# CRISP: Contact-Guided Real2Sim from Monocular Video with Planar Scene Primitives

arXiv: https://arxiv.org/abs/2512.14696 · HTML: https://mlsanity.com/paper/2512.14696/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 41 of its 48 references that are in the map.
- First posted on arXiv 16 Dec 2025.

## Builds on (most cited first, 30 of 41)

- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [High-Dimensional Continuous Control Using Generalized Advantage Estimation](https://mlsanity.com/paper/1506.02438/) (2015)
- [Expressive Body Capture: 3D Hands, Face, and Body from a Single Image](https://mlsanity.com/paper/1904.05866/) (2019)
- [VGGT: Visual Geometry Grounded Transformer](https://mlsanity.com/paper/2503.11651/) (2025)
- [Isaac Gym: High Performance GPU-Based Physics Simulation For Robot Learning](https://mlsanity.com/paper/2108.10470/) (2021)
- [Keep it SMPL: Automatic Estimation of 3D Human Pose and Shape from a Single Image](https://mlsanity.com/paper/1607.08128/) (2016)
- [VIBE: Video Inference for Human Body Pose and Shape Estimation](https://mlsanity.com/paper/1912.05656/) (2019)
- [MoGe: Unlocking Accurate Monocular Geometry Estimation for Open-Domain Images with Optimal Training Supervision](https://mlsanity.com/paper/2410.19115/) (2024)
- [Resolving 3D Human Pose Ambiguities with 3D Scene Constraints](https://mlsanity.com/paper/1908.06963/) (2019)
- [MegaSaM: Accurate, Fast, and Robust Structure and Motion from Casual Dynamic Videos](https://mlsanity.com/paper/2412.04463/) (2024)
- [Perpetual Humanoid Control for Real-time Simulated Avatars](https://mlsanity.com/paper/2305.06456/) (2023)
- [WHAM: Reconstructing World-grounded Humans with Accurate 3D Motion](https://mlsanity.com/paper/2312.07531/) (2023)
- [Capturing and Inferring Dense Full-Body Human-Scene Contact](https://mlsanity.com/paper/2206.09553/) (2022)
- [DeepMimic: Example-Guided Deep Reinforcement Learning of Physics-Based Character Skills](https://mlsanity.com/paper/1804.02717/) (2018)
- [MASt3R-SfM: a Fully-Integrated Solution for Unconstrained Structure-from-Motion](https://mlsanity.com/paper/2409.19152/) (2024)
- [Decoupling Human and Camera Motion from Videos in the Wild](https://mlsanity.com/paper/2302.12827/) (2023)
- [World-Grounded Human Motion Recovery via Gravity-View Coordinates](https://mlsanity.com/paper/2409.06662/) (2024)
- [Synthesizing Long-Term 3D Human Motion and Interaction in 3D Scenes](https://mlsanity.com/paper/2012.05522/) (2020)
- [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)
- [MaskedMimic: Unified Physics-Based Character Control Through Masked Motion Inpainting](https://mlsanity.com/paper/2409.14393/) (2024)
- [TRAM: Global Trajectory and Motion of 3D Humans from in-the-wild Videos](https://mlsanity.com/paper/2403.17346/) (2024)
- [Synthesizing Physical Character-Scene Interactions](https://mlsanity.com/paper/2302.00883/) (2023)
- [Neural Kernel Surface Reconstruction](https://mlsanity.com/paper/2305.19590/) (2023)
- [EMDB: The Electromagnetic Database of Global 3D Human Pose and Shape in the Wild](https://mlsanity.com/paper/2308.16894/) (2023)
- [Unified Human-Scene Interaction via Prompted Chain-of-Contacts](https://mlsanity.com/paper/2309.07918/) (2023)
- [Visual Imitation Enables Contextual Humanoid Control](https://mlsanity.com/paper/2505.03729/) (2025)
- [Learning to Sit: Synthesizing Human-Chair Interactions via Hierarchical Control](https://mlsanity.com/paper/1908.07423/) (2019)
- [HDMI: Learning Interactive Humanoid Whole-Body Control from Human Videos](https://mlsanity.com/paper/2509.16757/) (2025)
- [UFM: A Simple Path towards Unified Dense Correspondence with Flow](https://mlsanity.com/paper/2506.09278/) (2025)

## Abstract (arXiv)

We introduce CRISP, a method that recovers simulatable human motion and scene geometry from monocular video. Prior work on joint human-scene reconstruction relies on data-driven priors and joint optimization with no physics in the loop, or recovers noisy geometry with artifacts that cause motion tracking policies with scene interactions to fail. In contrast, our key insight is to recover convex, clean, and simulation-ready geometry by fitting planar primitives to a point cloud reconstruction of the scene, via a simple clustering pipeline over depth, normals, and flow. To reconstruct scene geometry that might be occluded during interactions, we make use of human-scene contact modeling (e.g., we use human posture to reconstruct the occluded seat of a chair). Finally, we ensure that human and scene reconstructions are physically-plausible by using them to drive a humanoid controller via reinforcement learning. Our approach reduces motion tracking failure rates from 55.2% to 6.9% on human-centric video benchmarks (EMDB, PROX), while delivering a 43% faster RL simulation throughput. We further validate it on in-the-wild videos including casually-captured videos, Internet videos, and even Sora-generated videos. This demonstrates CRISP's ability to generate physically-valid human motion and interaction environments at scale, greatly advancing real-to-sim applications for robotics and AR/VR.
