Generating 3D hand-object interactions is essential for applications in robotics, XR, and synthetic data generation, where flexible controllability and strong generalization to diverse object geometries are required. However, existing methods rarely satisfy these requirements, limiting their practical applicability. We present DCGrasp, a distance-aware controllable grasp generation system built on a novel grasp energy term. This term computes Distance Profile, a signed distance from each hand vertex to the nearest object point, coupled with distance-aware weighting, effectively capturing the semantically similar hand-object interaction in near-contact regions while remaining invariant to object and hand identity. Given various controllable signals, DCGrasp first generates a Distance Profile based on a Diffusion Transformer, together with a corresponding candidate hand pose. We then refine the candidate pose through optimization, enforcing consistency between the optimized hand pose and the generated Distance Profile in near-contact regions. Our experiments show that DCGrasp produces high-quality, physically plausible grasps with flexible user control, generalizing to diverse object and hand shapes and scales. Our work establishes a robust and versatile pipeline for the synthesis of controllable 3D hand-object interactions.
We propose a novel contact-aware method to synthesize highly-dense 3D crowds of animated characters. Existing methods animate crowds by, first, computing the 2D global motion approximating subjects as 2D particles and, then, introducing individual character motions without considering their surroundings. This creates the illusion of a 3D crowd, but, with density, characters frequently intersect each other since character-to-character contact is not modeled. We tackle this issue and propose a general method that considers any crowd animation and resolves existing residual collisions. To this end, we take a physics-based approach to model contacts between articulated characters. This enables the real-time synthesis of 3D high-density crowds with dozens of individuals that do not intersect each other, producing an unprecedented level of physical correctness in animations. Under the hood, we model each individual using a parametric human body incorporating a set of 3D proxies to approximate their volume. We then build a large system of articulated rigid bodies, and use an efficient physics-based approach to solve for individual body poses that do not collide with each other while maintaining the overall motion of the crowd. We first validate our approach objectively and quantitatively. We then explore relations between physical correctness and perceived realism based on an extensive user study that evaluates the relevance of solving contacts in dense crowds. Results demonstrate that our approach outperforms existing methods for crowd animation in terms of geometric accuracy and overall realism.
This paper presents a learning-based method for the simulation of rich contact deformations on reduced deformation models. Previous works learn deformation models for specific pairs of objects; we lift this limitation by designing a neural model that supports general rigid collider shapes. We do this by formulating a novel collider descriptor that characterizes local geometry in a region of interest. The paper shows that the learning-based deformation model can be trained on a library of colliders, but it accurately supports unseen collider shapes at runtime. We showcase our method on interactive dynamic simulations with animation of rich deformation detail, manipulation and exploration of untrained objects, and augmentation of contact information suitable for high-fidelity haptics.
Physical systems ranging from elastic bodies to kinematic linkages are defined on high-dimensional configuration spaces, yet their typical low-energy configurations are concentrated on much lower-dimensional subspaces. This work addresses the challenge of identifying such subspaces automatically: given as input an energy function for a high-dimensional system, we produce a low-dimensional map whose image parameterizes a diverse yet low-energy submanifold of configurations. The only additional input needed is a single seed configuration for the system to initialize our procedure; no dataset of trajectories is required. We represent subspaces as neural networks that map a low-dimensional latent vector to the full configuration space, and propose a training scheme to fit network parameters to any system of interest. This formulation is effective across a very general range of physical systems; our experiments demonstrate not only nonlinear and very low-dimensional elastic body and cloth subspaces, but also more general systems like colliding rigid bodies and linkages. We briefly explore applications built on this formulation, including manipulation, latent interpolation, and sampling.
