. To make motion follow storyboards closely, we guide the student with differentiable objectives that enforce keyframes, paths, contacts, and physical consistency. Collaborative motion naturally involves discrete changes in interaction, such as converging, forming contact, cooperative transport, or disengaging, and a continuous flow alone struggles to sequence these shifts cleanly. We address this with a lightweight continuous-time Markov chain (CTMC) planner that tracks the active interaction regime and modulates the flow to produce clearer, synchronized coordination in human-object-human motion. Experiments on CORE4D and InterHuman show that Sketch2Colab outperforms baselines in constraint adherence and perceptual quality while sampling substantially faster than diffusion-only alternatives.

Poster
Temporal Interaction in Spiking Transformers with Multi-Delay Mixer

Kexin Shi, Hanwen Liu, Zeyang Song, Yang Liu, Jieyuan Zhang, Shuai Wang, Jibin Wu, Malu Zhang, Yang Yang

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Spiking Neural Networks (SNNs) have gained significant attention due to their event-driven computational paradigm, making them promising for neuromorphic computing. In recent years, the integration of SNNs and Transformer architectures has made remarkable progress in various tasks. However, existing spiking self-attention mechanisms predominantly focus on spatial information while neglecting explicit temporal modeling, leading to suboptimal performance. In this paper, we introduce the Temporal Interaction Coefficient (TIC) to analyze temporal dependency patterns in these spatial-only attention mechanisms, revealing their limited temporal interactions and restricted pattern diversity. To overcome this issue, we propose the Multi-Delay Mixer (MD-Mixer), drawing inspiration from time delay mechanisms in the nervous system. Specifically, MD-Mixer introduces multiple temporal delays to perform effective time mixing and facilitate temporally enriched spatial attention. In addition, it can be integrated seamlessly into existing Spiking Transformers as a drop-in replacement while maintaining computational efficiency. Extensive evaluations on static and neuromorphic benchmarks demonstrate that MD-Mixer substantially improves the performance of Spiking Transformers, outperforming existing state-of-the-art (SOTA) methods. This work establishes MD-Mixer as an effective and general solution for temporal modeling in event-driven architectures.

Poster
Decoupled Generative Modeling for Human-Object Interaction Synthesis

Hwanhee Jung, Seunggwan Lee, Jeongyoon Yoon, Seunghyeon Kim, Giljoo Nam, Qixing Huang, Sangpil Kim

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Synthesizing realistic human-object interaction (HOI) is essential for 3D computer vision and robotics, underpinning animation and embodied control. Existing approaches often require manually specified intermediate waypoints and place all optimization objectives on a single network, which increases complexity, reduces flexibility, and leads to errors such as unsynchronized human and object motion or penetration. To address these issues, we propose Decoupled Generative Modeling for Human-Object Interaction Synthesis (DecHOI), which separates path planning and action synthesis. A trajectory generator first produces human and object trajectories without prescribed waypoints, and an action generator conditions on these paths to synthesize detailed motions. To further improve contact realism, we employ adversarial training with a discriminator that focuses on the dynamics of distal joints. The framework also models a moving counterpart and supports responsive, long-sequence planning in dynamic scenes, while preserving plan consistency. Across two benchmarks, FullBodyManipulation and 3D-FUTURE, DecHOI surpasses prior methods on most quantitative metrics and qualitative evaluations, and perceptual studies likewise prefer our results.

Poster
FUN REC * Reconstructing Functional 3D Scenes from Egocentric Interaction Videos

Alexandros Delitzas, Chenyangguang Zhang, Alexey Gavryushin, Tommaso Di Mario, Boyang Sun, Rishabh Dabral, Leonidas Guibas, Christian Theobalt, Marc Pollefeys, Francis Engelmann, Daniel Barath

