mlsanityData to 14 Oct 2026

Moving by Looking: Towards Vision-Driven Avatar Motion Generation

arXiv 2509.19259 ↗First posted 23 Sep 2025cs.CVcited by 4

Not on the map. Why?

Abstract (arXiv)

The way we perceive the world fundamentally shapes how we move, whether it is how we navigate in a room or how we interact with other humans. Current human motion generation methods, neglect this interdependency and use task-specific ``perception'' that differs radically from that of humans. We argue that the generation of human-like avatar behavior requires human-like perception. Consequently, in this work we present CLOPS, the first human avatar that solely uses egocentric vision to perceive its surroundings and navigate. Using vision as the primary driver of motion however, gives rise to a significant challenge for training avatars: existing datasets have either isolated human motion, without the context of a scene, or lack scale. We overcome this challenge by decoupling the learning of low-level motion skills from learning of high-level control that maps visual input to motion. First, we train a motion prior model on a large motion capture dataset. Then, a policy is trained using Q-learning to map egocentric visual inputs to high-level control commands for the motion prior. Our experiments empirically demonstrate that egocentric vision can give rise to human-like motion characteristics in our avatars. For example, the avatars walk such that they avoid obstacles present in their visual field. These findings suggest that equipping avatars with human-like sensors, particularly egocentric vision, holds promise for training avatars that behave like humans.

Key facts. Cited by 4 papers in the map (data through 14 Oct 2026). Builds on 29 of its 33 references that are in the map. First posted on arXiv 23 Sep 2025.

Builds on

29 of 33 references.

References · 29

  1. 2017Proximal Policy Optimization Algorithmscited by 15,215
  2. 2013Playing Atari with Deep Reinforcement Learningcited by 3,274
  3. 2015Deep Reinforcement Learning with Double Q-learningcited by 1,745
  4. 2019Expressive Body Capture: 3D Hands, Face, and Body from a Single Imagecited by 1,612
  5. 2019AMASS: Archive of Motion Capture as Surface Shapescited by 1,236
  6. 2015Prioritized Experience Replaycited by 1,099
  7. 2022Human Motion Diffusion Modelcited by 1,080
  8. 2022TEMOS: Generating diverse human motions from textual descriptionscited by 492
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17 more
  1. 2022HUMANISE: Language-conditioned Human Motion Generation in 3D Scenescited by 158
  2. 2024Scaling Up Dynamic Human-Scene Interaction Modelingcited by 137
  3. 2024MaskedMimic: Unified Physics-Based Character Control Through Masked Motion Inpaintingcited by 116
  4. 2023Synthesizing Diverse Human Motions in 3D Indoor Scenescited by 109
  5. 2024CLoSD: Closing the Loop between Simulation and Diffusion for multi-task character controlcited by 109
  6. 2024DartControl: A Diffusion-Based Autoregressive Motion Model for Real-Time Text-Driven Motion Controlcited by 84
  7. 2023CIRCLE: Capture In Rich Contextual Environmentscited by 79
  8. 2023SINC: Spatial Composition of 3D Human Motions for Simultaneous Action Generationcited by 64
  9. 2024MotionFix: Text-Driven 3D Human Motion Editingcited by 64
  10. 2023MoConVQ: Unified Physics-Based Motion Control via Scalable Discrete Representationscited by 60
  11. 2021The Wanderings of Odysseus in 3D Scenescited by 59
  12. 2022MIME: Human-Aware 3D Scene Generationcited by 57
  13. 2024Autonomous Character-Scene Interaction Synthesis from Text Instructioncited by 56
  14. 2024EgoGen: An Egocentric Synthetic Data Generatorcited by 27
  15. 2024WANDR: Intention-guided Human Motion Generationcited by 26
  16. 2024SCENIC: Scene-aware Semantic Navigation with Instruction-guided Controlcited by 13
  17. 2024Purposer: Putting Human Motion Generation in Contextcited by 3

Built on by

Cited by year (2026 to 14 Oct)

Citing papers per year: 2025: 2; 2026: 2.

4 papers.

Similar, not cited

Close in wording, no citation either way

  1. 2026EgoMotion: Hierarchical Reasoning and Diffusion for Egocentric Vision-Language Motion Generation
  2. 2025UniEgoMotion: A Unified Model for Egocentric Motion Reconstruction, Forecasting, and Generation
  3. 2026EgoFlow: Gradient-Guided Flow Matching for Egocentric 6DoF Object Motion Generation
  4. 2025EgoTwin: Dreaming Body and View in First Person
  5. 2025Perceiving and Acting in First-Person: A Dataset and Benchmark for Egocentric Human-Object-Human Interactions
  6. 2026Walk through Paintings: Egocentric World Models from Internet Priors
  7. 2026EgoPriMo: Egocentric Motion Generation for Interactive Humanoid Control
  8. 2024AvatarGO: Zero-shot 4D Human-Object Interaction Generation and Animation