# Efficient Human-Contact Representation for Human-Scene Interaction

arXiv: https://arxiv.org/abs/2608.09388 · HTML: https://mlsanity.com/paper/2608.09388/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 90 of its 117 references that are in the map.
- First posted on arXiv 10 Aug 2026.

## Builds on (most cited first, 30 of 90)

- [Distilling the Knowledge in a Neural Network](https://mlsanity.com/paper/1503.02531/) (2015)
- [Expressive Body Capture: 3D Hands, Face, and Body from a Single Image](https://mlsanity.com/paper/1904.05866/) (2019)
- [Neural Architecture Search with Reinforcement Learning](https://mlsanity.com/paper/1611.01578/) (2016)
- [4D Spatio-Temporal ConvNets: Minkowski Convolutional Neural Networks](https://mlsanity.com/paper/1904.08755/) (2019)
- [Two-Stream Convolutional Networks for Action Recognition in Videos](https://mlsanity.com/paper/1406.2199/) (2014)
- [Temporal Segment Networks: Towards Good Practices for Deep Action Recognition](https://mlsanity.com/paper/1608.00859/) (2016)
- [Efficient Neural Architecture Search via Parameter Sharing](https://mlsanity.com/paper/1802.03268/) (2018)
- [3D Semantic Segmentation with Submanifold Sparse Convolutional Networks](https://mlsanity.com/paper/1711.10275/) (2017)
- [RegNeRF: Regularizing Neural Radiance Fields for View Synthesis from Sparse Inputs](https://mlsanity.com/paper/2112.00724/) (2021)
- [VirtualHome: Simulating Household Activities via Programs](https://mlsanity.com/paper/1806.07011/) (2018)
- [3D human pose estimation in video with temporal convolutions and semi-supervised training](https://mlsanity.com/paper/1811.11742/) (2018)
- [OctNet: Learning Deep 3D Representations at High Resolutions](https://mlsanity.com/paper/1611.05009/) (2016)
- [LSTM: A Search Space Odyssey](https://mlsanity.com/paper/1503.04069/) (2015)
- [Resolving 3D Human Pose Ambiguities with 3D Scene Constraints](https://mlsanity.com/paper/1908.06963/) (2019)
- [Generating 3D faces using Convolutional Mesh Autoencoders](https://mlsanity.com/paper/1807.10267/) (2018)
- [BEHAVE: Dataset and Method for Tracking Human Object Interactions](https://mlsanity.com/paper/2204.06950/) (2022)
- [Diffusion-based Generation, Optimization, and Planning in 3D Scenes](https://mlsanity.com/paper/2301.06015/) (2023)
- [Bi-Real Net: Enhancing the Performance of 1-bit CNNs With Improved Representational Capability and Advanced Training Algorithm](https://mlsanity.com/paper/1808.00278/) (2018)
- [Affordances from Human Videos as a Versatile Representation for Robotics](https://mlsanity.com/paper/2304.08488/) (2023)
- [AnyGrasp: Robust and Efficient Grasp Perception in Spatial and Temporal Domains](https://mlsanity.com/paper/2212.08333/) (2022)
- [Capturing and Inferring Dense Full-Body Human-Scene Contact](https://mlsanity.com/paper/2206.09553/) (2022)
- [Populating 3D Scenes by Learning Human-Scene Interaction](https://mlsanity.com/paper/2012.11581/) (2020)
- [HUMANISE: Language-conditioned Human Motion Generation in 3D Scenes](https://mlsanity.com/paper/2210.09729/) (2022)
- [Perceiving 3D Human-Object Spatial Arrangements from a Single Image in the Wild](https://mlsanity.com/paper/2007.15649/) (2020)
- [Physical Inertial Poser (PIP): Physics-aware Real-time Human Motion Tracking from Sparse Inertial Sensors](https://mlsanity.com/paper/2203.08528/) (2022)
- [Scaling Up Dynamic Human-Scene Interaction Modeling](https://mlsanity.com/paper/2403.08629/) (2024)
- [GAUDI: A Neural Architect for Immersive 3D Scene Generation](https://mlsanity.com/paper/2207.13751/) (2022)
- [COUCH: Towards Controllable Human-Chair Interactions](https://mlsanity.com/paper/2205.00541/) (2022)
- [Real-time Deep Dynamic Characters](https://mlsanity.com/paper/2105.01794/) (2021)
- [Generating 3D People in Scenes without People](https://mlsanity.com/paper/1912.02923/) (2019)

## Abstract (arXiv)

Human-scene interaction is an active research topic with several industrial applications in virtual reality, gaming, robotics, and surveillance. Despite significant progress in network architectures to improve the results or optimize models' parameters for fast inference speed, the efficient representation of contact between humans and their environments remains an open challenge. In this paper, we propose a new efficient human-contact representation for human-scene interaction. Our primary contribution is the introduction of sparse contact masks that strategically select essential contact information, significantly reducing redundant data in high-dimensional inputs. Leveraging this efficient contact representation, we propose a suite of sparse operators to replace traditional dense operators within deep network layers for faster computation. Our approach not only enhances computational speed but also filters out non-essential contact data, thereby improving the precision of human-scene interaction models. To validate the effectiveness of our method, we conduct intensive experiments across three public benchmark datasets, focusing on two critical tasks for human-scene interaction: contact prediction and scene synthesis. The experimental results show that our approach outperforms state-of-the-art models in reconstruction accuracy and achieves a computation speed-up of at least 12 times over recent baselines.
