# Physics-based Scene Layout Generation from Human Motion

arXiv: https://arxiv.org/abs/2405.12460 · HTML: https://mlsanity.com/paper/2405.12460/

## Key facts

- Cited by 10 papers in the map (data through 14 Oct 2026).
- Builds on 27 of its 55 references that are in the map.
- First posted on arXiv 21 May 2024.

## Builds on (most cited first, 27 of 27)

- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [Expressive Body Capture: 3D Hands, Face, and Body from a Single Image](https://mlsanity.com/paper/1904.05866/) (2019)
- [PhysDiff: Physics-Guided Human Motion Diffusion Model](https://mlsanity.com/paper/2212.02500/) (2022)
- [3D-FUTURE: 3D Furniture shape with TextURE](https://mlsanity.com/paper/2009.09633/) (2020)
- [Resolving 3D Human Pose Ambiguities with 3D Scene Constraints](https://mlsanity.com/paper/1908.06963/) (2019)
- [Diffusion-based Generation, Optimization, and Planning in 3D Scenes](https://mlsanity.com/paper/2301.06015/) (2023)
- [Stochastic Scene-Aware Motion Prediction](https://mlsanity.com/paper/2108.08284/) (2021)
- [Populating 3D Scenes by Learning Human-Scene Interaction](https://mlsanity.com/paper/2012.11581/) (2020)
- [DeepMimic: Example-Guided Deep Reinforcement Learning of Physics-Based Character Skills](https://mlsanity.com/paper/1804.02717/) (2018)
- [COUCH: Towards Controllable Human-Chair Interactions](https://mlsanity.com/paper/2205.00541/) (2022)
- [Generating 3D People in Scenes without People](https://mlsanity.com/paper/1912.02923/) (2019)
- [Synthesizing Physical Character-Scene Interactions](https://mlsanity.com/paper/2302.00883/) (2023)
- [NIFTY: Neural Object Interaction Fields for Guided Human Motion Synthesis](https://mlsanity.com/paper/2307.07511/) (2023)
- [Diffusion-Guided Reconstruction of Everyday Hand-Object Interaction Clips](https://mlsanity.com/paper/2309.05663/) (2023)
- [Holistic++ Scene Understanding: Single-view 3D Holistic Scene Parsing and Human Pose Estimation with Human-Object Interaction and Physical Commonsense](https://mlsanity.com/paper/1909.01507/) (2019)
- [Neural Monocular 3D Human Motion Capture with Physical Awareness](https://mlsanity.com/paper/2105.01057/) (2021)
- [Physics-based Human Motion Estimation and Synthesis from Videos](https://mlsanity.com/paper/2109.09913/) (2021)
- [Human-Aware Object Placement for Visual Environment Reconstruction](https://mlsanity.com/paper/2203.03609/) (2022)
- [PhysCap: Physically Plausible Monocular 3D Motion Capture in Real Time](https://mlsanity.com/paper/2008.08880/) (2020)
- [Synthesizing Physically Plausible Human Motions in 3D Scenes](https://mlsanity.com/paper/2308.09036/) (2023)
- [UniCon: Universal Neural Controller For Physics-based Character Motion](https://mlsanity.com/paper/2011.15119/) (2020)
- [Generating Continual Human Motion in Diverse 3D Scenes](https://mlsanity.com/paper/2304.02061/) (2023)
- [Neural Categorical Priors for Physics-Based Character Control](https://mlsanity.com/paper/2308.07200/) (2023)
- [GRIP: Generating Interaction Poses Using Spatial Cues and Latent Consistency](https://mlsanity.com/paper/2308.11617/) (2023)
- [ControlVAE: Model-Based Learning of Generative Controllers for Physics-Based Characters](https://mlsanity.com/paper/2210.06063/) (2022)
- [Scene Synthesis from Human Motion](https://mlsanity.com/paper/2301.01424/) (2023)
- [iMapper: Interaction-guided Joint Scene and Human Motion Mapping from Monocular Videos](https://mlsanity.com/paper/1806.07889/) (2018)

## Built on by (most cited first, 10 of 10)

- [TokenHSI: Unified Synthesis of Physical Human-Scene Interactions through Task Tokenization](https://mlsanity.com/paper/2503.19901/) (2025)
- [3D Scene Generation: A Survey](https://mlsanity.com/paper/2505.05474/) (2025)
- [PhySIC: Physically Plausible 3D Human-Scene Interaction and Contact from a Single Image](https://mlsanity.com/paper/2510.11649/) (2025)
- [TeamHOI: Learning a Unified Policy for Cooperative Human-Object Interactions with Any Team Size](https://mlsanity.com/paper/2603.07988/) (2026)
- [FuXi-RTM: A Physics-Guided Prediction Framework with Radiative Transfer Modeling](https://mlsanity.com/paper/2503.19940/) (2025)
- [Seeing Without Eyes: 4D Human-Scene Understanding from Wearable IMUs](https://mlsanity.com/paper/2604.21926/) (2026)
- [Scene and Human in One World: Reconstruction in a Feedforward Pass](https://mlsanity.com/paper/2606.27720/) (2026)
- [SceneTeract: Probing and Improving Agent-Aware Activity Reasoning in 3D Indoor Scenes](https://mlsanity.com/paper/2603.29798/) (2026)
- [Efficient Human-Contact Representation for Human-Scene Interaction](https://mlsanity.com/paper/2608.09388/) (2026)
- [TERRA: Terrain-Aware Reconstruction, Retargeting and Control for Musculoskeletal Locomotion](https://mlsanity.com/paper/2609.38653/) (2026)

## Abstract (arXiv)

Creating scenes for captured motions that achieve realistic human-scene interaction is crucial for 3D animation in movies or video games. As character motion is often captured in a blue-screened studio without real furniture or objects in place, there may be a discrepancy between the planned motion and the captured one. This gives rise to the need for automatic scene layout generation to relieve the burdens of selecting and positioning furniture and objects. Previous approaches cannot avoid artifacts like penetration and floating due to the lack of physical constraints. Furthermore, some heavily rely on specific data to learn the contact affordances, restricting the generalization ability to different motions. In this work, we present a physics-based approach that simultaneously optimizes a scene layout generator and simulates a moving human in a physics simulator. To attain plausible and realistic interaction motions, our method explicitly introduces physical constraints. To automatically recover and generate the scene layout, we minimize the motion tracking errors to identify the objects that can afford interaction. We use reinforcement learning to perform a dual-optimization of both the character motion imitation controller and the scene layout generator. To facilitate the optimization, we reshape the tracking rewards and devise pose prior guidance obtained from our estimated pseudo-contact labels. We evaluate our method using motions from SAMP and PROX, and demonstrate physically plausible scene layout reconstruction compared with the previous kinematics-based method.
