Sammy Joe Christen

dblp:243/6983 · also Sammy Christen · DBLP profile ↗
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16ranked-venue papers
6as first author
15since 2021 · last 2026
0000-0002-3511-8565ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 10 · 3 first-author · 10 since 2021Artificial intelligence and machine learning · 9 · 5 first-author · 8 since 2021Systems, architecture and hardware · 3 · 3 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 3 · 1 first-author · 3 since 2021
YearPublicationVenuePosition
2026 ReActor: Reinforcement Learning for Physics-Aware Motion Retargeting
abstract
Retargeting human kinematic reference motion onto a robot's morphology remains a formidable challenge. Existing methods often produce physical inconsistencies, such as foot sliding, self-collisions, or dynamically infeasible motions, which hinder downstream imitation learning. We propose a bilevel optimization framework that jointly adapts reference motions to a robot's morphology while training a tracking policy using reinforcement learning. To make the optimization tractable, we derive an approximate gradient for the upper-level loss. Our framework requires only a sparse set of semantic rigid-body correspondences and eliminates the need for manual tuning by identifying optimal values for a parameterization expressive enough to preserve characteristic motion across different embodiments. Moreover, by integrating retargeting directly with physics simulation, we produce physically plausible motions that facilitate robust imitation learning. We validate our method in simulation and on hardware, demonstrating challenging motions for morphologies that differ significantly from a human, including retargeting onto a quadruped.
David Müller 0011, Agon Serifi, Sammy Joe Christen, Ruben Grandia, Espen Knoop, Moritz Bächer
ACM Trans. Graph.3
2025 LatentHOI: On the Generalizable Hand Object Motion Generation with Latent Hand Diffusion
abstract
Current research on generating 3D hand-object interaction motion primarily focuses on in-domain objects. Generalization to unseen objects is essential for practical applications, yet it remains both challenging and largely unexplored. In this paper, we propose LatentHOI, a novel approach designed to tackle the challenges of generalizing hand-object interaction synthesis to unseen objects. Our main insight lies in decoupling high-level temporal motion from fine-grained spatial hand-object interactions via a latent diffusion model coupled with a Grasping Variational Autoencoder (Grasp-VAE). This configuration introduces regularization by enforcing a conditional dependency between spatial grasping and temporal motion, as well as through the regularized latent space for better generalization ability. We conducted extensive experiments in an unseen-object setting on both single-hand grasping and bi-manual motion datasets, including GRAB, DexYCB†, and OakInk. Quantitative and qualitative evaluations demonstrate that our method significantly enhances the realism and physical plausibility of generated motions for unseen objects, both in single and bimanual manipulations, compared to the state-of-the-art.
Muchen Li, Sammy Joe Christen, Chengde Wan, Yujun Cai, Renjie Liao 0001, Leonid Sigal, Shugao Ma
CVPR2
2025 Autonomous Human-Robot Interaction via Operator Imitation
abstract
Teleoperated robotic characters can perform expressive interactions with humans, relying on the operators’ experience and social intuition. In this work, we propose to create autonomous interactive robots, by training a model to imitate operator data. Our model is trained on a dataset of human-robot interactions, where an expert operator is asked to vary the interactions and mood of the robot, while the operator commands as well as the pose of the human and robot are recorded. Our approach learns to predict continuous operator commands through a diffusion process and discrete commands through a classifier, all unified within a single transformer architecture. We evaluate the resulting model in simulation and with a user study on the real system. We show that our method enables simple autonomous human-robot interactions that are comparable to the expert-operator baseline, and that users can recognize the different robot moods as generated by our model. Finally, we demonstrate a zero-shot transfer of our model onto a different robotic platform with the same operator interface.
Sammy Joe Christen, David Müller 0011, Agon Serifi, Ruben Grandia, Georg Wiedebach, Michael A. Hopkins, Espen Knoop, Moritz Bächer
IROS1
2024 Physically Plausible Full-Body Hand-Object Interaction Synthesis
abstract
We propose a physics-based method for synthesizing dexterous hand-object interactions in a full-body setting. While recent advancements have addressed specific facets of human-object interactions, a comprehensive physics-based approach remains a challenge. Existing methods often focus on isolated segments of the interaction process and rely on data-driven techniques that may result in artifacts. In contrast, our proposed method embraces reinforcement learning $(R L)$ and physics simulation to mitigate the limitations of data-driven approaches. Through a hierarchical framework, we first learn skill priors for both body and hand movements in a decoupled setting. The generic skill priors learn to decode a latent skill embedding into the motion of the underlying part. A high-level policy then controls hand-object interactions in these pretrained latent spaces, guided by task objectives of grasping and 3D target trajectory following. It is trained using a novel reward function that combines an adversarial style term with a task reward, encouraging natural motions while fulfilling the task incentives. Our method successfully accomplishes the complete interaction task, from approaching an object to grasping and subsequent manipulation. We compare our approach against kinematics-based baselines and show that it leads to more physically plausible motions. Video and code are available at https://eth-ait.github.io/phys-fullbody-grasp/.
