Generating Human Motion in 3D Scenes from Text Descriptions
Zhi Cen, Huaijin Pi, Sida Peng, Zehong Shen, Minghui Yang, Shuai Zhu, Hujun Bao, Xiaowei Zhou
TL;DR
This work tackles generating human motions in 3D indoor scenes from text by decomposing the problem into language grounded object localization and object focused motion synthesis. It uses large language models to ground the target object via a two stage prompting strategy on scene graphs and then employs object centric volumetric sensors and diffusion models to generate trajectories and local motions conditioned on text. The method outperforms baselines on the HUMANISE dataset across scene alignment, action fidelity, and realism metrics, and shows zero shot generalization to unseen PROX scenes without fine tuning. The approach advances realistic human scene interactions by tightly coupling textual grounding with targeted motion generation, offering practical benefits for animated content, VR, and robotics in indoor environments.
Abstract
Generating human motions from textual descriptions has gained growing research interest due to its wide range of applications. However, only a few works consider human-scene interactions together with text conditions, which is crucial for visual and physical realism. This paper focuses on the task of generating human motions in 3D indoor scenes given text descriptions of the human-scene interactions. This task presents challenges due to the multi-modality nature of text, scene, and motion, as well as the need for spatial reasoning. To address these challenges, we propose a new approach that decomposes the complex problem into two more manageable sub-problems: (1) language grounding of the target object and (2) object-centric motion generation. For language grounding of the target object, we leverage the power of large language models. For motion generation, we design an object-centric scene representation for the generative model to focus on the target object, thereby reducing the scene complexity and facilitating the modeling of the relationship between human motions and the object. Experiments demonstrate the better motion quality of our approach compared to baselines and validate our design choices.
