PLACE: Proximity Learning of Articulation and Contact in 3D Environments
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Abstract (arXiv)
High fidelity digital 3D environments have been proposed in recent years, however, it remains extremely challenging to automatically equip such environment with realistic human bodies. Existing work utilizes images, depth or semantic maps to represent the scene, and parametric human models to represent 3D bodies. While being straightforward, their generated human-scene interactions are often lack of naturalness and physical plausibility. Our key observation is that humans interact with the world through body-scene contact. To synthesize realistic human-scene interactions, it is essential to effectively represent the physical contact and proximity between the body and the world. To that end, we propose a novel interaction generation method, named PLACE (Proximity Learning of Articulation and Contact in 3D Environments), which explicitly models the proximity between the human body and the 3D scene around it. Specifically, given a set of basis points on a scene mesh, we leverage a conditional variational autoencoder to synthesize the minimum distances from the basis points to the human body surface. The generated proximal relationship exhibits which region of the scene is in contact with the person. Furthermore, based on such synthesized proximity, we are able to effectively obtain expressive 3D human bodies that interact with the 3D scene naturally. Our perceptual study shows that PLACE significantly improves the state-of-the-art method, approaching the realism of real human-scene interaction. We believe our method makes an important step towards the fully automatic synthesis of realistic 3D human bodies in 3D scenes. The code and model are available for research at https://sanweiliti.github.io/PLACE/PLACE.html.
Key facts. Cited by 10 papers in the map (data through 7 Oct 2026). First posted on arXiv 12 Aug 2020.
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Citing papers per year: 2022: 1; 2023: 1; 2024: 3; 2025: 4; 2026: 1.
10 papers.
- 2023Diffusion-based Generation, Optimization, and Planning in 3D Scenescited by 237
- 2022HUMANISE: Language-conditioned Human Motion Generation in 3D Scenescited by 156
- 2024Scaling Up Dynamic Human-Scene Interaction Modelingcited by 137
- 2024Autonomous Character-Scene Interaction Synthesis from Text Instructioncited by 56
- 2025Human-Object Interaction via Automatically Designed VLM-Guided Motion Policycited by 10
- 2024GHOST: Grounded Human Motion Generation with Open Vocabulary Scene-and-Text Contextscited by 4
- 2025Uni-Inter: Unifying 3D Human Motion Synthesis Across Diverse Interaction Contextscited by 4
- 2025InteractMove: Text-Controlled Human-Object Interaction Generation in 3D Scenes with Movable Objectscited by 3
- 2026InfBaGel: Human-Object-Scene Interaction Generation with Dynamic Perception and Iterative Refinementcited by 3
- 2025MOGRAS: Human Motion with Grasping in 3D Scenescited by 0
- 2026InfBaGel: Human-Object-Scene Interaction Generation with Dynamic Perception and Iterative Refinement6 Apr 2026
- 2025Uni-Inter: Unifying 3D Human Motion Synthesis Across Diverse Interaction Contexts17 Nov 2025
- 2025MOGRAS: Human Motion with Grasping in 3D Scenes25 Oct 2025
- 2025InteractMove: Text-Controlled Human-Object Interaction Generation in 3D Scenes with Movable Objects28 Sep 2025
- 2025Human-Object Interaction via Automatically Designed VLM-Guided Motion Policy24 Mar 2025
- 2024Autonomous Character-Scene Interaction Synthesis from Text Instruction4 Oct 2024
- 2024GHOST: Grounded Human Motion Generation with Open Vocabulary Scene-and-Text Contexts8 Apr 2024
- 2024Scaling Up Dynamic Human-Scene Interaction Modeling13 Mar 2024
- 2023Diffusion-based Generation, Optimization, and Planning in 3D Scenes15 Jan 2023
- 2022HUMANISE: Language-conditioned Human Motion Generation in 3D Scenes18 Oct 2022