We present a multi-person soft-tissue avatar model. This model maps a body shape descriptor to heterogeneous geometric and mechanical parameters of a soft-tissue model across the body, effectively producing a shape-dependent parametric soft avatar model. The design of the model overcomes two major challenges, the potential redundancy of geometric and mechanical parameters, and the complexity to obtain abundant subject data, which together induce major risk of overfitting the resulting model. To overcome these challenges, we introduce a local shape-dependent regularization of the model. We demonstrate accurate results, on par with independent per-subject estimation, accurate interpolation within the range of body shapes of the training subjects, and good generalization to unseen body shapes. As a result, we obtain a parametric soft-flesh avatar model easy to integrate in many existing applications.
Computer models of humans are ubiquitous throughout computer animation and computer vision.However, these models rarely represent the dynamics of human motion, as this requires adding a complex layer that solves body motion in response to external interactions and according to the laws of physics.FLSH is a library that facilitates this task for researchers and developers who are not interested in the nuisances of physics simulation, but want to easily integrate dynamic humans in their applications.FLSH provides easy access to three flavors of body physics, with different features and computational complexity: skeletal dynamics, full soft-tissue dynamics, and reduced-order modeling of soft-tissue dynamics.In all three cases, the simulation models are built on top of the pseudo-standard SMPL parametric body model.
We propose a novel method to machine-learn highly detailed, nonlinear contact deformations for real-time dynamic simulation. We depart from previous deformation-learning strategies, and model contact deformations in a contact-centric manner. This strategy shows excellent generalization with respect to the object's configuration space, and it allows for simple and accurate learning. We complement the contact-centric learning strategy with two additional key ingredients: learning a continuous vector field of contact deformations, instead of a discrete approximation; and sparsifying the mapping between the contact configuration and contact deformations. These two ingredients further contribute to the accuracy, efficiency, and generalization of the method. We integrate our learning-based contact deformation model with subspace dynamics, showing real-time dynamic simulations with fine contact deformation detail.
This paper introduces a novel subspace method for the simulation of dynamic deformations. The method augments existing linear handle-based subspace formulations with nonlinear learning-based corrections parameterized by the same subspace. Together, they produce a compact nonlinear model that combines the fast dynamics and overall contact-based interaction of subspace methods, with the highly detailed deformations of learning-based methods. We propose a formulation of the model with nonlinear corrections applied on the local undeformed setting, and decoupling internal and external contact-driven corrections. We define a simple mapping of these corrections to the global setting, an efficient implementation for dynamic simulation, and a training pipeline to generate examples that efficiently cover the interaction space. Altogether, the method achieves unprecedented combination of speed and contact-driven deformation detail.
We present a method to augment parametric skeletal models with subspace soft-tissue deformations. We combine the benefits of data-driven skeletal models, i.e. accurate replication of contact-free static deformations, with the benefits of pure physics-based models, i.e. skin and skeletal reaction to contact and inertial motion with two-way coupling. We succeed to do so in a highly efficient manner, thanks to a careful choice of reduced model for the subspace deformation. With our method, it is easy to design expressive reduced models with efficient yet accurate force computations, without the need for training deformation examples. We demonstrate the application of our method to parametric models of human bodies, SMPL, and hands, MANO, with interactive simulations of contact with nonlinear soft-tissue deformation and skeletal response.>
Data‐driven models of human avatars have shown very accurate representations of static poses with soft‐tissue deformations. However they are not yet capable of precisely representing very nonlinear deformations and highly dynamic effects. Nonlinear skin mechanics are essential for a realistic depiction of animated avatars interacting with the environment, but controlling physics‐only solutions often results in a very complex parameterization task. In this work, we propose a hybrid model in which the soft‐tissue deformation of animated avatars is built as a combination of a data‐driven statistical model, which kinematically drives the animation, an FEM mechanical simulation. Our key contribution is the definition of deformation mechanics in a reference pose space by inverse skinning of the statistical model. This way, we retain as much as possible of the accurate static data‐driven deformation and use a custom anisotropic nonlinear material to accurately represent skin dynamics. Model parameters including the heterogeneous distribution of skin thickness and material properties are automatically optimized from 4D captures of humans showing soft‐tissue deformations.