# Physically Plausible Human-Object Rendering from Sparse Views via 3D Gaussian Splatting

arXiv: https://arxiv.org/abs/2503.09640 · HTML: https://mlsanity.com/paper/2503.09640/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 83 of its 105 references that are in the map.
- First posted on arXiv 12 Mar 2025.

## Builds on (most cited first, 30 of 83)

- [The Unreasonable Effectiveness of Deep Features as a Perceptual Metric](https://mlsanity.com/paper/1801.03924/) (2018)
- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [Instant Neural Graphics Primitives with a Multiresolution Hash Encoding](https://mlsanity.com/paper/2201.05989/) (2022)
- [D-NeRF: Neural Radiance Fields for Dynamic Scenes](https://mlsanity.com/paper/2011.13961/) (2020)
- [End-to-end Recovery of Human Shape and Pose](https://mlsanity.com/paper/1712.06584/) (2017)
- [IBRNet: Learning Multi-View Image-Based Rendering](https://mlsanity.com/paper/2102.13090/) (2021)
- [Keep it SMPL: Automatic Estimation of 3D Human Pose and Shape from a Single Image](https://mlsanity.com/paper/1607.08128/) (2016)
- [HexPlane: A Fast Representation for Dynamic Scenes](https://mlsanity.com/paper/2301.09632/) (2023)
- [Interaction Networks for Learning about Objects, Relations and Physics](https://mlsanity.com/paper/1612.00222/) (2016)
- [HumanNeRF: Free-viewpoint Rendering of Moving People from Monocular Video](https://mlsanity.com/paper/2201.04127/) (2022)
- [In-Place Scene Labelling and Understanding with Implicit Scene Representation](https://mlsanity.com/paper/2103.15875/) (2021)
- [Space-time Neural Irradiance Fields for Free-Viewpoint Video](https://mlsanity.com/paper/2011.12950/) (2020)
- [GRAB: A Dataset of Whole-Body Human Grasping of Objects](https://mlsanity.com/paper/2008.11200/) (2020)
- [Animatable Neural Radiance Fields for Modeling Dynamic Human Bodies](https://mlsanity.com/paper/2105.02872/) (2021)
- [Resolving 3D Human Pose Ambiguities with 3D Scene Constraints](https://mlsanity.com/paper/1908.06963/) (2019)
- [FSGS: Real-Time Few-shot View Synthesis using Gaussian Splatting](https://mlsanity.com/paper/2312.00451/) (2023)
- [ARCH: Animatable Reconstruction of Clothed Humans](https://mlsanity.com/paper/2004.04572/) (2020)
- [BEHAVE: Dataset and Method for Tracking Human Object Interactions](https://mlsanity.com/paper/2204.06950/) (2022)
- [A-NeRF: Articulated Neural Radiance Fields for Learning Human Shape, Appearance, and Pose](https://mlsanity.com/paper/2102.06199/) (2021)
- [Human Action Recognition and Prediction: A Survey](https://mlsanity.com/paper/1806.11230/) (2018)
- [3DGS-Avatar: Animatable Avatars via Deformable 3D Gaussian Splatting](https://mlsanity.com/paper/2312.09228/) (2023)
- [Neural Rays for Occlusion-aware Image-based Rendering](https://mlsanity.com/paper/2107.13421/) (2021)
- [CityGaussian: Real-time High-quality Large-Scale Scene Rendering with Gaussians](https://mlsanity.com/paper/2404.01133/) (2024)
- [Capturing and Inferring Dense Full-Body Human-Scene Contact](https://mlsanity.com/paper/2206.09553/) (2022)
- [GauHuman: Articulated Gaussian Splatting from Monocular Human Videos](https://mlsanity.com/paper/2312.02973/) (2023)
- [Populating 3D Scenes by Learning Human-Scene Interaction](https://mlsanity.com/paper/2012.11581/) (2020)
- [Learnable Triangulation of Human Pose](https://mlsanity.com/paper/1905.05754/) (2019)
- [HUGS: Human Gaussian Splats](https://mlsanity.com/paper/2311.17910/) (2023)
- [NeuRAD: Neural Rendering for Autonomous Driving](https://mlsanity.com/paper/2311.15260/) (2023)
- [CPF: Learning a Contact Potential Field to Model the Hand-Object Interaction](https://mlsanity.com/paper/2012.00924/) (2020)

## Abstract (arXiv)

Rendering realistic human-object interactions (HOIs) from sparse-view inputs is a challenging yet crucial task for various real-world applications. Existing methods often struggle to simultaneously achieve high rendering quality, physical plausibility, and computational efficiency. To address these limitations, we propose HOGS (Human-Object Rendering via 3D Gaussian Splatting), a novel framework for efficient HOI rendering with physically plausible geometric constraints from sparse views. HOGS represents both humans and objects as dynamic 3D Gaussians. Central to HOGS is a novel optimization process that operates directly on these Gaussians to enforce geometric consistency (i.e., preventing inter-penetration or floating contacts) to achieve physical plausibility. To support this core optimization under sparse-view ambiguity, our framework incorporates two pre-trained modules: an optimization-guided Human Pose Refiner for robust estimation under sparse-view occlusions, and a Human-Object Contact Predictor that efficiently identifies interaction regions to guide our novel contact and separation losses. Extensive experiments on both human-object and hand-object interaction datasets demonstrate that HOGS achieves state-of-the-art rendering quality and maintains high computational efficiency.