Jona Braun, Sammy Joe Christen, Muhammed Kocabas, Emre Aksan, Otmar Hilliges
3DV2
2024 ArtiGrasp: Physically Plausible Synthesis of Bi-Manual Dexterous Grasping and Articulation
abstract
We present ArtiGrasp, a novel method to synthesize bimanual hand-object interactions that include grasping and articulation. This task is challenging due to the diversity of the global wrist motions and the precise finger control that are necessary to articulate objects. ArtiGrasp leverages reinforcement learning and physics simulations to train a policy that controls the global and local hand pose. Our framework unifies grasping and articulation within a single policy guided by a single hand pose reference. Moreover, to facilitate the training of the precise finger control required for articulation, we present a learning curriculum with increasing difficulty. It starts with single-hand manipulation of stationary objects and continues with multi-agent training including both hands and non-stationary objects. To evaluate our method, we introduce Dynamic Object Grasping and Articulation, a task that involves bringing an object into a target articulated pose. This task requires grasping, relocation, and articulation. We show our method’s efficacy towards this task. We further demonstrate that our method can generate motions with noisy hand-object pose estimates from an off-the-shelf image-based regressor. Project page: https://eth-ait.github.io/artigrasp/.
Hui Zhang 0101, Sammy Joe Christen, Zicong Fan, Luocheng Zheng, Jemin Hwangbo, Jie Song 0006, Otmar Hilliges
3DV2
2024 GraspXL: Generating Grasping Motions for Diverse Objects at Scale
Hui Zhang 0101, Sammy Joe Christen, Zicong Fan, Otmar Hilliges, Jie Song 0006
ECCV (26)2
2024 SynH2R: Synthesizing Hand-Object Motions for Learning Human-to-Robot Handovers
abstract
Vision-based human-to-robot handover is an important and challenging task in human-robot interaction. Recent work has attempted to train robot policies by interacting with dynamic virtual humans in simulated environments, where the policies can later be transferred to the real world. However, a major bottleneck is the reliance on human motion capture data, which is expensive to acquire and difficult to scale to arbitrary objects and human grasping motions. In this paper, we introduce a framework that can generate plausible human grasping motions suitable for training the robot. To achieve this, we propose a hand-object synthesis method that is designed to generate handover-friendly motions similar to humans. This allows us to generate synthetic training and testing data with 100x more objects than previous work. In our experiments, we show that our method trained purely with synthetic data is competitive with state-of-the-art methods that rely on real human motion data both in simulation and on a real system. In addition, we can perform evaluations on a larger scale compared to prior work. With our newly introduced test set, we show that our model can better scale to a large variety of unseen objects and human motions compared to the baselines.
Sammy Joe Christen, Lan Feng, Wei Yang 0019, Yu-Wei Chao, Otmar Hilliges, Jie Song 0006
ICRA1
2024 Omnigrasp: Grasping Diverse Objects with Simulated Humanoids
abstract
We present a method for controlling a simulated humanoid to grasp an object and move it to follow an object's trajectory. Due to the challenges in controlling a humanoid with dexterous hands, prior methods often use a disembodied hand and only consider vertical lifts or short trajectories. This limited scope hampers their applicability for object manipulation required for animation and simulation. To close this gap, we learn a controller that can pick up a large number (>1200) of objects and carry them to follow randomly generated trajectories. Our key insight is to leverage a humanoid motion representation that provides human-like motor skills and significantly speeds up training. Using only simplistic reward, state, and object representations, our method shows favorable scalability on diverse objects and trajectories. For training, we do not need a dataset of paired full-body motion and object trajectories. At test time, we only require the object mesh and desired trajectories for grasping and transporting. To demonstrate the capabilities of our method, we show state-of-the-art success rates in following object trajectories and generalizing to unseen objects. Code and models will be released.
