# FLEX: Full-Body Grasping Without Full-Body Grasps

arXiv: https://arxiv.org/abs/2211.11903 · HTML: https://mlsanity.com/paper/2211.11903/

## Key facts

- Cited by 46 papers in the map (data through 14 Oct 2026).
- Builds on 31 of its 84 references that are in the map.
- First posted on arXiv 21 Nov 2022.

## Builds on (most cited first, 30 of 31)

- [Auto-Encoding Variational Bayes](https://mlsanity.com/paper/1312.6114/) (2013)
- [Expressive Body Capture: 3D Hands, Face, and Body from a Single Image](https://mlsanity.com/paper/1904.05866/) (2019)
- [AMASS: Archive of Motion Capture as Surface Shapes](https://mlsanity.com/paper/1904.03278/) (2019)
- [Habitat: A Platform for Embodied AI Research](https://mlsanity.com/paper/1904.01201/) (2019)
- [End-to-end Recovery of Human Shape and Pose](https://mlsanity.com/paper/1712.06584/) (2017)
- [Habitat 2.0: Training Home Assistants to Rearrange their Habitat](https://mlsanity.com/paper/2106.14405/) (2021)
- [VirtualHome: Simulating Household Activities via Programs](https://mlsanity.com/paper/1806.07011/) (2018)
- [GRAB: A Dataset of Whole-Body Human Grasping of Objects](https://mlsanity.com/paper/2008.11200/) (2020)
- [Resolving 3D Human Pose Ambiguities with 3D Scene Constraints](https://mlsanity.com/paper/1908.06963/) (2019)
- ["Zero-Shot" Super-Resolution using Deep Internal Learning](https://mlsanity.com/paper/1712.06087/) (2017)
- [ContactPose: A Dataset of Grasps with Object Contact and Hand Pose](https://mlsanity.com/paper/2007.09545/) (2020)
- [Embodied Hands: Modeling and Capturing Hands and Bodies Together](https://mlsanity.com/paper/2201.02610/) (2022)
- [Grasping Field: Learning Implicit Representations for Human Grasps](https://mlsanity.com/paper/2008.04451/) (2020)
- [Semantic Photo Manipulation with a Generative Image Prior](https://mlsanity.com/paper/2005.07727/) (2020)
- [Hand-Object Contact Consistency Reasoning for Human Grasps Generation](https://mlsanity.com/paper/2104.03304/) (2021)
- [Perceiving 3D Human-Object Spatial Arrangements from a Single Image in the Wild](https://mlsanity.com/paper/2007.15649/) (2020)
- [ContactDB: Analyzing and Predicting Grasp Contact via Thermal Imaging](https://mlsanity.com/paper/1904.06830/) (2019)
- [GOAL: Generating 4D Whole-Body Motion for Hand-Object Grasping](https://mlsanity.com/paper/2112.11454/) (2021)
- [ContactOpt: Optimizing Contact to Improve Grasps](https://mlsanity.com/paper/2104.07267/) (2021)
- [We are More than Our Joints: Predicting how 3D Bodies Move](https://mlsanity.com/paper/2012.00619/) (2020)
- [D-Grasp: Physically Plausible Dynamic Grasp Synthesis for Hand-Object Interactions](https://mlsanity.com/paper/2112.03028/) (2021)
- [Efficient Learning on Point Clouds with Basis Point Sets](https://mlsanity.com/paper/1908.09186/) (2019)
- [SAGA: Stochastic Whole-Body Grasping with Contact](https://mlsanity.com/paper/2112.10103/) (2021)
- [ContactGrasp: Functional Multi-finger Grasp Synthesis from Contact](https://mlsanity.com/paper/1904.03754/) (2019)
- [TOCH: Spatio-Temporal Object-to-Hand Correspondence for Motion Refinement](https://mlsanity.com/paper/2205.07982/) (2022)
- [Online Model Distillation for Efficient Video Inference](https://mlsanity.com/paper/1812.02699/) (2018)
- [Grasp'D: Differentiable Contact-rich Grasp Synthesis for Multi-fingered Hands](https://mlsanity.com/paper/2208.12250/) (2022)
- [HUMAN4D: A Human-Centric Multimodal Dataset for Motions and Immersive Media](https://mlsanity.com/paper/2110.07235/) (2021)
- [Generating Grasp Poses for a High-DOF Gripper Using Neural Networks](https://mlsanity.com/paper/1903.00425/) (2019)
- [Landscape Learning for Neural Network Inversion](https://mlsanity.com/paper/2206.09027/) (2022)

