# QuaterNet: A Quaternion-based Recurrent Model for Human Motion

arXiv: https://arxiv.org/abs/1805.06485 · HTML: https://mlsanity.com/paper/1805.06485/

## Key facts

- Cited by 109 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 16 May 2018.

## Built on by (most cited first, 30 of 109)

- [T2M-GPT: Generating Human Motion from Textual Descriptions with Discrete Representations](https://mlsanity.com/paper/2301.06052/) (2023)
- [Action-Conditioned 3D Human Motion Synthesis with Transformer VAE](https://mlsanity.com/paper/2104.05670/) (2021)
- [TEMOS: Generating diverse human motions from textual descriptions](https://mlsanity.com/paper/2204.14109/) (2022)
- [PhysDiff: Physics-Guided Human Motion Diffusion Model](https://mlsanity.com/paper/2212.02500/) (2022)
- [MoFusion: A Framework for Denoising-Diffusion-based Motion Synthesis](https://mlsanity.com/paper/2212.04495/) (2022)
- [Synthesis of Compositional Animations from Textual Descriptions](https://mlsanity.com/paper/2103.14675/) (2021)
- [GLAMR: Global Occlusion-Aware Human Mesh Recovery with Dynamic Cameras](https://mlsanity.com/paper/2112.01524/) (2021)
- [COUCH: Towards Controllable Human-Chair Interactions](https://mlsanity.com/paper/2205.00541/) (2022)
- [IMos: Intent-Driven Full-Body Motion Synthesis for Human-Object Interactions](https://mlsanity.com/paper/2212.07555/) (2022)
- [Audio2Gestures: Generating Diverse Gestures from Speech Audio with Conditional Variational Autoencoders](https://mlsanity.com/paper/2108.06720/) (2021)
- [Unified Human-Scene Interaction via Prompted Chain-of-Contacts](https://mlsanity.com/paper/2309.07918/) (2023)
- [Towards Diverse and Natural Scene-aware 3D Human Motion Synthesis](https://mlsanity.com/paper/2205.13001/) (2022)
- [BeLFusion: Latent Diffusion for Behavior-Driven Human Motion Prediction](https://mlsanity.com/paper/2211.14304/) (2022)
- [NeMF: Neural Motion Fields for Kinematic Animation](https://mlsanity.com/paper/2206.03287/) (2022)
- [Generating Smooth Pose Sequences for Diverse Human Motion Prediction](https://mlsanity.com/paper/2108.08422/) (2021)
- [Multi-Person 3D Motion Prediction with Multi-Range Transformers](https://mlsanity.com/paper/2111.12073/) (2021)
- [The Wanderings of Odysseus in 3D Scenes](https://mlsanity.com/paper/2112.09251/) (2021)
- [Interactive Character Control with Auto-Regressive Motion Diffusion Models](https://mlsanity.com/paper/2306.00416/) (2023)
- [ParCo: Part-Coordinating Text-to-Motion Synthesis](https://mlsanity.com/paper/2403.18512/) (2024)
- [Rhythm is a Dancer: Music-Driven Motion Synthesis with Global Structure](https://mlsanity.com/paper/2111.12159/) (2021)
- [HybrIK-X: Hybrid Analytical-Neural Inverse Kinematics for Whole-body Mesh Recovery](https://mlsanity.com/paper/2304.05690/) (2023)
- [TEDi: Temporally-Entangled Diffusion for Long-Term Motion Synthesis](https://mlsanity.com/paper/2307.15042/) (2023)
- [Hierarchical Generation of Human-Object Interactions with Diffusion Probabilistic Models](https://mlsanity.com/paper/2310.02242/) (2023)
- [Multiscale Spatio-Temporal Graph Neural Networks for 3D Skeleton-Based Motion Prediction](https://mlsanity.com/paper/2108.11244/) (2021)
- [PACE: Human and Camera Motion Estimation from in-the-wild Videos](https://mlsanity.com/paper/2310.13768/) (2023)
- [3D Human Motion Prediction: A Survey](https://mlsanity.com/paper/2203.01593/) (2022)
- [MyStyle: A Personalized Generative Prior](https://mlsanity.com/paper/2203.17272/) (2022)
- [Weakly-supervised Action Transition Learning for Stochastic Human Motion Prediction](https://mlsanity.com/paper/2205.15608/) (2022)
- [Plan, Posture and Go: Towards Open-World Text-to-Motion Generation](https://mlsanity.com/paper/2312.14828/) (2023)
- [Uncertainty-Aware Adaptation for Self-Supervised 3D Human Pose Estimation](https://mlsanity.com/paper/2203.15293/) (2022)

## Abstract (arXiv)

Deep learning for predicting or generating 3D human pose sequences is an active research area. Previous work regresses either joint rotations or joint positions. The former strategy is prone to error accumulation along the kinematic chain, as well as discontinuities when using Euler angle or exponential map parameterizations. The latter requires re-projection onto skeleton constraints to avoid bone stretching and invalid configurations. This work addresses both limitations. Our recurrent network, QuaterNet, represents rotations with quaternions and our loss function performs forward kinematics on a skeleton to penalize absolute position errors instead of angle errors. On short-term predictions, QuaterNet improves the state-of-the-art quantitatively. For long-term generation, our approach is qualitatively judged as realistic as recent neural strategies from the graphics literature.
