# Synthesizing Physical Character-Scene Interactions

arXiv: https://arxiv.org/abs/2302.00883 · HTML: https://mlsanity.com/paper/2302.00883/

## Key facts

- Cited by 104 papers in the map (data through 14 Oct 2026).
- Builds on 21 of its 64 references that are in the map.
- First posted on arXiv 2 Feb 2023.

## Builds on (most cited first, 21 of 21)

- [ShapeNet: An Information-Rich 3D Model Repository](https://mlsanity.com/paper/1512.03012/) (2015)
- [Generative Adversarial Imitation Learning](https://mlsanity.com/paper/1606.03476/) (2016)
- [Isaac Gym: High Performance GPU-Based Physics Simulation For Robot Learning](https://mlsanity.com/paper/2108.10470/) (2021)
- [Scheduled Sampling for Sequence Prediction with Recurrent Neural Networks](https://mlsanity.com/paper/1506.03099/) (2015)
- [An Overview of Multi-Task Learning in Deep Neural Networks](https://mlsanity.com/paper/1706.05098/) (2017)
- [Which Training Methods for GANs do actually Converge?](https://mlsanity.com/paper/1801.04406/) (2018)
- [On human motion prediction using recurrent neural networks](https://mlsanity.com/paper/1705.02445/) (2017)
- [Learning Factored Representations in a Deep Mixture of Experts](https://mlsanity.com/paper/1312.4314/) (2013)
- [Stochastic Scene-Aware Motion Prediction](https://mlsanity.com/paper/2108.08284/) (2021)
- [Emergence of Locomotion Behaviours in Rich Environments](https://mlsanity.com/paper/1707.02286/) (2017)
- [DeepMimic: Example-Guided Deep Reinforcement Learning of Physics-Based Character Skills](https://mlsanity.com/paper/1804.02717/) (2018)
- [Synthesizing Long-Term 3D Human Motion and Interaction in 3D Scenes](https://mlsanity.com/paper/2012.05522/) (2020)
- [COUCH: Towards Controllable Human-Chair Interactions](https://mlsanity.com/paper/2205.00541/) (2022)
- [MCP: Learning Composable Hierarchical Control with Multiplicative Compositional Policies](https://mlsanity.com/paper/1905.09808/) (2019)
- [Towards Diverse and Natural Scene-aware 3D Human Motion Synthesis](https://mlsanity.com/paper/2205.13001/) (2022)
- [From Motor Control to Team Play in Simulated Humanoid Football](https://mlsanity.com/paper/2105.12196/) (2021)
- [The Wanderings of Odysseus in 3D Scenes](https://mlsanity.com/paper/2112.09251/) (2021)
- [Learning to Sit: Synthesizing Human-Chair Interactions via Hierarchical Control](https://mlsanity.com/paper/1908.07423/) (2019)
- [UniCon: Universal Neural Controller For Physics-based Character Motion](https://mlsanity.com/paper/2011.15119/) (2020)
- [TiKick: Towards Playing Multi-agent Football Full Games from Single-agent Demonstrations](https://mlsanity.com/paper/2110.04507/) (2021)
- [A GAN-Like Approach for Physics-Based Imitation Learning and Interactive Character Control](https://mlsanity.com/paper/2105.10066/) (2021)

