new

Get trending papers in your email inbox!

Subscribe

Daily Papers

byAK and the research community

Feb 12

DECO: Dense Estimation of 3D Human-Scene Contact In The Wild

Understanding how humans use physical contact to interact with the world is key to enabling human-centric artificial intelligence. While inferring 3D contact is crucial for modeling realistic and physically-plausible human-object interactions, existing methods either focus on 2D, consider body joints rather than the surface, use coarse 3D body regions, or do not generalize to in-the-wild images. In contrast, we focus on inferring dense, 3D contact between the full body surface and objects in arbitrary images. To achieve this, we first collect DAMON, a new dataset containing dense vertex-level contact annotations paired with RGB images containing complex human-object and human-scene contact. Second, we train DECO, a novel 3D contact detector that uses both body-part-driven and scene-context-driven attention to estimate vertex-level contact on the SMPL body. DECO builds on the insight that human observers recognize contact by reasoning about the contacting body parts, their proximity to scene objects, and the surrounding scene context. We perform extensive evaluations of our detector on DAMON as well as on the RICH and BEHAVE datasets. We significantly outperform existing SOTA methods across all benchmarks. We also show qualitatively that DECO generalizes well to diverse and challenging real-world human interactions in natural images. The code, data, and models are available at https://deco.is.tue.mpg.de.

  • 6 authors
·
Sep 26, 2023 1

Generating Robot Constitutions & Benchmarks for Semantic Safety

Until recently, robotics safety research was predominantly about collision avoidance and hazard reduction in the immediate vicinity of a robot. Since the advent of large vision and language models (VLMs), robots are now also capable of higher-level semantic scene understanding and natural language interactions with humans. Despite their known vulnerabilities (e.g. hallucinations or jail-breaking), VLMs are being handed control of robots capable of physical contact with the real world. This can lead to dangerous behaviors, making semantic safety for robots a matter of immediate concern. Our contributions in this paper are two fold: first, to address these emerging risks, we release the ASIMOV Benchmark, a large-scale and comprehensive collection of datasets for evaluating and improving semantic safety of foundation models serving as robot brains. Our data generation recipe is highly scalable: by leveraging text and image generation techniques, we generate undesirable situations from real-world visual scenes and human injury reports from hospitals. Secondly, we develop a framework to automatically generate robot constitutions from real-world data to steer a robot's behavior using Constitutional AI mechanisms. We propose a novel auto-amending process that is able to introduce nuances in written rules of behavior; this can lead to increased alignment with human preferences on behavior desirability and safety. We explore trade-offs between generality and specificity across a diverse set of constitutions of different lengths, and demonstrate that a robot is able to effectively reject unconstitutional actions. We measure a top alignment rate of 84.3% on the ASIMOV Benchmark using generated constitutions, outperforming no-constitution baselines and human-written constitutions. Data is available at asimov-benchmark.github.io

  • 5 authors
·
Mar 11, 2025

NCHO: Unsupervised Learning for Neural 3D Composition of Humans and Objects

Deep generative models have been recently extended to synthesizing 3D digital humans. However, previous approaches treat clothed humans as a single chunk of geometry without considering the compositionality of clothing and accessories. As a result, individual items cannot be naturally composed into novel identities, leading to limited expressiveness and controllability of generative 3D avatars. While several methods attempt to address this by leveraging synthetic data, the interaction between humans and objects is not authentic due to the domain gap, and manual asset creation is difficult to scale for a wide variety of objects. In this work, we present a novel framework for learning a compositional generative model of humans and objects (backpacks, coats, scarves, and more) from real-world 3D scans. Our compositional model is interaction-aware, meaning the spatial relationship between humans and objects, and the mutual shape change by physical contact is fully incorporated. The key challenge is that, since humans and objects are in contact, their 3D scans are merged into a single piece. To decompose them without manual annotations, we propose to leverage two sets of 3D scans of a single person with and without objects. Our approach learns to decompose objects and naturally compose them back into a generative human model in an unsupervised manner. Despite our simple setup requiring only the capture of a single subject with objects, our experiments demonstrate the strong generalization of our model by enabling the natural composition of objects to diverse identities in various poses and the composition of multiple objects, which is unseen in training data. https://taeksuu.github.io/ncho/

