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Harmony4D: A Video Dataset for In-The-Wild Close Human Interactions
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Introduces Harmony4D, a large in-the-wild multi-view video dataset of close human-human contact (wrestling, dancing, MMA, etc.) with markerless 3D pose/mesh annotations, and shows fine-tuning HMR2.0 on it reduces error under occlusion and contact.
Problem
Existing multi-human 3D datasets for close physical interaction are captured in controlled indoor settings with choreographed actions, limiting diversity and generalization; accurate mesh ground truth under severe occlusion and contact is hard to obtain.
Approach
A markerless multi-view annotation pipeline that alternates 3D pose forecasting (per-keypoint Kalman filters), point-prompted instance segmentation with SAM, mask-conditioned 2D pose estimation (SegPose2D), RANSAC triangulation, and SMPL fitting with a mesh interpenetration loss to obtain contact-aware ground-truth meshes from a mobile ~20-camera rig.
Key results
- Fine-tuned HMR2.0 reduces test MPJPE from 108.18 mm to 47.71 mm and PVE from 131.00 to 59.14 mm, a 54.8% PVE improvement.
- Off-the-shelf Multi-HMR is the strongest baseline at 93.82 mm MPJPE, outperforming BUDDI (126.35 mm) which is designed for human contact.
- Interpenetration loss reduces average mP2S by 44.7 mm across hugging, wrestling, dancing, karate and MMA sequences.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Fine-tune HMR2.0 on Harmony4D train | HMR2.0 · Harmony4D test | MPJPE: 108.18 -> 47.71; improves MPJPE by 55.9% | Helped |
| Fine-tune HMR2.0 on Harmony4D train | HMR2.0 · Harmony4D test | PVE: 131.00 -> 59.14; MPVPE by 54.8% | Helped |
| Fine-tune HMR2.0 on Harmony4D train | HMR2.0 · Harmony4D test | 3DPCK: 75.62 -> 96.63; 3DPCK by 21.01% | Helped |
| Add interpenetration loss to mesh optimization (ablation) | Harmony4D mesh optimization · Hugging, Wrestling, Dancing, Karate, MMA | mP2S: reduced by 44.7 mm on average | Helped |
| Add interpenetration loss to mesh optimization (ablation) | Harmony4D mesh optimization · Hugging, Wrestling, Dancing, Karate, MMA | mIoU: reduced by 0.7% on average | Helped |
| Add interpenetration loss to mesh optimization (ablation) | Harmony4D mesh optimization · Hugging, Wrestling, Dancing, Karate, MMA | mIoA: reduced by 0.1 m^2 on average | Helped |
| Increase the number of cameras used for triangulation (ablation) | Harmony4D pose processing · Harmony4D activities | MPJPE | Helped |
Surprising findings
- Off-the-shelf Multi-HMR outperforms BUDDI, a method specifically designed to model human-human contact.
- Fine-tuning HMR2.0 on Harmony4D improves performance without explicit contact-vertex supervision, with inter-contact relationships preserved in predictions.
Limitations
- Trades off accuracy of 3D pose and shape under contact in favor of in-the-wild capture compared to high-precision indoor systems.
- Very high normalized per-vertex error for all baselines due to occlusion-induced inconsistent meshes.
- Manual inspection and re-optimization of 3D poses and meshes is still required.
Experimental setup
Datasets: Harmony4D COCO 3DPW
Benchmarks: Harmony4D test set 3DPW
Metrics: MPJPE PA-MPJPE N-MPJPE PVE PA-PVE N-PVE 3DPCK AUC F1 mP2S
Baselines: PARE ROMP BEV BUDDI HMR2.0 Multi-HMR
Builds on: EgoHumans Segment Anything ViTPose HMR2.0 SMPL
Closest papers by meaning
- CORE4D: A 4D Human-Object-Human Interaction Dataset for Collaborative Object REarrangement (CVPR 2025 · similarity 0.88)
- HOI-M^3: Capture Multiple Humans and Objects Interaction within Contextual Environment (CVPR 2024 · similarity 0.88)
- InterAct: Advancing Large-Scale Versatile 3D Human-Object Interaction Generation (CVPR 2025 · similarity 0.88)
- Ego-Exo4D: Understanding Skilled Human Activity from First- and Third-Person Perspectives (CVPR 2024 · similarity 0.87)
- AvatarGO: Zero-shot 4D Human-Object Interaction Generation and Animation (ICLR 2025 · similarity 0.86)
- Real2Sim in HOI: Toward Physically Plausible HOI Reconstruction from Monocular Videos (NeurIPS 2026 · similarity 0.86)
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