# Moving by Looking: Towards Vision-Driven Avatar Motion Generation

arXiv: https://arxiv.org/abs/2509.19259 · HTML: https://mlsanity.com/paper/2509.19259/

## 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 (most cited first, 29 of 29)

- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [Playing Atari with Deep Reinforcement Learning](https://mlsanity.com/paper/1312.5602/) (2013)
- [Deep Reinforcement Learning with Double Q-learning](https://mlsanity.com/paper/1509.06461/) (2015)
- [Expressive Body Capture: 3D Hands, Face, and Body from a Single Image](https://mlsanity.com/paper/1904.05866/) (2019)
- [AMASS: Archive of Motion Capture as Surface Shapes](https://mlsanity.com/paper/1904.03278/) (2019)
- [Prioritized Experience Replay](https://mlsanity.com/paper/1511.05952/) (2015)
- [Human Motion Diffusion Model](https://mlsanity.com/paper/2209.14916/) (2022)
- [TEMOS: Generating diverse human motions from textual descriptions](https://mlsanity.com/paper/2204.14109/) (2022)
- [GRAB: A Dataset of Whole-Body Human Grasping of Objects](https://mlsanity.com/paper/2008.11200/) (2020)
- [Resolving 3D Human Pose Ambiguities with 3D Scene Constraints](https://mlsanity.com/paper/1908.06963/) (2019)
- [BABEL: Bodies, Action and Behavior with English Labels](https://mlsanity.com/paper/2106.09696/) (2021)
- [Stochastic Scene-Aware Motion Prediction](https://mlsanity.com/paper/2108.08284/) (2021)
- [HUMANISE: Language-conditioned Human Motion Generation in 3D Scenes](https://mlsanity.com/paper/2210.09729/) (2022)
- [Scaling Up Dynamic Human-Scene Interaction Modeling](https://mlsanity.com/paper/2403.08629/) (2024)
- [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)
- [CLoSD: Closing the Loop between Simulation and Diffusion for multi-task character control](https://mlsanity.com/paper/2410.03441/) (2024)
- [DartControl: A Diffusion-Based Autoregressive Motion Model for Real-Time Text-Driven Motion Control](https://mlsanity.com/paper/2410.05260/) (2024)
- [CIRCLE: Capture In Rich Contextual Environments](https://mlsanity.com/paper/2303.17912/) (2023)
- [SINC: Spatial Composition of 3D Human Motions for Simultaneous Action Generation](https://mlsanity.com/paper/2304.10417/) (2023)
- [MotionFix: Text-Driven 3D Human Motion Editing](https://mlsanity.com/paper/2408.00712/) (2024)
- [MoConVQ: Unified Physics-Based Motion Control via Scalable Discrete Representations](https://mlsanity.com/paper/2310.10198/) (2023)
- [The Wanderings of Odysseus in 3D Scenes](https://mlsanity.com/paper/2112.09251/) (2021)
- [MIME: Human-Aware 3D Scene Generation](https://mlsanity.com/paper/2212.04360/) (2022)
- [Autonomous Character-Scene Interaction Synthesis from Text Instruction](https://mlsanity.com/paper/2410.03187/) (2024)
- [EgoGen: An Egocentric Synthetic Data Generator](https://mlsanity.com/paper/2401.08739/) (2024)
- [WANDR: Intention-guided Human Motion Generation](https://mlsanity.com/paper/2404.15383/) (2024)
- [SCENIC: Scene-aware Semantic Navigation with Instruction-guided Control](https://mlsanity.com/paper/2412.15664/) (2024)
- [Purposer: Putting Human Motion Generation in Context](https://mlsanity.com/paper/2404.12942/) (2024)

## Built on by (most cited first, 4 of 4)

- [EgoReAct: Egocentric Video-Driven 3D Human Reaction Generation](https://mlsanity.com/paper/2512.22808/) (2025)
- [SceMoS: Scene-Aware 3D Human Motion Synthesis by Planning with Geometry-Grounded Tokens](https://mlsanity.com/paper/2602.20476/) (2026)
- [HumanCLAW: Can Vision-Language Models Act Through a Body?](https://mlsanity.com/paper/2607.27180/) (2026)
- [Prime and Reach: Synthesising Body Motion for Gaze-Primed Object Reach](https://mlsanity.com/paper/2512.16456/) (2025)

## 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.
