# HSPACE: Synthetic Parametric Humans Animated in Complex Environments

arXiv: https://arxiv.org/abs/2112.12867 · HTML: https://mlsanity.com/paper/2112.12867/

## Key facts

- Cited by 29 papers in the map (data through 14 Oct 2026).
- Builds on 29 of its 50 references that are in the map.
- First posted on arXiv 23 Dec 2021.

## Builds on (most cited first, 29 of 29)

- [Expressive Body Capture: 3D Hands, Face, and Body from a Single Image](https://mlsanity.com/paper/1904.05866/) (2019)
- [On the Continuity of Rotation Representations in Neural Networks](https://mlsanity.com/paper/1812.07035/) (2018)
- [End-to-end Recovery of Human Shape and Pose](https://mlsanity.com/paper/1712.06584/) (2017)
- [Keep it SMPL: Automatic Estimation of 3D Human Pose and Shape from a Single Image](https://mlsanity.com/paper/1607.08128/) (2016)
- [Learning to Reconstruct 3D Human Pose and Shape via Model-fitting in the Loop](https://mlsanity.com/paper/1909.12828/) (2019)
- [VIBE: Video Inference for Human Body Pose and Shape Estimation](https://mlsanity.com/paper/1912.05656/) (2019)
- [DensePose: Dense Human Pose Estimation In The Wild](https://mlsanity.com/paper/1802.00434/) (2018)
- [Monocular 3D Human Pose Estimation In The Wild Using Improved CNN Supervision](https://mlsanity.com/paper/1611.09813/) (2016)
- [Learning from Synthetic Humans](https://mlsanity.com/paper/1701.01370/) (2017)
- [ARCH: Animatable Reconstruction of Clothed Humans](https://mlsanity.com/paper/2004.04572/) (2020)
- [AGORA: Avatars in Geography Optimized for Regression Analysis](https://mlsanity.com/paper/2104.14643/) (2021)
- [Single-Shot Multi-Person 3D Pose Estimation From Monocular RGB](https://mlsanity.com/paper/1712.03453/) (2017)
- [Long-term Human Motion Prediction with Scene Context](https://mlsanity.com/paper/2007.03672/) (2020)
- [Monocular Expressive Body Regression through Body-Driven Attention](https://mlsanity.com/paper/2008.09062/) (2020)
- [Coherent Reconstruction of Multiple Humans from a Single Image](https://mlsanity.com/paper/2006.08586/) (2020)
- [Exemplar Fine-Tuning for 3D Human Model Fitting Towards In-the-Wild 3D Human Pose Estimation](https://mlsanity.com/paper/2004.03686/) (2020)
- [BlazePose: On-device Real-time Body Pose tracking](https://mlsanity.com/paper/2006.10204/) (2020)
- [Weakly Supervised 3D Human Pose and Shape Reconstruction with Normalizing Flows](https://mlsanity.com/paper/2003.10350/) (2020)
- [On Self-Contact and Human Pose](https://mlsanity.com/paper/2104.03176/) (2021)
- [Synthetic Training for Accurate 3D Human Pose and Shape Estimation in the Wild](https://mlsanity.com/paper/2009.10013/) (2020)
- [Unsupervised Geometry-Aware Representation for 3D Human Pose Estimation](https://mlsanity.com/paper/1804.01110/) (2018)
- [Neural Descent for Visual 3D Human Pose and Shape](https://mlsanity.com/paper/2008.06910/) (2020)
- [3DPeople: Modeling the Geometry of Dressed Humans](https://mlsanity.com/paper/1904.04571/) (2019)
- [THUNDR: Transformer-based 3D HUmaN Reconstruction with Markers](https://mlsanity.com/paper/2106.09336/) (2021)
- [Body Meshes as Points](https://mlsanity.com/paper/2105.02467/) (2021)
- [Learning Complex 3D Human Self-Contact](https://mlsanity.com/paper/2012.10366/) (2020)
- [Deep Multitask Architecture for Integrated 2D and 3D Human Sensing](https://mlsanity.com/paper/1701.08985/) (2017)
- [SimPose: Effectively Learning DensePose and Surface Normals of People from Simulated Data](https://mlsanity.com/paper/2007.15506/) (2020)
- [UltraPose: Synthesizing Dense Pose with 1 Billion Points by Human-body Decoupling 3D Model](https://mlsanity.com/paper/2110.15267/) (2021)