  • 3 authors
·
May 23, 2023

Shoe Style-Invariant and Ground-Aware Learning for Dense Foot Contact Estimation

Foot contact plays a critical role in human interaction with the world, and thus exploring foot contact can advance our understanding of human movement and physical interaction. Despite its importance, existing methods often approximate foot contact using a zero-velocity constraint and focus on joint-level contact, failing to capture the detailed interaction between the foot and the world. Dense estimation of foot contact is crucial for accurately modeling this interaction, yet predicting dense foot contact from a single RGB image remains largely underexplored. There are two main challenges for learning dense foot contact estimation. First, shoes exhibit highly diverse appearances, making it difficult for models to generalize across different styles. Second, ground often has a monotonous appearance, making it difficult to extract informative features. To tackle these issues, we present a FEet COntact estimation (FECO) framework that learns dense foot contact with shoe style-invariant and ground-aware learning. To overcome the challenge of shoe appearance diversity, our approach incorporates shoe style adversarial training that enforces shoe style-invariant features for contact estimation. To effectively utilize ground information, we introduce a ground feature extractor that captures ground properties based on spatial context. As a result, our proposed method achieves robust foot contact estimation regardless of shoe appearance and effectively leverages ground information. Code will be released.

PhysBrain: Human Egocentric Data as a Bridge from Vision Language Models to Physical Intelligence

Robotic generalization relies on physical intelligence: the ability to reason about state changes, contact-rich interactions, and long-horizon planning under egocentric perception and action. However, most VLMs are trained primarily on third-person data, creating a fundamental viewpoint mismatch for humanoid robots. Scaling robot egocentric data collection remains impractical due to high cost and limited diversity, whereas large-scale human egocentric videos offer a scalable alternative that naturally capture rich interaction context and causal structure. The key challenge is to convert raw egocentric videos into structured and reliable embodiment training supervision. Accordingly, we propose an Egocentric2Embodiment translation pipeline that transforms first-person videos into multi-level, schema-driven VQA supervision with enforced evidence grounding and temporal consistency, enabling the construction of the Egocentric2Embodiment dataset (E2E-3M) at scale. An egocentric-aware embodied brain, termed PhysBrain, is obtained by training on the E2E-3M dataset. PhysBrain exhibits substantially improved egocentric understanding, particularly for planning on EgoThink. It provides an egocentric-aware initialization that enables more sample-efficient VLA fine-tuning and higher SimplerEnv success rates (53.9\%), demonstrating effective transfer from human egocentric supervision to downstream robot control.

DeepCybo DeepCybo
·
Dec 18, 2025 4

CaRe-Ego: Contact-aware Relationship Modeling for Egocentric Interactive Hand-object Segmentation

Egocentric Interactive hand-object segmentation (EgoIHOS) requires the segmentation of hands and interacting objects in egocentric images, which is crucial for understanding human behavior in assistive systems. Previous methods typically recognize hands and interacting objects as distinct semantic categories based solely on visual features, or simply use hand predictions as auxiliary cues for object segmentation. Despite the promising progress achieved by these methods, they fail to adequately model the interactive relationships between hands and objects while ignoring the coupled physical relationships among object categories, ultimately constraining their segmentation performance. To make up for the shortcomings of existing methods, we propose a novel method called CaRe-Ego that achieves state-of-the-art performance by emphasizing the contact between hands and objects from two aspects. First, we introduce a Hand-guided Object Feature Enhancer (HOFE) to establish the hand-object interactive relationships to extract more contact-relevant and discriminative object features. Second, we design the Contact-centric Object Decoupling Strategy (CODS) to explicitly model and disentangle coupling relationships among object categories, thereby emphasizing contact-aware feature learning. Experiments on various in-domain and out-of-domain test sets show that Care-Ego significantly outperforms existing methods with robust generalization capability. Codes are publicly available at https://github.com/yuggiehk/CaRe-Ego/.