## Built on by (most cited first, 30 of 104)

- [Object Motion Guided Human Motion Synthesis](https://mlsanity.com/paper/2309.16237/) (2023)
- [InterDiff: Generating 3D Human-Object Interactions with Physics-Informed Diffusion](https://mlsanity.com/paper/2308.16905/) (2023)
- [Open-TeleVision: Teleoperation with Immersive Active Visual Feedback](https://mlsanity.com/paper/2407.01512/) (2024)
- [Expressive Whole-Body Control for Humanoid Robots](https://mlsanity.com/paper/2402.16796/) (2024)
- [CG-HOI: Contact-Guided 3D Human-Object Interaction Generation](https://mlsanity.com/paper/2311.16097/) (2023)
- [ASAP: Aligning Simulation and Real-World Physics for Learning Agile Humanoid Whole-Body Skills](https://mlsanity.com/paper/2502.01143/) (2025)
- [MaskedMimic: Unified Physics-Based Character Control Through Masked Motion Inpainting](https://mlsanity.com/paper/2409.14393/) (2024)
- [Synthesizing Diverse Human Motions in 3D Indoor Scenes](https://mlsanity.com/paper/2305.12411/) (2023)
- [Controllable Human-Object Interaction Synthesis](https://mlsanity.com/paper/2312.03913/) (2023)
- [CLoSD: Closing the Loop between Simulation and Diffusion for multi-task character control](https://mlsanity.com/paper/2410.03441/) (2024)
- [Unified Human-Scene Interaction via Prompted Chain-of-Contacts](https://mlsanity.com/paper/2309.07918/) (2023)
- [ExBody2: Advanced Expressive Humanoid Whole-Body Control](https://mlsanity.com/paper/2412.13196/) (2024)
- [Generating Human Interaction Motions in Scenes with Text Control](https://mlsanity.com/paper/2404.10685/) (2024)
- [NIFTY: Neural Object Interaction Fields for Guided Human Motion Synthesis](https://mlsanity.com/paper/2307.07511/) (2023)
- [PhysHOI: Physics-Based Imitation of Dynamic Human-Object Interaction](https://mlsanity.com/paper/2312.04393/) (2023)
- [InterMimic: Towards Universal Whole-Body Control for Physics-Based Human-Object Interactions](https://mlsanity.com/paper/2502.20390/) (2025)
- [Visual Imitation Enables Contextual Humanoid Control](https://mlsanity.com/paper/2505.03729/) (2025)
- [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)
- [MoConVQ: Unified Physics-Based Motion Control via Scalable Discrete Representations](https://mlsanity.com/paper/2310.10198/) (2023)
- [ParaHome: Parameterizing Everyday Home Activities Towards 3D Generative Modeling of Human-Object Interactions](https://mlsanity.com/paper/2401.10232/) (2024)
- [Autonomous Character-Scene Interaction Synthesis from Text Instruction](https://mlsanity.com/paper/2410.03187/) (2024)
- [ArtiGrasp: Physically Plausible Synthesis of Bi-Manual Dexterous Grasping and Articulation](https://mlsanity.com/paper/2309.03891/) (2023)
- [Physically Plausible Full-Body Hand-Object Interaction Synthesis](https://mlsanity.com/paper/2309.07907/) (2023)
- [Mobile-TeleVision: Predictive Motion Priors for Humanoid Whole-Body Control](https://mlsanity.com/paper/2412.07773/) (2024)
- [TokenHSI: Unified Synthesis of Physical Human-Scene Interactions through Task Tokenization](https://mlsanity.com/paper/2503.19901/) (2025)
- [Synthesizing Physically Plausible Human Motions in 3D Scenes](https://mlsanity.com/paper/2308.09036/) (2023)
- [Generating Human Motion in 3D Scenes from Text Descriptions](https://mlsanity.com/paper/2405.07784/) (2024)
- [THOR: Text to Human-Object Interaction Diffusion via Relation Intervention](https://mlsanity.com/paper/2403.11208/) (2024)

## Abstract (arXiv)

Movement is how people interact with and affect their environment. For realistic character animation, it is necessary to synthesize such interactions between virtual characters and their surroundings. Despite recent progress in character animation using machine learning, most systems focus on controlling an agent's movements in fairly simple and homogeneous environments, with limited interactions with other objects. Furthermore, many previous approaches that synthesize human-scene interactions require significant manual labeling of the training data. In contrast, we present a system that uses adversarial imitation learning and reinforcement learning to train physically-simulated characters that perform scene interaction tasks in a natural and life-like manner. Our method learns scene interaction behaviors from large unstructured motion datasets, without manual annotation of the motion data. These scene interactions are learned using an adversarial discriminator that evaluates the realism of a motion within the context of a scene. The key novelty involves conditioning both the discriminator and the policy networks on scene context. We demonstrate the effectiveness of our approach through three challenging scene interaction tasks: carrying, sitting, and lying down, which require coordination of a character's movements in relation to objects in the environment. Our policies learn to seamlessly transition between different behaviors like idling, walking, and sitting. By randomizing the properties of the objects and their placements during training, our method is able to generalize beyond the objects and scenarios depicted in the training dataset, producing natural character-scene interactions for a wide variety of object shapes and placements. The approach takes physics-based character motion generation a step closer to broad applicability.
