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CRISP: Contact-Guided Real2Sim from Monocular Video with Planar Scene Primitives

Conference: ICLR 2026 arXiv: 2512.14696 Code: Available (project page) Area: 3D Vision / Real2Sim Keywords: Real2Sim, monocular video, planar scene primitives, human-scene interaction, RL humanoid control

TL;DR

This paper proposes CRISP, a method for recovering simulatable human motion and scene geometry from monocular video. By fitting planar primitives to obtain clean, simulation-ready geometry and leveraging human-scene contact modeling to reconstruct occluded regions, CRISP reduces the motion tracking failure rate of a humanoid controller from 55.2% to 6.9%.

Background & Motivation

Real2Sim (converting real environments into simulation-ready representations) is a central problem in robotics and AR/VR. Recovering physically simulatable human motion and scene geometry from monocular video has significant value for robot policy training, motion retargeting, and virtual reality content creation.

Limitations of Prior Work:

Joint optimization methods with data-driven priors: These approaches rely on learned priors for joint human-scene reconstruction but operate with no physics in the loop, resulting in physically implausible outputs such as body-object interpenetration.

Direct geometric reconstruction methods: Although capable of recovering scene geometry, the results typically contain noise and artifacts. Such unclean geometry causes failures in scene interaction when fed into motion tracking policies — for example, an uneven chair surface can trigger abnormal physical collisions when a humanoid controller attempts to sit.

Key Challenge: Existing methods either lack physical plausibility or produce geometry that is insufficiently clean to be directly used for interactive physical simulation.

Core Idea: Fit planar primitives to the scene point cloud to obtain convex, clean, simulation-ready geometry, and use human-scene contact modeling to recover geometrically occluded regions during interaction.

Method

Overall Architecture

Input: Monocular RGB video. Output: Simulatable human motion sequences and clean scene geometry. The pipeline consists of three main stages: (1) scene geometry reconstruction via planar primitive fitting, (2) occluded region recovery via contact guidance, and (3) physical validation via a humanoid controller trained with RL.

Key Designs

  1. Planar Primitive Fitting:

    • Dense point cloud reconstruction is first obtained from the video using existing methods.
    • A clustering pipeline segments the point cloud based on three features: depth, surface normals, and optical flow.
    • A planar primitive is fit to each cluster.
    • The result is a compact scene representation composed of convex planar surfaces.
    • Design Motivation: Planar primitives are inherently convex and noise-free, making them well-suited for physics simulation engines. Compared to meshes or implicit representations, they introduce no noisy artifacts and support efficient, stable collision detection.
    • Additional Benefit: Simulation throughput improves by 43%, as convex geometry enables much faster collision detection than complex meshes.
  2. Contact-Guided Occlusion Recovery:

    • During human-scene interaction, portions of the scene geometry are occluded by the human body (e.g., a chair seat is hidden when a person sits).
    • Human-scene contact modeling is used to infer the occluded geometry.
    • Core Idea: Human pose implicitly encodes scene geometry — for instance, a sitting pose can be used to infer the position and shape of a chair seat.
    • By estimating contact points between body joints and the scene, the method back-projects the planar positions of occluded scene regions.
    • This approach requires no prior CAD models or scene category templates.
  3. Physical Validation via Humanoid Controller + RL:

    • The recovered human motion and scene geometry are used to drive a humanoid controller.
    • An RL policy is trained to track the original video motion within the reconstructed scene.
    • This step serves both as a validation mechanism (poor reconstruction quality leads to RL failure) and as a final output (producing simulatable human motion).
    • Physical simulation enforces physical plausibility in the final results: no penetration, maintained balance, and reasonable contact.

Loss & Training

  • Clustering stage: Unsupervised clustering using distance metrics over depth, surface normal, and optical flow features.
  • Plane fitting: Least-squares fitting of plane parameters for each cluster.
  • RL controller training: Standard PPO or similar policy gradient method; reward function includes motion tracking error and physical plausibility penalties (e.g., penetration, loss of balance).

Key Experimental Results

Main Results

Evaluated on the human-centric video benchmarks EMDB and PROX:

Method Motion Tracking Failure Rate ↓ RL Simulation Throughput Notes
Prior methods (noisy geometry) 55.2% Baseline Geometric artifacts cause frequent failures
CRISP (Ours) 6.9% +43% faster Clean geometry drastically reduces failures

In-the-Wild Video Validation

Video Type Result Notes
Casually captured daily videos Success Generalizes to uncontrolled environments
Internet videos Success Generalizes to diverse scenes
Sora-generated videos Success Applicable even to AI-generated content

Ablation Study

Configuration Key Metric Notes
Without planar primitives (raw mesh) Failure rate increases substantially Validates the critical role of planar primitives
Without contact-guided occlusion recovery Poor performance on interaction scenes Occlusion recovery is necessary for interactions
Without RL validation (direct output) Physically implausible penetration RL ensures physical realism
Different clustering feature combinations Depth + normals + flow is optimal Three features are complementary

Key Findings

  • Planar primitives are an ideal scene representation for Real2Sim: clean, convex, and computationally efficient.
  • Human pose is a powerful signal for inferring occluded scene geometry.
  • The motion tracking failure rate drops from 55.2% to 6.9%, representing an approximately 88% relative improvement.
  • The 43% throughput gain stems from more efficient collision detection with convex geometry.
  • The method generalizes well to in-the-wild videos, including AI-generated content from Sora.
  • The entire pipeline requires no CAD model libraries or scene category priors.

Highlights & Insights

  • The insight of replacing complex meshes with planar primitives is simple yet powerful — at a modest cost in geometric detail, simulation compatibility is substantially improved.
  • Contact-guided occlusion recovery is the key innovation: human pose serves as a "mold" for inferring hidden geometry.
  • Using the RL humanoid controller as a physical plausibility validator forms a meaningful closed loop.
  • Successful validation on Sora-generated videos demonstrates strong generalization potential and forward-looking applicability.
  • The depth + normals + optical flow feature combination for clustering is concise yet effective.
  • The method can generate physically valid human motion and interaction environments at scale, with direct applications in robotics and AR/VR.

Limitations & Future Work

  • The planar primitive assumption limits representational capacity for curved objects (e.g., spheres, cylinders).
  • The pipeline depends on the quality of upstream point cloud reconstruction; inaccurate depth estimation propagates errors throughout.
  • Contact-based inference relies on human pose, and cannot handle occlusions caused by distant, non-contact objects.
  • Clustering hyperparameters (e.g., number of clusters, distance thresholds) may require scene-specific tuning.
  • Dynamic scenes involving moving objects are not currently handled.
  • Training the RL controller itself requires substantial computational resources.
  • Future work may extend to multi-person interaction scenarios and more complex object manipulation tasks.
  • Related to human-scene interaction reconstruction methods such as PROX and LEMO, but introduces physical simulation as a validation step.
  • Complementary to physics-constrained motion generation approaches such as PhysDiff.
  • The planar primitive fitting idea connects to classical computational geometry work on plane detection, but its application to Real2Sim is novel.
  • Insights: (1) Simple geometric representations often outperform noisy but detailed ones in simulation contexts; (2) human pose as an implicit encoder of scene geometry is a direction worth deeper exploration; (3) the use of RL as a validation tool is transferable to other reconstruction tasks.

Rating

  • Novelty: ⭐⭐⭐⭐
  • Experimental Thoroughness: ⭐⭐⭐⭐⭐
  • Writing Quality: ⭐⭐⭐⭐
  • Value: ⭐⭐⭐⭐⭐