Half-Physics: Enabling Kinematic 3D Human Model with Physical Interactions

📅 2025-07-31
📈 Citations: 0
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🤖 AI Summary
Existing kinematic 3D human representations—e.g., based on SMPL-X—lack physically grounded interaction, leading to object interpenetration and implausible dynamics. To address this, we propose a “semi-physical” framework that transforms standard skeletal animations into physically responsive dynamic entities in real time—without learning. Our method tightly couples kinematic driving with rigid-body physics simulation, preserving original pose fidelity and articulatory control while enabling realistic contact, collision, and reaction force responses between the human body and its environment or objects. It generalizes across arbitrary body shapes and motions, requiring no per-subject or per-motion tuning. Evaluated across diverse scenarios, the approach demonstrates physical plausibility, real-time performance (>30 FPS), and zero-penetration robustness. This work establishes a lightweight, general-purpose paradigm for high-fidelity, interactive digital human modeling.

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📝 Abstract
While current general-purpose 3D human models (e.g., SMPL-X) efficiently represent accurate human shape and pose, they lacks the ability to physically interact with the environment due to the kinematic nature. As a result, kinematic-based interaction models often suffer from issues such as interpenetration and unrealistic object dynamics. To address this limitation, we introduce a novel approach that embeds SMPL-X into a tangible entity capable of dynamic physical interactions with its surroundings. Specifically, we propose a "half-physics" mechanism that transforms 3D kinematic motion into a physics simulation. Our approach maintains kinematic control over inherent SMPL-X poses while ensuring physically plausible interactions with scenes and objects, effectively eliminating penetration and unrealistic object dynamics. Unlike reinforcement learning-based methods, which demand extensive and complex training, our half-physics method is learning-free and generalizes to any body shape and motion; meanwhile, it operates in real time. Moreover, it preserves the fidelity of the original kinematic motion while seamlessly integrating physical interactions
Problem

Research questions and friction points this paper is trying to address.

Enables 3D human models to physically interact with environments
Eliminates unrealistic interpenetration and object dynamics issues
Transforms kinematic motion into real-time physics simulation without training
Innovation

Methods, ideas, or system contributions that make the work stand out.

Embeds SMPL-X into a tangible dynamic entity
Uses half-physics for kinematic-to-physics transformation
Learning-free real-time physical interaction solution
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