## Built on by (most cited first, 29 of 29)

- [BEDLAM: A Synthetic Dataset of Bodies Exhibiting Detailed Lifelike Animated Motion](https://mlsanity.com/paper/2306.16940/) (2023)
- [Recovering 3D Human Mesh from Monocular Images: A Survey](https://mlsanity.com/paper/2203.01923/) (2022)
- [DreamHuman: Animatable 3D Avatars from Text](https://mlsanity.com/paper/2306.09329/) (2023)
- [HumanVid: Demystifying Training Data for Camera-controllable Human Image Animation](https://mlsanity.com/paper/2407.17438/) (2024)
- [Neural Localizer Fields for Continuous 3D Human Pose and Shape Estimation](https://mlsanity.com/paper/2407.07532/) (2024)
- [MIME: Human-Aware 3D Scene Generation](https://mlsanity.com/paper/2212.04360/) (2022)
- [SynBody: Synthetic Dataset with Layered Human Models for 3D Human Perception and Modeling](https://mlsanity.com/paper/2303.17368/) (2023)
- [Learning 3D Human Pose Estimation from Dozens of Datasets using a Geometry-Aware Autoencoder to Bridge Between Skeleton Formats](https://mlsanity.com/paper/2212.14474/) (2022)
- [Zolly: Zoom Focal Length Correctly for Perspective-Distorted Human Mesh Reconstruction](https://mlsanity.com/paper/2303.13796/) (2023)
- [WHAC: World-grounded Humans and Cameras](https://mlsanity.com/paper/2403.12959/) (2024)
- [MotionChain: Conversational Motion Controllers via Multimodal Prompts](https://mlsanity.com/paper/2404.01700/) (2024)
- [DART: Articulated Hand Model with Diverse Accessories and Rich Textures](https://mlsanity.com/paper/2210.07650/) (2022)
- [BEDLAM2.0: Synthetic Humans and Cameras in Motion](https://mlsanity.com/paper/2511.14394/) (2025)
- [3D Segmentation of Humans in Point Clouds with Synthetic Data](https://mlsanity.com/paper/2212.00786/) (2022)
- [Structured 3D Features for Reconstructing Controllable Avatars](https://mlsanity.com/paper/2212.06820/) (2022)
- [Instant 3D Human Avatar Generation using Image Diffusion Models](https://mlsanity.com/paper/2406.07516/) (2024)
- [Video Generation Models are General-Purpose Vision Learners](https://mlsanity.com/paper/2607.09024/) (2026)
- [BlazePose GHUM Holistic: Real-time 3D Human Landmarks and Pose Estimation](https://mlsanity.com/paper/2206.11678/) (2022)
- [Multi-identity Human Image Animation with Structural Video Diffusion](https://mlsanity.com/paper/2504.04126/) (2025)
- [ProxyCap: Real-time Monocular Full-body Capture in World Space via Human-Centric Proxy-to-Motion Learning](https://mlsanity.com/paper/2307.01200/) (2023)
- [Reconstructing Close Human Interactions from Multiple Views](https://mlsanity.com/paper/2401.16173/) (2024)
- [M3Act: Learning from Synthetic Human Group Activities](https://mlsanity.com/paper/2306.16772/) (2023)
- [THFM: A Unified Video Foundation Model for 4D Human Perception and Beyond](https://mlsanity.com/paper/2603.25892/) (2026)
- [On the Equivalency, Substitutability, and Flexibility of Synthetic Data](https://mlsanity.com/paper/2403.16244/) (2024)
- [Gen4D: Synthesizing Humans and Scenes in the Wild](https://mlsanity.com/paper/2506.05397/) (2025)
- [Are Pose Estimators Ready for the Open World? STAGE: A GenAI Toolkit for Auditing 3D Human Pose Estimators](https://mlsanity.com/paper/2408.16536/) (2024)
- [A Benchmark Generative Probabilistic Model for Weak Supervised Learning](https://mlsanity.com/paper/2303.17841/) (2023)
- [SPHEAR: Spherical Head Registration for Complete Statistical 3D Modeling](https://mlsanity.com/paper/2311.02461/) (2023)
- [BarbieGait: An Identity-Consistent Synthetic Human Dataset with Versatile Cloth-Changing for Gait Recognition](https://mlsanity.com/paper/2604.12221/) (2026)

## Abstract (arXiv)

Advances in the state of the art for 3d human sensing are currently limited by the lack of visual datasets with 3d ground truth, including multiple people, in motion, operating in real-world environments, with complex illumination or occlusion, and potentially observed by a moving camera. Sophisticated scene understanding would require estimating human pose and shape as well as gestures, towards representations that ultimately combine useful metric and behavioral signals with free-viewpoint photo-realistic visualisation capabilities. To sustain progress, we build a large-scale photo-realistic dataset, Human-SPACE (HSPACE), of animated humans placed in complex synthetic indoor and outdoor environments. We combine a hundred diverse individuals of varying ages, gender, proportions, and ethnicity, with hundreds of motions and scenes, as well as parametric variations in body shape (for a total of 1,600 different humans), in order to generate an initial dataset of over 1 million frames. Human animations are obtained by fitting an expressive human body model, GHUM, to single scans of people, followed by novel re-targeting and positioning procedures that support the realistic animation of dressed humans, statistical variation of body proportions, and jointly consistent scene placement of multiple moving people. Assets are generated automatically, at scale, and are compatible with existing real time rendering and game engines. The dataset with evaluation server will be made available for research. Our large-scale analysis of the impact of synthetic data, in connection with real data and weak supervision, underlines the considerable potential for continuing quality improvements and limiting the sim-to-real gap, in this practical setting, in connection with increased model capacity.