  • 3 authors
·
Jul 7, 2024

DIFFTACTILE: A Physics-based Differentiable Tactile Simulator for Contact-rich Robotic Manipulation

We introduce DIFFTACTILE, a physics-based differentiable tactile simulation system designed to enhance robotic manipulation with dense and physically accurate tactile feedback. In contrast to prior tactile simulators which primarily focus on manipulating rigid bodies and often rely on simplified approximations to model stress and deformations of materials in contact, DIFFTACTILE emphasizes physics-based contact modeling with high fidelity, supporting simulations of diverse contact modes and interactions with objects possessing a wide range of material properties. Our system incorporates several key components, including a Finite Element Method (FEM)-based soft body model for simulating the sensing elastomer, a multi-material simulator for modeling diverse object types (such as elastic, elastoplastic, cables) under manipulation, a penalty-based contact model for handling contact dynamics. The differentiable nature of our system facilitates gradient-based optimization for both 1) refining physical properties in simulation using real-world data, hence narrowing the sim-to-real gap and 2) efficient learning of tactile-assisted grasping and contact-rich manipulation skills. Additionally, we introduce a method to infer the optical response of our tactile sensor to contact using an efficient pixel-based neural module. We anticipate that DIFFTACTILE will serve as a useful platform for studying contact-rich manipulations, leveraging the benefits of dense tactile feedback and differentiable physics. Code and supplementary materials are available at the project website https://difftactile.github.io/.

  • 7 authors
·
Mar 13, 2024

Learning Flexible Body Collision Dynamics with Hierarchical Contact Mesh Transformer

Recently, many mesh-based graph neural network (GNN) models have been proposed for modeling complex high-dimensional physical systems. Remarkable achievements have been made in significantly reducing the solving time compared to traditional numerical solvers. These methods are typically designed to i) reduce the computational cost in solving physical dynamics and/or ii) propose techniques to enhance the solution accuracy in fluid and rigid body dynamics. However, it remains under-explored whether they are effective in addressing the challenges of flexible body dynamics, where instantaneous collisions occur within a very short timeframe. In this paper, we present Hierarchical Contact Mesh Transformer (HCMT), which uses hierarchical mesh structures and can learn long-range dependencies (occurred by collisions) among spatially distant positions of a body -- two close positions in a higher-level mesh correspond to two distant positions in a lower-level mesh. HCMT enables long-range interactions, and the hierarchical mesh structure quickly propagates collision effects to faraway positions. To this end, it consists of a contact mesh Transformer and a hierarchical mesh Transformer (CMT and HMT, respectively). Lastly, we propose a flexible body dynamics dataset, consisting of trajectories that reflect experimental settings frequently used in the display industry for product designs. We also compare the performance of several baselines using well-known benchmark datasets. Our results show that HCMT provides significant performance improvements over existing methods. Our code is available at https://github.com/yuyudeep/hcmt.

  • 12 authors
·
Dec 19, 2023

PhysX-Anything: Simulation-Ready Physical 3D Assets from Single Image

3D modeling is shifting from static visual representations toward physical, articulated assets that can be directly used in simulation and interaction. However, most existing 3D generation methods overlook key physical and articulation properties, thereby limiting their utility in embodied AI. To bridge this gap, we introduce PhysX-Anything, the first simulation-ready physical 3D generative framework that, given a single in-the-wild image, produces high-quality sim-ready 3D assets with explicit geometry, articulation, and physical attributes. Specifically, we propose the first VLM-based physical 3D generative model, along with a new 3D representation that efficiently tokenizes geometry. It reduces the number of tokens by 193x, enabling explicit geometry learning within standard VLM token budgets without introducing any special tokens during fine-tuning and significantly improving generative quality. In addition, to overcome the limited diversity of existing physical 3D datasets, we construct a new dataset, PhysX-Mobility, which expands the object categories in prior physical 3D datasets by over 2x and includes more than 2K common real-world objects with rich physical annotations. Extensive experiments on PhysX-Mobility and in-the-wild images demonstrate that PhysX-Anything delivers strong generative performance and robust generalization. Furthermore, simulation-based experiments in a MuJoCo-style environment validate that our sim-ready assets can be directly used for contact-rich robotic policy learning. We believe PhysX-Anything can substantially empower a broad range of downstream applications, especially in embodied AI and physics-based simulation.

