mlsanityData to 7 Oct 2026

GAN-based Reactive Motion Synthesis with Class-aware Discriminators for Human-human Interaction

arXiv 2110.00380 ↗First posted 1 Oct 2021cs.GR cs.CVcited by 18

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Abstract (arXiv)

Creating realistic characters that can react to the users' or another character's movement can benefit computer graphics, games and virtual reality hugely. However, synthesizing such reactive motions in human-human interactions is a challenging task due to the many different ways two humans can interact. While there are a number of successful researches in adapting the generative adversarial network (GAN) in synthesizing single human actions, there are very few on modelling human-human interactions. In this paper, we propose a semi-supervised GAN system that synthesizes the reactive motion of a character given the active motion from another character. Our key insights are two-fold. First, to effectively encode the complicated spatial-temporal information of a human motion, we empower the generator with a part-based long short-term memory (LSTM) module, such that the temporal movement of different limbs can be effectively modelled. We further include an attention module such that the temporal significance of the interaction can be learned, which enhances the temporal alignment of the active-reactive motion pair. Second, as the reactive motion of different types of interactions can be significantly different, we introduce a discriminator that not only tells if the generated movement is realistic or not, but also tells the class label of the interaction. This allows the use of such labels in supervising the training of the generator. We experiment with the SBU and the HHOI datasets. The high quality of the synthetic motion demonstrates the effective design of our generator, and the discriminability of the synthesis also demonstrates the strength of our discriminator.

Key facts. Cited by 18 papers in the map (data through 7 Oct 2026). Builds on 22 of its 53 references that are in the map. First posted on arXiv 1 Oct 2021.

Builds on

22 of 53 references.

References · 22

  1. 2014Neural Machine Translation by Jointly Learning to Align and Translatecited by 4,530
  2. 2016Improved Techniques for Training GANscited by 2,938
  3. 2014Conditional Generative Adversarial Netscited by 2,152
  4. 2015Effective Approaches to Attention-based Neural Machine Translationcited by 1,024
  5. 2017On human motion prediction using recurrent neural networkscited by 336
  6. 2016Coupled Generative Adversarial Networkscited by 216
  7. 2017State-of-the-art Speech Recognition With Sequence-to-Sequence Modelscited by 196
  8. 2017HP-GAN: Probabilistic 3D human motion prediction via GANcited by 176
  9. 2016Spatio-Temporal LSTM with Trust Gates for 3D Human Action Recognitioncited by 142
  10. 2018QuaterNet: A Quaternion-based Recurrent Model for Human Motioncited by 108
  11. 2018Co-occurrence Feature Learning from Skeleton Data for Action Recognition and Detection with Hierarchical Aggregationcited by 106
  12. 2016Semi-Supervised Learning with Generative Adversarial Networkscited by 103
10 more
  1. 2017Skeleton-Based Human Action Recognition with Global Context-Aware Attention LSTM Networkscited by 62
  2. 2015Action Recognition using Visual Attentioncited by 49
  3. 2018Skeleton-Based Action Recognition with Spatial Reasoning and Temporal Stack Learningcited by 47
  4. 2019Modeling Human Motion with Quaternion-based Neural Networkscited by 45
  5. 2019Spatio-temporal Manifold Learning for Human Motions via Long-horizon Modelingcited by 32
  6. 2020Structure-Aware Human-Action Generationcited by 28
  7. 2016Learning Social Affordance for Human-Robot Interactioncited by 20
  8. 2020Probabilistic Character Motion Synthesis using a Hierarchical Deep Latent Variable Modelcited by 16
  9. 2017Skeleton-aided Articulated Motion Generationcited by 14
  10. 2020GlocalNet: Class-aware Long-term Human Motion Synthesiscited by 10

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Citing papers per year: 2022: 2; 2023: 5; 2024: 1; 2025: 10.

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  1. 2023ReMoS: 3D Motion-Conditioned Reaction Synthesis for Two-Person Interactionscited by 62
  2. 2023Interactive Character Control with Auto-Regressive Motion Diffusion Modelscited by 52
  3. 2023Music-Driven Group Choreographycited by 36
  4. 2025Ready-to-React: Online Reaction Policy for Two-Character Interaction Generationcited by 25
  5. 2025A Survey on Human Interaction Motion Generationcited by 25
  6. 2023DROP: Dynamics Responses from Human Motion Prior and Projective Dynamicscited by 10
  7. 2025Think-Then-React: Towards Unconstrained Human Action-to-Reaction Generationcited by 7
  8. 2022Interaction Mix and Match: Synthesizing Close Interaction using Conditional Hierarchical GAN with Multi-Hot Class Embeddingcited by 6
  9. 2023Interaction-aware Joint Attention Estimation Using People Attributescited by 6
  10. 20253D Human Interaction Generation: A Surveycited by 6
  11. 2025Unified Multi-Modal Interactive & Reactive 3D Motion Generation via Rectified Flowcited by 6
  12. 2024Two-Person Interaction Augmentation with Skeleton Priorscited by 5
6 more
  1. 2025MDD: A Dataset for Text-and-Music Conditioned Duet Dance Generationcited by 4
  2. 2025ExGes: Expressive Human Motion Retrieval and Modulation for Audio-Driven Gesture Synthesiscited by 2
  3. 2025PlanMoGPT: Flow-Enhanced Progressive Planning for Text to Motion Synthesiscited by 2
  4. 2022Adversarial Attention for Human Motion Synthesiscited by 1
  5. 2025Fatigue-PINN: Physics-Informed Fatigue-Driven Motion Modulation and Synthesiscited by 1
  6. 2025JAX-IK: Real-Time Inverse Kinematics for Generating Multi-Constrained Movements of Virtual Human Characterscited by 1