# Task-Oriented Human-Object Interactions Generation with Implicit Neural Representations

arXiv: https://arxiv.org/abs/2303.13129 · HTML: https://mlsanity.com/paper/2303.13129/

## Key facts

- Cited by 42 papers in the map (data through 14 Oct 2026).
- Builds on 47 of its 55 references that are in the map.
- First posted on arXiv 23 Mar 2023.

## Builds on (most cited first, 30 of 47)

- [Attention Is All You Need](https://mlsanity.com/paper/1706.03762/) (2017)
- [Squeeze-and-Excitation Networks](https://mlsanity.com/paper/1709.01507/) (2017)
- [Implicit Neural Representations with Periodic Activation Functions](https://mlsanity.com/paper/2006.09661/) (2020)
- [Fourier Features Let Networks Learn High Frequency Functions in Low Dimensional Domains](https://mlsanity.com/paper/2006.10739/) (2020)
- [Expressive Body Capture: 3D Hands, Face, and Body from a Single Image](https://mlsanity.com/paper/1904.05866/) (2019)
- [D-NeRF: Neural Radiance Fields for Dynamic Scenes](https://mlsanity.com/paper/2011.13961/) (2020)
- [AMASS: Archive of Motion Capture as Surface Shapes](https://mlsanity.com/paper/1904.03278/) (2019)
- [On the Continuity of Rotation Representations in Neural Networks](https://mlsanity.com/paper/1812.07035/) (2018)
- [Action-Conditioned 3D Human Motion Synthesis with Transformer VAE](https://mlsanity.com/paper/2104.05670/) (2021)
- [AI Choreographer: Music Conditioned 3D Dance Generation with AIST++](https://mlsanity.com/paper/2101.08779/) (2021)
- [GRAB: A Dataset of Whole-Body Human Grasping of Objects](https://mlsanity.com/paper/2008.11200/) (2020)
- [A simple yet effective baseline for 3d human pose estimation](https://mlsanity.com/paper/1705.03098/) (2017)
- [On human motion prediction using recurrent neural networks](https://mlsanity.com/paper/1705.02445/) (2017)
- [HuMoR: 3D Human Motion Model for Robust Pose Estimation](https://mlsanity.com/paper/2105.04668/) (2021)
- [SoPhie: An Attentive GAN for Predicting Paths Compliant to Social and Physical Constraints](https://mlsanity.com/paper/1806.01482/) (2018)
- [Robust Motion In-betweening](https://mlsanity.com/paper/2102.04942/) (2021)
- [Stochastic Scene-Aware Motion Prediction](https://mlsanity.com/paper/2108.08284/) (2021)
- [Long-term Human Motion Prediction with Scene Context](https://mlsanity.com/paper/2007.03672/) (2020)
- [Generating Videos with Dynamics-aware Implicit Generative Adversarial Networks](https://mlsanity.com/paper/2202.10571/) (2022)
- [DLow: Diversifying Latent Flows for Diverse Human Motion Prediction](https://mlsanity.com/paper/2003.08386/) (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)
- [History Repeats Itself: Human Motion Prediction via Motion Attention](https://mlsanity.com/paper/2007.11755/) (2020)
- [Hand-Object Contact Consistency Reasoning for Human Grasps Generation](https://mlsanity.com/paper/2104.03304/) (2021)
- [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)
- [Adversarial Generation of Continuous Images](https://mlsanity.com/paper/2011.12026/) (2020)
- [Synthesizing Long-Term 3D Human Motion and Interaction in 3D Scenes](https://mlsanity.com/paper/2012.05522/) (2020)
- [Generating 3D People in Scenes without People](https://mlsanity.com/paper/1912.02923/) (2019)
- [IMos: Intent-Driven Full-Body Motion Synthesis for Human-Object Interactions](https://mlsanity.com/paper/2212.07555/) (2022)