## Built on by (most cited first, 30 of 46)

- [InterDiff: Generating 3D Human-Object Interactions with Physics-Informed Diffusion](https://mlsanity.com/paper/2308.16905/) (2023)
- [CG-HOI: Contact-Guided 3D Human-Object Interaction Generation](https://mlsanity.com/paper/2311.16097/) (2023)
- [An Outlook into the Future of Egocentric Vision](https://mlsanity.com/paper/2308.07123/) (2023)
- [PhysHOI: Physics-Based Imitation of Dynamic Human-Object Interaction](https://mlsanity.com/paper/2312.04393/) (2023)
- [Large Motion Model for Unified Multi-Modal Motion Generation](https://mlsanity.com/paper/2404.01284/) (2024)
- [InterDreamer: Zero-Shot Text to 3D Dynamic Human-Object Interaction](https://mlsanity.com/paper/2403.19652/) (2024)
- [Human-Object Interaction from Human-Level Instructions](https://mlsanity.com/paper/2406.17840/) (2024)
- [DiffH2O: Diffusion-Based Synthesis of Hand-Object Interactions from Textual Descriptions](https://mlsanity.com/paper/2403.17827/) (2024)
- [ParaHome: Parameterizing Everyday Home Activities Towards 3D Generative Modeling of Human-Object Interactions](https://mlsanity.com/paper/2401.10232/) (2024)
- [ContactGen: Generative Contact Modeling for Grasp Generation](https://mlsanity.com/paper/2310.03740/) (2023)
- [Physically Plausible Full-Body Hand-Object Interaction Synthesis](https://mlsanity.com/paper/2309.07907/) (2023)
- [Generative Proxemics: A Prior for 3D Social Interaction from Images](https://mlsanity.com/paper/2306.09337/) (2023)
- [PMP: Learning to Physically Interact with Environments using Part-wise Motion Priors](https://mlsanity.com/paper/2305.03249/) (2023)
- [Template Free Reconstruction of Human-object Interaction with Procedural Interaction Generation](https://mlsanity.com/paper/2312.07063/) (2023)
- [HIMO: A New Benchmark for Full-Body Human Interacting with Multiple Objects](https://mlsanity.com/paper/2407.12371/) (2024)
- [GeneOH Diffusion: Towards Generalizable Hand-Object Interaction Denoising via Denoising Diffusion](https://mlsanity.com/paper/2402.14810/) (2024)
- [InterAct: Advancing Large-Scale Versatile 3D Human-Object Interaction Generation](https://mlsanity.com/paper/2509.09555/) (2025)
- [BimArt: A Unified Approach for the Synthesis of 3D Bimanual Interaction with Articulated Objects](https://mlsanity.com/paper/2412.05066/) (2024)
- [A Survey on Human Interaction Motion Generation](https://mlsanity.com/paper/2503.12763/) (2025)
- [3D Segmentation of Humans in Point Clouds with Synthetic Data](https://mlsanity.com/paper/2212.00786/) (2022)
- [ROAM: Robust and Object-Aware Motion Generation Using Neural Pose Descriptors](https://mlsanity.com/paper/2308.12969/) (2023)
- [GEARS: Local Geometry-aware Hand-object Interaction Synthesis](https://mlsanity.com/paper/2404.01758/) (2024)
- [TriDi: Trilateral Diffusion of 3D Humans, Objects, and Interactions](https://mlsanity.com/paper/2412.06334/) (2024)
- [SCENIC: Scene-aware Semantic Navigation with Instruction-guided Control](https://mlsanity.com/paper/2412.15664/) (2024)
- [Diffgrasp: Whole-Body Grasping Synthesis Guided by Object Motion Using a Diffusion Model](https://mlsanity.com/paper/2412.20657/) (2024)
- [Are Synthetic Data Useful for Egocentric Hand-Object Interaction Detection?](https://mlsanity.com/paper/2312.02672/) (2023)
- [NL2Contact: Natural Language Guided 3D Hand-Object Contact Modeling with Diffusion Model](https://mlsanity.com/paper/2407.12727/) (2024)
- [GraspDiffusion: Synthesizing Realistic Whole-body Hand-Object Interaction](https://mlsanity.com/paper/2410.13911/) (2024)
- [BOTH2Hands: Inferring 3D Hands from Both Text Prompts and Body Dynamics](https://mlsanity.com/paper/2312.07937/) (2023)
- [FORCE: Physics-aware Human-object Interaction](https://mlsanity.com/paper/2403.11237/) (2024)

## Abstract (arXiv)

Synthesizing 3D human avatars interacting realistically with a scene is an important problem with applications in AR/VR, video games and robotics. Towards this goal, we address the task of generating a virtual human -- hands and full body -- grasping everyday objects. Existing methods approach this problem by collecting a 3D dataset of humans interacting with objects and training on this data. However, 1) these methods do not generalize to different object positions and orientations, or to the presence of furniture in the scene, and 2) the diversity of their generated full-body poses is very limited. In this work, we address all the above challenges to generate realistic, diverse full-body grasps in everyday scenes without requiring any 3D full-body grasping data. Our key insight is to leverage the existence of both full-body pose and hand grasping priors, composing them using 3D geometrical constraints to obtain full-body grasps. We empirically validate that these constraints can generate a variety of feasible human grasps that are superior to baselines both quantitatively and qualitatively. See our webpage for more details: https://flex.cs.columbia.edu/.
