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AvatarGO: Zero-shot 4D Human-Object Interaction Generation and Animation
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AvatarGO: Zero-shot 4D Human-Object Interaction Generation and Animation
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Recent advancements in diffusion models have led to significant improvements in the generation and animation of 4D full-body human-object interactions (HOI). Nevertheless, existing methods primarily focus on SMPL-based motion generation, which is limited by the scarcity of realistic large-scale interaction data. This constraint affects their ability to create everyday HOI scenes. This paper addresses this challenge using a zero-shot approach with a pre-trained diffusion model. Despite this potential, achieving our goals is difficult due to the diffusion model's lack of understanding of ''where'' and ''how'' objects interact with the human body. To tackle these issues, we introduce AvatarGO, a novel framework designed to generate animatable 4D HOI scenes directly from textual inputs. Specifically, 1) for the ''where'' challenge, we propose LLM-guided contact retargeting, which employs Lang-SAM to identify the contact body part from text prompts, ensuring precise representation of human-object spatial relations. 2) For the ''how'' challenge, we introduce correspondence-aware motion optimization that constructs motion fields for both human and object models using the linear blend skinning function from SMPL-X. Our framework not only generates coherent compositional motions, but also exhibits greater robustness in handling penetration issues. Extensive experiments with existing methods validate AvatarGO's superior generation and animation capabilities on a variety of human-object pairs and diverse poses. As the first attempt to synthesize 4D avatars with object interactions, we hope AvatarGO could open new doors for human-centric 4D content creation.
Forward citations
Cited by 4 Pith papers
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MaMi-HOI: Harmonizing Global Kinematics and Local Geometry for Human-Object Interaction Generation
MaMi-HOI counters geometric forgetting in diffusion models via a Geometry-Aware Proximity Adapter for precise contacts and a Kinematic Harmony Adapter for natural whole-body postures in human-object interactions.
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THOM: Generating Physically Plausible Hand-Object Meshes From Text
THOM is a training-free two-stage framework that generates physically plausible hand-object 3D meshes directly from text by combining text-guided Gaussians with contact-aware physics optimization and VLM refinement.
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PhyGenHOI: Physically-Aware 4D Generation of Dynamic Human-Object Interactions
PhyGenHOI couples a motion diffusion model for humans with material point method simulation for objects on 3D Gaussians, using attraction loss, contact re-simulation, and masked video-SDS to produce physically consist...
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Uni-HOI:A Unified framework for Learning the Joint distribution of Text and Human-Object Interaction
Uni-HOI learns the joint distribution of text, human motion, and object motion using LLMs and VQ-VAEs in a two-stage training process for multiple HOI tasks.
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