## Built on by (most cited first, 30 of 42)

- [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)
- [Controllable Human-Object Interaction Synthesis](https://mlsanity.com/paper/2312.03913/) (2023)
- [InterMimic: Towards Universal Whole-Body Control for Physics-Based Human-Object Interactions](https://mlsanity.com/paper/2502.20390/) (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)
- [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)
- [Generating Human Motion in 3D Scenes from Text Descriptions](https://mlsanity.com/paper/2405.07784/) (2024)
- [Duolando: Follower GPT with Off-Policy Reinforcement Learning for Dance Accompaniment](https://mlsanity.com/paper/2403.18811/) (2024)
- [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)
- [ZeroHSI: Zero-Shot 4D Human-Scene Interaction by Video Generation](https://mlsanity.com/paper/2412.18600/) (2024)
- [A Survey on Human Interaction Motion Generation](https://mlsanity.com/paper/2503.12763/) (2025)
- [Guiding Human-Object Interactions with Rich Geometry and Relations](https://mlsanity.com/paper/2503.20172/) (2025)
- [TriDi: Trilateral Diffusion of 3D Humans, Objects, and Interactions](https://mlsanity.com/paper/2412.06334/) (2024)
- [HOIDiNi: Human-Object Interaction through Diffusion Noise Optimization](https://mlsanity.com/paper/2506.15625/) (2025)
- [SCENIC: Scene-aware Semantic Navigation with Instruction-guided Control](https://mlsanity.com/paper/2412.15664/) (2024)
- [CoDA: Coordinated Diffusion Noise Optimization for Whole-Body Manipulation of Articulated Objects](https://mlsanity.com/paper/2505.21437/) (2025)
- [SViMo: Synchronized Diffusion for Video and Motion Generation in Hand-object Interaction Scenarios](https://mlsanity.com/paper/2506.02444/) (2025)
- [How Do I Do That? Synthesizing 3D Hand Motion and Contacts for Everyday Interactions](https://mlsanity.com/paper/2504.12284/) (2025)
- [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)
- [FastGrasp: Efficient Grasp Synthesis with Diffusion](https://mlsanity.com/paper/2411.14786/) (2024)
- [3D Human Interaction Generation: A Survey](https://mlsanity.com/paper/2503.13120/) (2025)
- [FlowHOI: Flow-based Semantics-Grounded Generation of Hand-Object Interactions for Dexterous Robot Manipulation](https://mlsanity.com/paper/2602.13444/) (2026)
- [Unleashing Guidance Without Classifiers for Human-Object Interaction Animation](https://mlsanity.com/paper/2603.25734/) (2026)
- [ECHO: Ego-Centric modeling of Human-Object interactions](https://mlsanity.com/paper/2508.21556/) (2025)
- [COLLAGE: Collaborative Human-Agent Interaction Generation using Hierarchical Latent Diffusion and Language Models](https://mlsanity.com/paper/2409.20502/) (2024)

## Abstract (arXiv)

Digital human motion synthesis is a vibrant research field with applications in movies, AR/VR, and video games. Whereas methods were proposed to generate natural and realistic human motions, most only focus on modeling humans and largely ignore object movements. Generating task-oriented human-object interaction motions in simulation is challenging. For different intents of using the objects, humans conduct various motions, which requires the human first to approach the objects and then make them move consistently with the human instead of staying still. Also, to deploy in downstream applications, the synthesized motions are desired to be flexible in length, providing options to personalize the predicted motions for various purposes. To this end, we propose TOHO: Task-Oriented Human-Object Interactions Generation with Implicit Neural Representations, which generates full human-object interaction motions to conduct specific tasks, given only the task type, the object, and a starting human status. TOHO generates human-object motions in three steps: 1) it first estimates the keyframe poses of conducting a task given the task type and object information; 2) then, it infills the keyframes and generates continuous motions; 3) finally, it applies a compact closed-form object motion estimation to generate the object motion. Our method generates continuous motions that are parameterized only by the temporal coordinate, which allows for upsampling or downsampling of the sequence to arbitrary frames and adjusting the motion speeds by designing the temporal coordinate vector. We demonstrate the effectiveness of our method, both qualitatively and quantitatively. This work takes a step further toward general human-scene interaction simulation.
