# MOGRAS: Human Motion with Grasping in 3D Scenes

arXiv: https://arxiv.org/abs/2510.22199 · HTML: https://mlsanity.com/paper/2510.22199/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 26 of its 39 references that are in the map.
- First posted on arXiv 25 Oct 2025.

## Builds on (most cited first, 26 of 26)

- [An Image is Worth 16x16 Words: Transformers for Image Recognition at Scale](https://mlsanity.com/paper/2010.11929/) (2020)
- [ScanNet: Richly-annotated 3D Reconstructions of Indoor Scenes](https://mlsanity.com/paper/1702.04405/) (2017)
- [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)
- [VirtualHome: Simulating Household Activities via Programs](https://mlsanity.com/paper/1806.07011/) (2018)
- [GRAB: A Dataset of Whole-Body Human Grasping of Objects](https://mlsanity.com/paper/2008.11200/) (2020)
- [Human Motion Diffusion as a Generative Prior](https://mlsanity.com/paper/2303.01418/) (2023)
- [BABEL: Bodies, Action and Behavior with English Labels](https://mlsanity.com/paper/2106.09696/) (2021)
- [Object Motion Guided Human Motion Synthesis](https://mlsanity.com/paper/2309.16237/) (2023)
- [Long-term Human Motion Prediction with Scene Context](https://mlsanity.com/paper/2007.03672/) (2020)
- [Grasping Field: Learning Implicit Representations for Human Grasps](https://mlsanity.com/paper/2008.04451/) (2020)
- [Populating 3D Scenes by Learning Human-Scene Interaction](https://mlsanity.com/paper/2012.11581/) (2020)
- [Hand-Object Contact Consistency Reasoning for Human Grasps Generation](https://mlsanity.com/paper/2104.03304/) (2021)
- [HUMANISE: Language-conditioned Human Motion Generation in 3D Scenes](https://mlsanity.com/paper/2210.09729/) (2022)
- [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)
- [Scaling Up Dynamic Human-Scene Interaction Modeling](https://mlsanity.com/paper/2403.08629/) (2024)
- [Efficient Learning on Point Clouds with Basis Point Sets](https://mlsanity.com/paper/1908.09186/) (2019)
- [Unified Human-Scene Interaction via Prompted Chain-of-Contacts](https://mlsanity.com/paper/2309.07918/) (2023)
- [SAGA: Stochastic Whole-Body Grasping with Contact](https://mlsanity.com/paper/2112.10103/) (2021)
- [PhysHOI: Physics-Based Imitation of Dynamic Human-Object Interaction](https://mlsanity.com/paper/2312.04393/) (2023)
- [FLEX: Full-Body Grasping Without Full-Body Grasps](https://mlsanity.com/paper/2211.11903/) (2022)
- [Omnigrasp: Grasping Diverse Objects with Simulated Humanoids](https://mlsanity.com/paper/2407.11385/) (2024)
- [Diffgrasp: Whole-Body Grasping Synthesis Guided by Object Motion Using a Diffusion Model](https://mlsanity.com/paper/2412.20657/) (2024)
- [PLACE: Proximity Learning of Articulation and Contact in 3D Environments](https://mlsanity.com/paper/2008.05570/) (2020)
- [Pose to Seat: Automated Design of Body-Supporting Surfaces](https://mlsanity.com/paper/2003.10435/) (2020)

## Abstract (arXiv)

Generating realistic full-body motion interacting with objects is critical for applications in robotics, virtual reality, and human-computer interaction. While existing methods can generate full-body motion within 3D scenes, they often lack the fidelity for fine-grained tasks like object grasping. Conversely, methods that generate precise grasping motions typically ignore the surrounding 3D scene. This gap, generating full-body grasping motions that are physically plausible within a 3D scene, remains a significant challenge. To address this, we introduce MOGRAS (Human MOtion with GRAsping in 3D Scenes), a large-scale dataset that bridges this gap. MOGRAS provides pre-grasping full-body walking motions and final grasping poses within richly annotated 3D indoor scenes. We leverage MOGRAS to benchmark existing full-body grasping methods and demonstrate their limitations in scene-aware generation. Furthermore, we propose a simple yet effective method to adapt existing approaches to work seamlessly within 3D scenes. Through extensive quantitative and qualitative experiments, we validate the effectiveness of our dataset and highlight the significant improvements our proposed method achieves, paving the way for more realistic human-scene interactions.