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We present FunREC, a method for reconstructing functional 3D digital twins of indoor scenes directly from egocentric RGB-D interaction videos. Unlike existing methods on articulated reconstruction, which rely on controlled setups, multi-state captures, or CAD priors, FunREC operates directly on in-the-wild human interaction sequences to recover interactable 3D scenes. It automatically discovers articulated parts, estimates their kinematic parameters, tracks their 3D motion, and reconstructs static and moving geometry in canonical space, yielding simulation-compatible meshes. Across new real and simulated benchmarks, FunREC surpasses prior work by a large margin, achieving up to +50 mIoU improvement in part segmentation, 5-10x lower articulation and pose errors, and significantly higher reconstruction accuracy. We further demonstrate applications on URDF/USD export for simulation, hand-guided affordance mapping and robot-scene interaction. Our project page is: functionalscenes.github.io.

Poster
ForeHOI: Feed-forward 3D Object Reconstruction from Daily Hand-Object Interaction Videos

Yuantao Chen, Jiahao Chang, Chongjie Ye, Chaoran Zhang, Zhaojie Fang, Chenghong Li, Xiaoguang Han

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The ubiquity of monocular videos capturing daily hand-object interactions presents a valuable resource for embodied intelligence. While 3D hand reconstruction from in-the-wild videos has seen significant progress, reconstructing the involved objects remains challenging due to severe occlusions and the complex, coupled motion of the camera, hands, and object. In this paper, we introduce ForeHOI, a novel feed-forward model that directly reconstructs 3D object geometry from monocular hand-object interaction videos within one minute of inference time, eliminating the need for any pre-processing steps. Our key insight is that, the joint prediction of 2D mask inpainting and 3D shape completion in a feed-forward framework can effectively address the problem of severe occlusion in monocular hand-held object videos, thereby achieving results that outperform the performance of optimization-based methods. The information exchanges between the 2D and 3D shape completion boosts the overall reconstruction quality, enabling the framework to effectively handle severe hand-object occlusion. Furthermore, to support the training of our model, we contribute the first large-scale, high-fidelity synthetic dataset of hand-object interactions with comprehensive annotations. Extensive experiments demonstrate that ForeHOI achieves state-of-the-art performance in object reconstruction, significantly outperforming previous methods with around a 100x speedup. Code and data are available at: https://github.com/Tao-11-chen/ForeHOI.

Poster
CrossHOI: Learning Cross-View Representations for Monocular 3D Human-Object Interaction Reconstruction

Pei Geng, Shanshan Zhang, Jian Yang

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Reconstructing 3D human-object interaction (HOI) from monocular images is highly challenging especially when human and object are mutually occluded. Existing methods primarily rely on single-view inputs, which fundamentally limit their ability to recover occluded regions and accurately estimate contact areas. To address these challenges, we for the first time, consider to introduce novel-view feature priors to enhance monocular 3D HOI reconstruction. We first design a cross-view generator that learns to infer novel-view image features from a single-view input, enriching spatial geometry at the feature level without requiring extra inputs during inference. Guided by both real and generated view features, a spatial cross-view feature fusion module adaptively aggregates complementary cues to enhance the initial reconstruction of human and object meshes. Built upon this reconstruction, we sample 3D vertex features from both views and introduce a bidirectional cross-view Transformer to integrate multi-view vertex representations for accurate contact estimation. Finally, the predicted contact maps are leveraged to refine human-object meshes, yielding geometrically consistent and physically plausible reconstructions.Experiments on BEHAVE and InterCap show that our proposed CrossHOI surpasses state-of-the-art methods in both reconstruction accuracy and contact prediction, especially under severe occlusions.

Poster
Towards Motion Turing Test: Evaluating Human-Likeness in Humanoid Robots

Mingzhe Li, Mengyin Liu, Zekai Wu, Xincheng Lin, Junsheng Zhang, Ming Yan, Zengye Xie, Changwang Zhang, Chenglu Wen, Lan Xu, Siqi Shen, Cheng Wang

