TY - JOUR
T1 - Dynamic Worlds, Dynamic Humans
T2 - Generating Virtual Human-Scene Interaction Motion in Dynamic Scenes
AU - Wang, Yin
AU - Leng, Zhiying
AU - Liu, Haitian
AU - Li, Frederick W.B.
AU - Li, Mu
AU - Liang, Xiaohui
N1 - Publisher Copyright:
© 1995-2012 IEEE.
PY - 2026/5/1
Y1 - 2026/5/1
N2 - Scenes are continuously undergoing dynamic changes in the real world. However, existing human-scene interaction generation methods typically treat the scene as static, which deviates from reality. Inspired by world models, we introduce Dyn-HSI, the first cognitive architecture for dynamic human-scene interaction, which endows virtual humans with three humanoid components. (1) Vision (human eyes): we equip the virtual human with a Dynamic Scene-Aware Navigation, which continuously perceives changes in the surrounding environment and adaptively predicts the next waypoint. (2) Memory (human brain): we equip the virtual human with a Hierarchical Experience Memory, which stores and updates experiential data accumulated during training. This allows the model to leverage prior knowledge during inference for context-aware motion priming, thereby enhancing both motion quality and generalization. (3) Control (human body): we equip the virtual human with Human-Scene Interaction Diffusion Model, which generates high-fidelity interaction motions conditioned on multimodal inputs. To evaluate performance in dynamic scenes, we extend the existing static human-scene interaction datasets to construct a dynamic benchmark, Dyn-Scenes. We conduct extensive qualitative and quantitative experiments to validate Dyn-HSI, showing that our method consistently outperforms existing approaches and generates high-quality human-scene interaction motions in both static and dynamic settings.
AB - Scenes are continuously undergoing dynamic changes in the real world. However, existing human-scene interaction generation methods typically treat the scene as static, which deviates from reality. Inspired by world models, we introduce Dyn-HSI, the first cognitive architecture for dynamic human-scene interaction, which endows virtual humans with three humanoid components. (1) Vision (human eyes): we equip the virtual human with a Dynamic Scene-Aware Navigation, which continuously perceives changes in the surrounding environment and adaptively predicts the next waypoint. (2) Memory (human brain): we equip the virtual human with a Hierarchical Experience Memory, which stores and updates experiential data accumulated during training. This allows the model to leverage prior knowledge during inference for context-aware motion priming, thereby enhancing both motion quality and generalization. (3) Control (human body): we equip the virtual human with Human-Scene Interaction Diffusion Model, which generates high-fidelity interaction motions conditioned on multimodal inputs. To evaluate performance in dynamic scenes, we extend the existing static human-scene interaction datasets to construct a dynamic benchmark, Dyn-Scenes. We conduct extensive qualitative and quantitative experiments to validate Dyn-HSI, showing that our method consistently outperforms existing approaches and generates high-quality human-scene interaction motions in both static and dynamic settings.
KW - Diffusion Model
KW - Dynamic Scene
KW - Human-Scene Interaction
KW - Text-Driven Motion Generation
KW - World Model
UR - https://www.scopus.com/pages/publications/105034688588
U2 - 10.1109/TVCG.2026.3679139
DO - 10.1109/TVCG.2026.3679139
M3 - 文章
AN - SCOPUS:105034688588
SN - 1077-2626
VL - 32
SP - 3062
EP - 3072
JO - IEEE Transactions on Visualization and Computer Graphics
JF - IEEE Transactions on Visualization and Computer Graphics
IS - 5
ER -