  • 5 authors
·
Nov 17, 2025 2

Planning-Guided Diffusion Policy Learning for Generalizable Contact-Rich Bimanual Manipulation

Contact-rich bimanual manipulation involves precise coordination of two arms to change object states through strategically selected contacts and motions. Due to the inherent complexity of these tasks, acquiring sufficient demonstration data and training policies that generalize to unseen scenarios remain a largely unresolved challenge. Building on recent advances in planning through contacts, we introduce Generalizable Planning-Guided Diffusion Policy Learning (GLIDE), an approach that effectively learns to solve contact-rich bimanual manipulation tasks by leveraging model-based motion planners to generate demonstration data in high-fidelity physics simulation. Through efficient planning in randomized environments, our approach generates large-scale and high-quality synthetic motion trajectories for tasks involving diverse objects and transformations. We then train a task-conditioned diffusion policy via behavior cloning using these demonstrations. To tackle the sim-to-real gap, we propose a set of essential design options in feature extraction, task representation, action prediction, and data augmentation that enable learning robust prediction of smooth action sequences and generalization to unseen scenarios. Through experiments in both simulation and the real world, we demonstrate that our approach can enable a bimanual robotic system to effectively manipulate objects of diverse geometries, dimensions, and physical properties. Website: https://glide-manip.github.io/

  • 6 authors
·
Dec 3, 2024

Skills Made to Order: Efficient Acquisition of Robot Cooking Skills Guided by Multiple Forms of Internet Data

This study explores the utility of various internet data sources to select among a set of template robot behaviors to perform skills. Learning contact-rich skills involving tool use from internet data sources has typically been challenging due to the lack of physical information such as contact existence, location, areas, and force in this data. Prior works have generally used internet data and foundation models trained on this data to generate low-level robot behavior. We hypothesize that these data and models may be better suited to selecting among a set of basic robot behaviors to perform these contact-rich skills. We explore three methods of template selection: querying large language models, comparing video of robot execution to retrieved human video using features from a pretrained video encoder common in prior work, and performing the same comparison using features from an optic flow encoder trained on internet data. Our results show that LLMs are surprisingly capable template selectors despite their lack of visual information, optical flow encoding significantly outperforms video encoders trained with an order of magnitude more data, and important synergies exist between various forms of internet data for template selection. By exploiting these synergies, we create a template selector using multiple forms of internet data that achieves a 79\% success rate on a set of 16 different cooking skills involving tool-use.

  • 2 authors
·
Sep 23, 2024

TOUCH: Text-guided Controllable Generation of Free-Form Hand-Object Interactions

Hand-object interaction (HOI) is fundamental for humans to express intent. Existing HOI generation research is predominantly confined to fixed grasping patterns, where control is tied to physical priors such as force closure or generic intent instructions, even when expressed through elaborate language. Such an overly general conditioning imposes a strong inductive bias for stable grasps, thus failing to capture the diversity of daily HOI. To address these limitations, we introduce Free-Form HOI Generation, which aims to generate controllable, diverse, and physically plausible HOI conditioned on fine-grained intent, extending HOI from grasping to free-form interactions, like pushing, poking, and rotating. To support this task, we construct WildO2, an in-the-wild diverse 3D HOI dataset, which includes diverse HOI derived from internet videos. Specifically, it contains 4.4k unique interactions across 92 intents and 610 object categories, each with detailed semantic annotations. Building on this dataset, we propose TOUCH, a three-stage framework centered on a multi-level diffusion model that facilitates fine-grained semantic control to generate versatile hand poses beyond grasping priors. This process leverages explicit contact modeling for conditioning and is subsequently refined with contact consistency and physical constraints to ensure realism. Comprehensive experiments demonstrate our method's ability to generate controllable, diverse, and physically plausible hand interactions representative of daily activities. The project page is https://guangyid.github.io/hoi123touch{here}.