Zhengyi Luo 0002, Jinkun Cao, Sammy Joe Christen, Alexander Winkler, Kris Makoto Kitani, Weipeng Xu
NeurIPS3
2024 DiffH2O: Diffusion-Based Synthesis of Hand-Object Interactions from Textual Descriptions
Sammy Joe Christen, Shreyas Hampali, Fadime Sener, Edoardo Remelli, Tomas Hodan, Eric Sauser, Shugao Ma, Bugra Tekin
SIGGRAPH Asia1
2024 MARLUI: Multi-Agent Reinforcement Learning for Adaptive Point-and-Click UIs
abstract
As the number of selectable items increases, point-and-click interfaces rapidly become complex, leading to a decrease in usability. Adaptive user interfaces can reduce this complexity by automatically adjusting an interface to only display the most relevant items. A core challenge for developing adaptive interfaces is to infer user intent and chose adaptations accordingly. Current methods rely on tediously hand-crafted rules or carefully collected user data. Furthermore, heuristics need to be recrafted and data regathered for every new task and interface. To address this issue, we formulate interface adaptation as a multi-agent reinforcement learning problem. Our approach learns adaptation policies without relying on heuristics or real user data, facilitating the development of adaptive interfaces across various tasks with minimal adjustments needed. In our formulation, a user agent mimics a real user and learns to interact with an interface via point-and-click actions. Simultaneously, an interface agent learns interface adaptations, to maximize the user agent's efficiency, by observing the user agent's behavior. For our evaluation, we substituted the simulated user agent with actual users. Our study involved twelve participants and concentrated on automatic toolbar item assignment. The results show that the policies we developed in simulation effectively apply to real users. These users were able to complete tasks with fewer actions and in similar times compared to methods trained with real data. Additionally, we demonstrated our method's efficiency and generalizability across four different interfaces and tasks.
Thomas Langerak, Sammy Joe Christen, Mert Albaba, Christoph Gebhardt, Christian Holz 0001, Otmar Hilliges
Proc. ACM Hum. Comput. Interact.2
2024 EgoHDM: A Real-time Egocentric-Inertial Human Motion Capture, Localization, and Dense Mapping System
abstract
We present EgoHDM, an online egocentric-inertial human motion capture (mocap), localization, and dense mapping system. Our system uses 6 inertial measurement units (IMUs) and a commodity head-mounted RGB camera. EgoHDM is the first human mocap system that offers dense scene mapping in near real-time. Further, it is fast and robust to initialize and fully closes the loop between physically plausible map-aware global human motion estimation and mocap-aware 3D scene reconstruction. To achieve this, we design a tightly coupled mocap-aware dense bundle adjustment and physics-based body pose correction module leveraging a local body-centric elevation map. The latter introduces a novel terrain-aware contact PD controller, which enables characters to physically contact the given local elevation map thereby reducing human floating or penetration. We demonstrate the performance of our system on established synthetic and real-world benchmarks. The results show that our method reduces human localization, camera pose, and mapping accuracy error by 41%, 71%, 46%, respectively, compared to the state of the art. Our qualitative evaluations on newly captured data further demonstrate that EgoHDM can cover challenging scenarios in non-flat terrain including stepping over stairs and outdoor scenes in the wild. Our project page: https://handiyin.github.io/EgoHDM/
Handi Yin, Bonan Liu, Manuel Kaufmann, Jinhao He, Sammy Joe Christen, Jie Song 0006, Pan Hui 0001
ACM Trans. Graph.5
2023 Learning Human-to-Robot Handovers from Point Clouds
abstract
We propose the first framework to learn control policies for vision-based human-to-robot handovers, a critical task for human-robot interaction. While research in Embodied AI has made significant progress in training robot agents in simulated environments, interacting with humans remains challenging due to the difficulties of simulating humans. Fortunately, recent research has developed realistic simulated environments for human-to-robot handovers. Leveraging this result, we introduce a method that is trained with a human-in-the-loop via a two-stage teacher-student framework that uses motion and grasp planning, reinforcement learning, and self-supervision. We show significant performance gains over baselines on a simulation benchmark, sim-to-sim transfer and sim-to-real transfer. Video and code are available at https://handover-sim2real.github.io.