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Humanoid robots have achieved significant progress in motion generation and control, exhibiting movements that appear increasingly natural and human-like. Inspired by the Turing Test, we propose the Motion Turing Test, a framework that evaluates whether human observers can discriminate between humanoid robot and human poses using only kinematic information. To facilitate this evaluation, we present the Human-Humanoid Motion (HHMotion) dataset, which consists of 1,000 motion sequences spanning 15 action categories, performed by 11 humanoid models and 10 human subjects. All motion sequences are converted into SMPL-X representations to eliminate the influence of visual appearance. We recruited 30 annotators to rate the human-likeness of each pose on a 0-5 scale, resulting in over 500 hours of annotation. Analysis of the collected data reveals that humanoid motions still exhibit noticeable deviations from human movements, particularly in dynamic actions such as jumping, boxing, and running. Building on HHMotion, we formulate a human-likeness evaluation task that aims to automatically predict human-likeness scores from motion data. Despite recent progress in multimodal large language models, we find that they remain inadequate for assessing motion human-likeness. To address this, we propose a simple baseline model and demonstrate that it outperforms several contemporary LLM-based methods. The dataset, code, and benchmark release publicly at http://www.lidarhumanmotion.net/mtt/

Poster
StreamAvatar: Streaming Diffusion Models for Real-Time Interactive Human Avatars

Zhiyao Sun, Ziqiao Peng, Yifeng Ma, Yi Chen, Zhengguang Zhou, Zixiang Zhou, Guozhen Zhang, Youliang Zhang, Yuan Zhou, Qinglin Lu, Yong-Jin Liu

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Real-time, streaming interactive avatars represent a critical yet challenging goal in digital human research. Although diffusion-based human avatar generation methods achieve remarkable success, their non-causal architecture and high computational costs make them unsuitable for streaming. Moreover, existing interactive approaches are typically restricted to the head-and-shoulder region, limiting their ability to produce gestures and body motions. To address these challenges, we propose a two-stage autoregressive adaptation and acceleration framework that applies autoregressive distillation and adversarial refinement to adapt a high-fidelity human video diffusion model for real-time, interactive streaming. To ensure long-term stability and consistency, we introduce three key components: a Reference Sink, a Reference-Anchored Positional Re-encoding (RAPR) strategy, and a Consistency-Aware Discriminator. Building on this framework, we develop a one-shot, interactive, human avatar model capable of generating both natural talking and listening behaviors with coherent gestures. Extensive experiments demonstrate that our method achieves state-of-the-art performance, surpassing existing approaches in generation quality, real-time efficiency, and interaction naturalness.

Poster
VLM-Guided Group Preference Alignment for Diffusion-based Human Mesh Recovery

Wenhao Shen, Hao Wang, Wanqi Yin, Fayao Liu, Xulei Yang, Chao Liang, Zhongang Cai, Guosheng Lin

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Human mesh recovery (HMR) from a single RGB image is inherently ambiguous, as multiple 3D poses can correspond to the same 2D observation. Recent diffusion-based methods tackle this by generating various hypotheses, but often sacrifice accuracy. They yield predictions that are either physically implausible or drift from the input image, especially under occlusion or in cluttered, in-the-wild scenes. To address this, we introduce a dual-memory augmented HMR critique agent with self-reflection to produce context-aware quality scores for predicted meshes. These scores distill fine-grained cues about 3D human motion structure, physical feasibility, and alignment with the input image. We use these scores to build a group-wise HMR preference dataset. Leveraging this dataset, we propose a group preference alignment framework for finetuning diffusion-based HMR models. This process injects the rich preference signals into the model, guiding it to generate more physically plausible and image-consistent human meshes. Extensive experiments demonstrate that our method achieves superior performance compared to state-of-the-art approaches.