  • 5 authors
·
Oct 16, 2025

KineDex: Learning Tactile-Informed Visuomotor Policies via Kinesthetic Teaching for Dexterous Manipulation

Collecting demonstrations enriched with fine-grained tactile information is critical for dexterous manipulation, particularly in contact-rich tasks that require precise force control and physical interaction. While prior works primarily focus on teleoperation or video-based retargeting, they often suffer from kinematic mismatches and the absence of real-time tactile feedback, hindering the acquisition of high-fidelity tactile data. To mitigate this issue, we propose KineDex, a hand-over-hand kinesthetic teaching paradigm in which the operator's motion is directly transferred to the dexterous hand, enabling the collection of physically grounded demonstrations enriched with accurate tactile feedback. To resolve occlusions from human hand, we apply inpainting technique to preprocess the visual observations. Based on these demonstrations, we then train a visuomotor policy using tactile-augmented inputs and implement force control during deployment for precise contact-rich manipulation. We evaluate KineDex on a suite of challenging contact-rich manipulation tasks, including particularly difficult scenarios such as squeezing toothpaste onto a toothbrush, which require precise multi-finger coordination and stable force regulation. Across these tasks, KineDex achieves an average success rate of 74.4%, representing a 57.7% improvement over the variant without force control. Comparative experiments with teleoperation and user studies further validate the advantages of KineDex in data collection efficiency and operability. Specifically, KineDex collects data over twice as fast as teleoperation across two tasks of varying difficulty, while maintaining a near-100% success rate, compared to under 50% for teleoperation.

  • 6 authors
·
May 3, 2025

InterPrior: Scaling Generative Control for Physics-Based Human-Object Interactions

Humans rarely plan whole-body interactions with objects at the level of explicit whole-body movements. High-level intentions, such as affordance, define the goal, while coordinated balance, contact, and manipulation can emerge naturally from underlying physical and motor priors. Scaling such priors is key to enabling humanoids to compose and generalize loco-manipulation skills across diverse contexts while maintaining physically coherent whole-body coordination. To this end, we introduce InterPrior, a scalable framework that learns a unified generative controller through large-scale imitation pretraining and post-training by reinforcement learning. InterPrior first distills a full-reference imitation expert into a versatile, goal-conditioned variational policy that reconstructs motion from multimodal observations and high-level intent. While the distilled policy reconstructs training behaviors, it does not generalize reliably due to the vast configuration space of large-scale human-object interactions. To address this, we apply data augmentation with physical perturbations, and then perform reinforcement learning finetuning to improve competence on unseen goals and initializations. Together, these steps consolidate the reconstructed latent skills into a valid manifold, yielding a motion prior that generalizes beyond the training data, e.g., it can incorporate new behaviors such as interactions with unseen objects. We further demonstrate its effectiveness for user-interactive control and its potential for real robot deployment.

  • 7 authors
·
Feb 5 3

Robot Learning with Sparsity and Scarcity

Unlike in language or vision, one of the fundamental challenges in robot learning is the lack of access to vast data resources. We can further break down the problem into (1) data sparsity from the angle of data representation and (2) data scarcity from the angle of data quantity. In this thesis, I will discuss selected works on two domains: (1) tactile sensing and (2) rehabilitation robots, which are exemplars of data sparsity and scarcity, respectively. Tactile sensing is an essential modality for robotics, but tactile data are often sparse, and for each interaction with the physical world, tactile sensors can only obtain information about the local area of contact. I will discuss my work on learning vision-free tactile-only exploration and manipulation policies through model-free reinforcement learning to make efficient use of sparse tactile information. On the other hand, rehabilitation robots are an example of data scarcity to the extreme due to the significant challenge of collecting biosignals from disabled-bodied subjects at scale for training. I will discuss my work in collaboration with the medical school and clinicians on intent inferral for stroke survivors, where a hand orthosis developed in our lab collects a set of biosignals from the patient and uses them to infer the activity that the patient intends to perform, so the orthosis can provide the right type of physical assistance at the right moment. My work develops machine learning algorithms that enable intent inferral with minimal data, including semi-supervised, meta-learning, and generative AI methods.