Sammy Joe Christen, Wei Yang 0019, Claudia Pérez-D'Arpino, Otmar Hilliges, Dieter Fox, Yu-Wei Chao
CVPR1
2022 TempCLR: Reconstructing Hands via Time-Coherent Contrastive Learning
abstract
We introduce TempCLR, a new time-coherent contrastive learning approach for the structured regression task of 3D hand reconstruction. Unlike previous time-contrastive methods for hand pose estimation, our framework considers temporal consistency in its augmentation scheme, and accounts for the differences of hand poses along the temporal direction. Our data-driven method leverages unlabelled videos and a standard CNN, without relying on synthetic data, pseudo-labels, or specialized architectures. Our approach improves the performance of fully-supervised hand reconstruction methods by 15.9% and 7.6% in PA-V2V on the HO-3D and FreiHAND datasets respectively, thus establishing new state-of-the-art performance. Finally, we demonstrate that our approach produces smoother hand re-constructions through time, and is more robust to heavy occlusions compared to the previous state-of-the-art which we show quantitatively and qualitatively. Our code and models will be available at https://eth-ait.github.io/tempclr.
Andrea Ziani, Zicong Fan, Muhammed Kocabas, Sammy Joe Christen, Otmar Hilliges
3DV4
2022 D-Grasp: Physically Plausible Dynamic Grasp Synthesis for Hand-Object Interactions
abstract
We introduce the dynamic grasp synthesis task: given an object with a known 6D pose and a grasp reference, our goal is to generate motions that move the object to a target 6D pose. This is challenging, because it requires reasoning about the complex articulation of the human hand and the intricate physical interaction with the object. We propose a novel method that frames this problem in the reinforcement learning framework and leverages a physics simulation, both to learn and to evaluate such dynamic interactions. A hierarchical approach decomposes the task into low-level grasping and high-level motion synthesis. It can be used to generate novel hand sequences that approach, grasp, and move an object to a desired location, while retaining human-likeness. We show that our approach leads to stable grasps and generates a wide range of motions. Furthermore, even imperfect labels can be corrected by our method to generate dynamic interaction sequences. Video and code are available at: https://eth-ait.github.io/d-grasp/.
Sammy Joe Christen, Muhammed Kocabas, Emre Aksan, Jemin Hwangbo, Jie Song 0006, Otmar Hilliges
CVPR1
2021 The Six Hug Commandments: Design and Evaluation of a Human-Sized Hugging Robot with Visual and Haptic Perception
abstract
Receiving a hug is one of the best ways to feel socially supported, and the lack of social touch can have severe negative effects on an individual's well-being. Based on previous research both within and outside of HRI, we propose six tenets ("commandments") of natural and enjoyable robotic hugging: a hugging robot should be soft, be warm, be human sized, visually perceive its user, adjust its embrace to the user's size and position, and reliably release when the user wants to end the hug. Prior work validated the first two tenets, and the final four are new. We followed all six tenets to create a new robotic platform, HuggieBot 2.0, that has a soft, warm, inflated body (HuggieChest) and uses visual and haptic sensing to deliver closed-loop hugging. We first verified the outward appeal of this platform in comparison to the previous PR2-based HuggieBot 1.0 via an online video-watching study involving 117 users. We then conducted an in-person experiment in which 32 users each exchanged eight hugs with HuggieBot 2.0, experiencing all combinations of visual hug initiation, haptic sizing, and haptic releasing. The results show that adding haptic reactivity definitively improves user perception a hugging robot, largely verifying our four new tenets and illuminating several interesting opportunities for further improvement.
Alexis E. Block, Sammy Joe Christen, Roger Gassert, Otmar Hilliges, Katherine J. Kuchenbecker
HRI2
2019 Demonstration-Guided Deep Reinforcement Learning of Control Policies for Dexterous Human-Robot Interaction
abstract
In this paper, we propose a method for training control policies for human-robot interactions such as handshakes or hand claps via Deep Reinforcement Learning. The policy controls a humanoid Shadow Dexterous Hand, attached to a robot arm. We propose a parameterizable multi-objective reward function that allows learning of a variety of interactions without changing the reward structure. The parameters of the reward function are estimated directly from motion capture data of human-human interactions in order to produce policies that are perceived as being natural and human-like by observers. We evaluate our method on three significantly different hand interactions: handshake, hand clap and finger touch. We provide detailed analysis of the proposed reward function and the resulting policies and conduct a large-scale user study, indicating that our policy produces natural looking motions.
Sammy Joe Christen, Stefan Stevsic, Otmar Hilliges
ICRA1