mlsanityData to 7 Oct 2026

Synthesis of Biologically Realistic Human Motion Using Joint Torque Actuation

arXiv 1904.13041 ↗First posted 30 Apr 2019cs.GR cs.LG cs.ROcited by 23

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Abstract (arXiv)

Using joint actuators to drive the skeletal movements is a common practice in character animation, but the resultant torque patterns are often unnatural or infeasible for real humans to achieve. On the other hand, physiologically-based models explicitly simulate muscles and tendons and thus produce more human-like movements and torque patterns. This paper introduces a technique to transform an optimal control problem formulated in the muscle-actuation space to an equivalent problem in the joint-actuation space, such that the solutions to both problems have the same optimal value. By solving the equivalent problem in the joint-actuation space, we can generate human-like motions comparable to those generated by musculotendon models, while retaining the benefit of simple modeling and fast computation offered by joint-actuation models. Our method transforms constant bounds on muscle activations to nonlinear, state-dependent torque limits in the joint-actuation space. In addition, the metabolic energy function on muscle activations is transformed to a nonlinear function of joint torques, joint configuration and joint velocity. Our technique can also benefit policy optimization using deep reinforcement learning approach, by providing a more anatomically realistic action space for the agent to explore during the learning process. We take the advantage of the physiologically-based simulator, OpenSim, to provide training data for learning the torque limits and the metabolic energy function. Once trained, the same torque limits and the energy function can be applied to drastically different motor tasks formulated as either trajectory optimization or policy learning. Codebase: https://github.com/jyf588/lrle and https://github.com/jyf588/lrle-rl-examples

Key facts. Cited by 23 papers in the map (data through 7 Oct 2026). First posted on arXiv 30 Apr 2019.

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Citing papers per year: 2021: 6; 2022: 6; 2023: 4; 2024: 3; 2025: 1; 2026: 3.

23 papers.

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  1. 2021Character Controllers Using Motion VAEscited by 182
  2. 2021Neural Monocular 3D Human Motion Capture with Physical Awarenesscited by 70
  3. 2022Differentiable Simulation of Soft Multi-body Systemscited by 39
  4. 2022DEP-RL: Embodied Exploration for Reinforcement Learning in Overactuated and Musculoskeletal Systemscited by 27
  5. 2023Latent Exploration for Reinforcement Learningcited by 21
  6. 2021AMP: Adversarial Motion Priors for Stylized Physics-Based Character Controlcited by 18
  7. 2022A Survey on Reinforcement Learning Methods in Character Animationcited by 12
  8. 2022Generative GaitNetcited by 11
  9. 2022Learning to Get Upcited by 11
  10. 2023MyoDex: A Generalizable Prior for Dexterous Manipulationcited by 11
  11. 2021OstrichRL: A Musculoskeletal Ostrich Simulation to Study Bio-mechanical Locomotioncited by 10
  12. 2023Learning a Universal Human Prior for Dexterous Manipulation from Human Preferencecited by 10
11 more
  1. 2024MS-MANO: Enabling Hand Pose Tracking with Biomechanical Constraintscited by 9
  2. 2022ASE: Large-Scale Reusable Adversarial Skill Embeddings for Physically Simulated Characterscited by 6
  3. 2021An Adaptable Approach to Learn Realistic Legged Locomotion without Examplescited by 4
  4. 2023Bidirectional GaitNet: A Bidirectional Prediction Model of Human Gait and Anatomical Conditionscited by 3
  5. 2024Muscles in Time: Learning to Understand Human Motion by Simulating Muscle Activationscited by 3
  6. 2024HFGaussian: Learning Generalizable Gaussian Human with Integrated Human Featurescited by 3
  7. 2021Modeling human intention inference in continuous 3D domains by inverse planning and body kinematicscited by 1
  8. 2026Log2Motion: Biomechanical Motion Synthesis from Touch Logscited by 1
  9. 2026MUSIC: Learning Muscle-Driven Dexterous Hand Controlcited by 1
  10. 2026IAM: Identity-Aware Human Motion and Shape Joint Generationcited by 1
  11. 2025Where to Intervene: Action Selection in Deep Reinforcement Learningcited by 0