  • 1 authors
·
Sep 20, 2025

Text2HOI: Text-guided 3D Motion Generation for Hand-Object Interaction

This paper introduces the first text-guided work for generating the sequence of hand-object interaction in 3D. The main challenge arises from the lack of labeled data where existing ground-truth datasets are nowhere near generalizable in interaction type and object category, which inhibits the modeling of diverse 3D hand-object interaction with the correct physical implication (e.g., contacts and semantics) from text prompts. To address this challenge, we propose to decompose the interaction generation task into two subtasks: hand-object contact generation; and hand-object motion generation. For contact generation, a VAE-based network takes as input a text and an object mesh, and generates the probability of contacts between the surfaces of hands and the object during the interaction. The network learns a variety of local geometry structure of diverse objects that is independent of the objects' category, and thus, it is applicable to general objects. For motion generation, a Transformer-based diffusion model utilizes this 3D contact map as a strong prior for generating physically plausible hand-object motion as a function of text prompts by learning from the augmented labeled dataset; where we annotate text labels from many existing 3D hand and object motion data. Finally, we further introduce a hand refiner module that minimizes the distance between the object surface and hand joints to improve the temporal stability of the object-hand contacts and to suppress the penetration artifacts. In the experiments, we demonstrate that our method can generate more realistic and diverse interactions compared to other baseline methods. We also show that our method is applicable to unseen objects. We will release our model and newly labeled data as a strong foundation for future research. Codes and data are available in: https://github.com/JunukCha/Text2HOI.

  • 4 authors
·
Mar 31, 2024

Detecting Human-Object Contact in Images

Humans constantly contact objects to move and perform tasks. Thus, detecting human-object contact is important for building human-centered artificial intelligence. However, there exists no robust method to detect contact between the body and the scene from an image, and there exists no dataset to learn such a detector. We fill this gap with HOT ("Human-Object conTact"), a new dataset of human-object contacts for images. To build HOT, we use two data sources: (1) We use the PROX dataset of 3D human meshes moving in 3D scenes, and automatically annotate 2D image areas for contact via 3D mesh proximity and projection. (2) We use the V-COCO, HAKE and Watch-n-Patch datasets, and ask trained annotators to draw polygons for the 2D image areas where contact takes place. We also annotate the involved body part of the human body. We use our HOT dataset to train a new contact detector, which takes a single color image as input, and outputs 2D contact heatmaps as well as the body-part labels that are in contact. This is a new and challenging task that extends current foot-ground or hand-object contact detectors to the full generality of the whole body. The detector uses a part-attention branch to guide contact estimation through the context of the surrounding body parts and scene. We evaluate our detector extensively, and quantitative results show that our model outperforms baselines, and that all components contribute to better performance. Results on images from an online repository show reasonable detections and generalizability.

