# We are More than Our Joints: Predicting how 3D Bodies Move

arXiv: https://arxiv.org/abs/2012.00619 · HTML: https://mlsanity.com/paper/2012.00619/

## Key facts

- Cited by 115 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 1 Dec 2020.

## Built on by (most cited first, 30 of 115)

- [Executing your Commands via Motion Diffusion in Latent Space](https://mlsanity.com/paper/2212.04048/) (2022)
- [MotionGPT: Human Motion as a Foreign Language](https://mlsanity.com/paper/2306.14795/) (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)
- [HuMoR: 3D Human Motion Model for Robust Pose Estimation](https://mlsanity.com/paper/2105.04668/) (2021)
- [Diffusion-based Generation, Optimization, and Planning in 3D Scenes](https://mlsanity.com/paper/2301.06015/) (2023)
- [Stochastic Scene-Aware Motion Prediction](https://mlsanity.com/paper/2108.08284/) (2021)
- [InterDiff: Generating 3D Human-Object Interactions with Physics-Informed Diffusion](https://mlsanity.com/paper/2308.16905/) (2023)
- [TEACH: Temporal Action Composition for 3D Humans](https://mlsanity.com/paper/2209.04066/) (2022)
- [HUMANISE: Language-conditioned Human Motion Generation in 3D Scenes](https://mlsanity.com/paper/2210.09729/) (2022)
- [GOAL: Generating 4D Whole-Body Motion for Hand-Object Grasping](https://mlsanity.com/paper/2112.11454/) (2021)
- [CG-HOI: Contact-Guided 3D Human-Object Interaction Generation](https://mlsanity.com/paper/2311.16097/) (2023)
- [DynMF: Neural Motion Factorization for Real-time Dynamic View Synthesis with 3D Gaussian Splatting](https://mlsanity.com/paper/2312.00112/) (2023)
- [Motion Mamba: Efficient and Long Sequence Motion Generation](https://mlsanity.com/paper/2403.07487/) (2024)
- [Synthesizing Diverse Human Motions in 3D Indoor Scenes](https://mlsanity.com/paper/2305.12411/) (2023)
- [Learning Motion Priors for 4D Human Body Capture in 3D Scenes](https://mlsanity.com/paper/2108.10399/) (2021)
- [Human Motion Generation: A Survey](https://mlsanity.com/paper/2307.10894/) (2023)
- [SAGA: Stochastic Whole-Body Grasping with Contact](https://mlsanity.com/paper/2112.10103/) (2021)
- [Towards Diverse and Natural Scene-aware 3D Human Motion Synthesis](https://mlsanity.com/paper/2205.13001/) (2022)
- [EMDM: Efficient Motion Diffusion Model for Fast and High-Quality Motion Generation](https://mlsanity.com/paper/2312.02256/) (2023)
- [FineDance: A Fine-grained Choreography Dataset for 3D Full Body Dance Generation](https://mlsanity.com/paper/2212.03741/) (2022)
- [Neural Trajectory Fields for Dynamic Novel View Synthesis](https://mlsanity.com/paper/2105.05994/) (2021)
- [Compositional Human-Scene Interaction Synthesis with Semantic Control](https://mlsanity.com/paper/2207.12824/) (2022)
- [GIMO: Gaze-Informed Human Motion Prediction in Context](https://mlsanity.com/paper/2204.09443/) (2022)
- [HumanMAC: Masked Motion Completion for Human Motion Prediction](https://mlsanity.com/paper/2302.03665/) (2023)
- [MetaAvatar: Learning Animatable Clothed Human Models from Few Depth Images](https://mlsanity.com/paper/2106.11944/) (2021)
- [PoseGPT: Quantization-based 3D Human Motion Generation and Forecasting](https://mlsanity.com/paper/2210.10542/) (2022)
- [NeMF: Neural Motion Fields for Kinematic Animation](https://mlsanity.com/paper/2206.03287/) (2022)
- [Physics-based Human Motion Estimation and Synthesis from Videos](https://mlsanity.com/paper/2109.09913/) (2021)
- [Single Motion Diffusion](https://mlsanity.com/paper/2302.05905/) (2023)

## Abstract (arXiv)

A key step towards understanding human behavior is the prediction of 3D human motion. Successful solutions have many applications in human tracking, HCI, and graphics. Most previous work focuses on predicting a time series of future 3D joint locations given a sequence 3D joints from the past. This Euclidean formulation generally works better than predicting pose in terms of joint rotations. Body joint locations, however, do not fully constrain 3D human pose, leaving degrees of freedom undefined, making it hard to animate a realistic human from only the joints. Note that the 3D joints can be viewed as a sparse point cloud. Thus the problem of human motion prediction can be seen as point cloud prediction. With this observation, we instead predict a sparse set of locations on the body surface that correspond to motion capture markers. Given such markers, we fit a parametric body model to recover the 3D shape and pose of the person. These sparse surface markers also carry detailed information about human movement that is not present in the joints, increasing the naturalness of the predicted motions. Using the AMASS dataset, we train MOJO, which is a novel variational autoencoder that generates motions from latent frequencies. MOJO preserves the full temporal resolution of the input motion, and sampling from the latent frequencies explicitly introduces high-frequency components into the generated motion. We note that motion prediction methods accumulate errors over time, resulting in joints or markers that diverge from true human bodies. To address this, we fit SMPL-X to the predictions at each time step, projecting the solution back onto the space of valid bodies. These valid markers are then propagated in time. Experiments show that our method produces state-of-the-art results and realistic 3D body animations. The code for research purposes is at https://yz-cnsdqz.github.io/MOJO/MOJO.html
