TY - GEN
T1 - High-fiving with the machine
T2 - 18th Annual ACM SIGGRAPH Conference on Motion, Interaction, and Games, MIG 2025
AU - Hixon-Fisher, Oliver
AU - Francik, Jarek
AU - Makris, Dimitrios
PY - 2025/12/2
Y1 - 2025/12/2
N2 - Human motion synthesis has advanced significantly in domains such as text-to-motion and gesture generation, yet synthesising realistic interaction motion between multiple characters remains relatively underexplored, particularly in dynamic and user-driven environments like virtual reality (VR). Existing approaches rely on constructing sequences across a set number of frames, inherently limiting their usability in real-time and open-ended applications such as virtual reality. In this work, we present a novel latent diffusion-based framework for real-time interaction motion synthesis. Unlike prior models that operate on fixed-length sequences, our system continuously adapts to user behaviour, generating contextually appropriate and temporally coherent response motions. We introduce Interaction Contact Labels, a generalisation of ground contact annotations, to capture physical interdependencies between interacting characters and integrate them into the training objective to improve realism. Our approach enables open-ended, responsive character interactions suitable for live applications in VR, AR, and robotics. Further to this, we demonstrate a real-time implementation of the proposed method, which utilises CycleGANs to combine webcam data with high-quality motion capture data, allowing for easy end-user set-up.
AB - Human motion synthesis has advanced significantly in domains such as text-to-motion and gesture generation, yet synthesising realistic interaction motion between multiple characters remains relatively underexplored, particularly in dynamic and user-driven environments like virtual reality (VR). Existing approaches rely on constructing sequences across a set number of frames, inherently limiting their usability in real-time and open-ended applications such as virtual reality. In this work, we present a novel latent diffusion-based framework for real-time interaction motion synthesis. Unlike prior models that operate on fixed-length sequences, our system continuously adapts to user behaviour, generating contextually appropriate and temporally coherent response motions. We introduce Interaction Contact Labels, a generalisation of ground contact annotations, to capture physical interdependencies between interacting characters and integrate them into the training objective to improve realism. Our approach enables open-ended, responsive character interactions suitable for live applications in VR, AR, and robotics. Further to this, we demonstrate a real-time implementation of the proposed method, which utilises CycleGANs to combine webcam data with high-quality motion capture data, allowing for easy end-user set-up.
KW - human motion synthesis
KW - interaction synthesis
KW - motion
KW - reactive motion
KW - real-time
U2 - 10.1145/3769047.3769063
DO - 10.1145/3769047.3769063
M3 - Conference contribution
AN - SCOPUS:105024948570
SN - 9798400722363
T3 - MIG Conference Proceedings
BT - 18th ACM Conference on Motion, Interaction and Games
A2 - Sumner, Robert W.
A2 - Zund, Fabio
A2 - Jorg, Sophie
A2 - Pelechano, Nuria
A2 - Charalambous, Panayiotis
PB - Association for Computing Machinery, Inc
CY - New York, U.S.
Y2 - 3 December 2025 through 5 December 2025
ER -