Poster
SAM 3D Body: Robust Full-Body Human Mesh Recovery

Xitong Yang, Devansh Kukreja, Don Pinkus, Taosha Fan, Jinhyung Park, Soyong Shin, Jinkun Cao, Jia-Wei Liu, Nicolas Ugrinovic, Anushka Sagar, Jitendra Malik, Matt Feiszli, Piotr Dollar, Kris Kitani

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We introduce SAM 3D Body (3DB), a promptable model for single-image full-body 3D human mesh recovery (HMR) that demonstrates state-of-the-art performance, with strong generalization and consistent accuracy in diverse in-the-wild conditions. 3DB estimates the human pose of the body, feet, and hands. It is the first model to use a new parametric mesh representation, Momentum Human Rig (MHR), which decouples skeletal pose and body shape. 3DB employs an encoder-decoder architecture and supports auxiliary prompts, including 2D keypoints and masks, enabling user-guided inference similar to the SAM family of models. We derive high-quality annotations from a multi-stage annotation pipeline that uses various combinations of manual keypoint annotation, differentiable optimization, multi-view geometry, and dense keypoint detection. Our data engine efficiently selects and processes data to ensure data diversity, collecting unusual poses and rare imaging conditions. We present a new evaluation dataset organized by pose and appearance categories, enabling nuanced analysis of model behavior. Our experiments demonstrate superior generalization and substantial improvements over prior methods in both qualitative user preference studies and traditional quantitative analysis. Both 3DB and MHR are open-source.

Oral
ReGenHOI: Unifying Reconstruction and Generation for 3D Human-Object Interaction Understanding

Miao Xu, Xiangyu Zhu, Zidu Wang, Xusheng Liang, Bao Li, Jinlin Wu, Zelin Zang, Zhen Lei

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Understanding 3D human-object interaction (HOI) involves two highly-related abilities: reconstruction, which perceives observed geometry, and generation, which imagines plausible future interactions. However, most existing methods treat these abilities as separate tasks, limiting their capacity to capture the unified nature of human spatial reasoning. To address this, we propose a unified framework that bridges reconstruction and generation through a shared semantic-geometric reasoning space. Specifically, a 3D Contact Reasoning mechanism enables direct reasoning in 3D space, jointly modeling geometric structure and semantic relationships, while a Reasoning Trace Refinement module iteratively refines contact predictions by integrating geometric and semantic cues. The framework builds a unified latent representation via explicit reasoning on human-object contact regions. To further enhance realism and physical plausibility when generating the outputs of reconstruction and generation, we modify and adapt the Gravity-Field Based Diffusion Bridge to refine fine-grained contact geometry and ensure smooth, physically consistent human-object engagement. Extensive experiments demonstrate that our unified framework significantly improves both reconstruction accuracy and generative interaction quality, establishing a cohesive and interpretable paradigm for 3D HOI understanding. The code will be released at https://github.com/xumiao66/ReGenHOI.

Poster
Beyond Mimicry: Learning Whole-Body Human-Humanoid Interaction from Human-Human Demonstrations

Wei-Jin Huang, Yue-Yi Zhang, Yi-Lin Wei, Zhi-Wei Xia, Juantao Tan, Yuan-Ming Li, Zhilin Zhao, Wei-Shi Zheng

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Enabling humanoid robots to physically interact with humans is a critical frontier, but progress is hindered by the scarcity of high-quality Human-Humanoid Interaction (HHoI) data. While leveraging abundant Human-Human Interaction (HHI) data presents a scalable alternative, we first demonstrate that standard retargeting fails by breaking the essential contacts. We address this with PAIR (Physics-Aware Interaction Retargeting), a contact-centric, two-stage pipeline that preserves contact semantics across morphology differences to generate physically consistent HHoI data.This high-quality data, however, exposes a second failure: conventional imitation learning policies merely mimic trajectories and lack interactive understanding. We therefore introduce D-STAR (Decoupled Spatio-Temporal Action Reasoner), a hierarchical policy that disentangles when to act from where to act. In D-STAR, Phase Attention (when) and a Multi-Scale Spatial module (where) are fused by the diffusion head to produce synchronized whole-body behaviors beyond mimicry.By decoupling these reasoning streams, our model learns robust temporal phases without being distracted by spatial noise, leading to responsive, synchronized collaboration. We validate our framework through extensive and rigorous simulations, demonstrating significant performance gains over baseline approaches and a complete, effective pipeline for learning complex whole-body interactions from HHI data.

Poster