  • 4 authors
·
Mar 6, 2023

Digitizing Touch with an Artificial Multimodal Fingertip

Touch is a crucial sensing modality that provides rich information about object properties and interactions with the physical environment. Humans and robots both benefit from using touch to perceive and interact with the surrounding environment (Johansson and Flanagan, 2009; Li et al., 2020; Calandra et al., 2017). However, no existing systems provide rich, multi-modal digital touch-sensing capabilities through a hemispherical compliant embodiment. Here, we describe several conceptual and technological innovations to improve the digitization of touch. These advances are embodied in an artificial finger-shaped sensor with advanced sensing capabilities. Significantly, this fingertip contains high-resolution sensors (~8.3 million taxels) that respond to omnidirectional touch, capture multi-modal signals, and use on-device artificial intelligence to process the data in real time. Evaluations show that the artificial fingertip can resolve spatial features as small as 7 um, sense normal and shear forces with a resolution of 1.01 mN and 1.27 mN, respectively, perceive vibrations up to 10 kHz, sense heat, and even sense odor. Furthermore, it embeds an on-device AI neural network accelerator that acts as a peripheral nervous system on a robot and mimics the reflex arc found in humans. These results demonstrate the possibility of digitizing touch with superhuman performance. The implications are profound, and we anticipate potential applications in robotics (industrial, medical, agricultural, and consumer-level), virtual reality and telepresence, prosthetics, and e-commerce. Toward digitizing touch at scale, we open-source a modular platform to facilitate future research on the nature of touch.

  • 23 authors
·
Nov 4, 2024

Capturing and Inferring Dense Full-Body Human-Scene Contact

Inferring human-scene contact (HSC) is the first step toward understanding how humans interact with their surroundings. While detecting 2D human-object interaction (HOI) and reconstructing 3D human pose and shape (HPS) have enjoyed significant progress, reasoning about 3D human-scene contact from a single image is still challenging. Existing HSC detection methods consider only a few types of predefined contact, often reduce body and scene to a small number of primitives, and even overlook image evidence. To predict human-scene contact from a single image, we address the limitations above from both data and algorithmic perspectives. We capture a new dataset called RICH for "Real scenes, Interaction, Contact and Humans." RICH contains multiview outdoor/indoor video sequences at 4K resolution, ground-truth 3D human bodies captured using markerless motion capture, 3D body scans, and high resolution 3D scene scans. A key feature of RICH is that it also contains accurate vertex-level contact labels on the body. Using RICH, we train a network that predicts dense body-scene contacts from a single RGB image. Our key insight is that regions in contact are always occluded so the network needs the ability to explore the whole image for evidence. We use a transformer to learn such non-local relationships and propose a new Body-Scene contact TRansfOrmer (BSTRO). Very few methods explore 3D contact; those that do focus on the feet only, detect foot contact as a post-processing step, or infer contact from body pose without looking at the scene. To our knowledge, BSTRO is the first method to directly estimate 3D body-scene contact from a single image. We demonstrate that BSTRO significantly outperforms the prior art. The code and dataset are available at https://rich.is.tue.mpg.de.

  • 8 authors
·
Jun 19, 2022

Limits on the accuracy of contact inhibition of locomotion

Cells that collide with each other repolarize away from contact, in a process called contact inhibition of locomotion (CIL), which is necessary for correct development of the embryo. CIL can occur even when cells make a micron-scale contact with a neighbor - much smaller than their size. How precisely can a cell sense cell-cell contact and repolarize in the correct direction? What factors control whether a cell recognizes it has contacted a neighbor? We propose a theoretical model for the limits of CIL where cells recognize the presence of another cell by binding the protein ephrin with the Eph receptor. This recognition is made difficult by the presence of interfering ligands that bind nonspecifically. Both theoretical predictions and simulation results show that it becomes more difficult to sense cell-cell contact when it is difficult to distinguish ephrin from the interfering ligands, or when there are more interfering ligands, or when the contact width decreases. However, the error of estimating contact position remains almost constant when the contact width changes. This happens because the cell gains spatial information largely from the boundaries of cell-cell contact. We study using statistical decision theory the likelihood of a false positive CIL event in the absence of cell-cell contact, and the likelihood of a false negative where CIL does not occur when another cell is present. Our results suggest that the cell is more likely to make incorrect decisions when the contact width is very small or so large that it nears the cell's perimeter. However, in general, we find that cells have the ability to make reasonably reliable CIL decisions even for very narrow (micron-scale) contacts, even if the concentration of interfering ligands is ten times that of the correct ligands.

  • 2 authors
·
Oct 31, 2023