# Pose Representations for Deep Skeletal Animation

arXiv: https://arxiv.org/abs/2111.13907 · HTML: https://mlsanity.com/paper/2111.13907/

## Key facts

- Cited by 4 papers in the map (data through 14 Oct 2026).
- Builds on 25 of its 54 references that are in the map.
- First posted on arXiv 27 Nov 2021.

## Builds on (most cited first, 25 of 25)

- [Adam: A Method for Stochastic Optimization](https://mlsanity.com/paper/1412.6980/) (2014)
- [On the Continuity of Rotation Representations in Neural Networks](https://mlsanity.com/paper/1812.07035/) (2018)
- [OpenPose: Realtime Multi-Person 2D Pose Estimation using Part Affinity Fields](https://mlsanity.com/paper/1812.08008/) (2018)
- [Action-Conditioned 3D Human Motion Synthesis with Transformer VAE](https://mlsanity.com/paper/2104.05670/) (2021)
- [On human motion prediction using recurrent neural networks](https://mlsanity.com/paper/1705.02445/) (2017)
- [Structural-RNN: Deep Learning on Spatio-Temporal Graphs](https://mlsanity.com/paper/1511.05298/) (2015)
- [Robust Motion In-betweening](https://mlsanity.com/paper/2102.04942/) (2021)
- [Character Controllers Using Motion VAEs](https://mlsanity.com/paper/2103.14274/) (2021)
- [HP-GAN: Probabilistic 3D human motion prediction via GAN](https://mlsanity.com/paper/1711.09561/) (2017)
- [Skeleton-Aware Networks for Deep Motion Retargeting](https://mlsanity.com/paper/2005.05732/) (2020)
- [QuaterNet: A Quaternion-based Recurrent Model for Human Motion](https://mlsanity.com/paper/1805.06485/) (2018)
- [Deep representation learning for human motion prediction and classification](https://mlsanity.com/paper/1702.07486/) (2017)
- [Unpaired Motion Style Transfer from Video to Animation](https://mlsanity.com/paper/2005.05751/) (2020)
- [Neural Kinematic Networks for Unsupervised Motion Retargetting](https://mlsanity.com/paper/1804.05653/) (2018)
- [A Neural Temporal Model for Human Motion Prediction](https://mlsanity.com/paper/1809.03036/) (2018)
- [Learning to Generate Diverse Dance Motions with Transformer](https://mlsanity.com/paper/2008.08171/) (2020)
- [Rhythm is a Dancer: Music-Driven Motion Synthesis with Global Structure](https://mlsanity.com/paper/2111.12159/) (2021)
- [MoGlow: Probabilistic and controllable motion synthesis using normalising flows](https://mlsanity.com/paper/1905.06598/) (2019)
- [Combining Recurrent Neural Networks and Adversarial Training for Human Motion Synthesis and Control](https://mlsanity.com/paper/1806.08666/) (2018)
- [Spatio-temporal Manifold Learning for Human Motions via Long-horizon Modeling](https://mlsanity.com/paper/1908.07214/) (2019)
- [MotioNet: 3D Human Motion Reconstruction from Monocular Video with Skeleton Consistency](https://mlsanity.com/paper/2006.12075/) (2020)
- [A Smooth Representation of Belief over SO(3) for Deep Rotation Learning with Uncertainty](https://mlsanity.com/paper/2006.01031/) (2020)
- [A Survey on Deep Learning for Skeleton-Based Human Animation](https://mlsanity.com/paper/2110.06901/) (2021)
- [Revisiting the Continuity of Rotation Representations in Neural Networks](https://mlsanity.com/paper/2006.06234/) (2020)
- [Towards Robust Direction Invariance in Character Animation](https://mlsanity.com/paper/1907.06790/) (2019)

## Built on by (most cited first, 4 of 4)

- [SparsePoser: Real-time Full-body Motion Reconstruction from Sparse Data](https://mlsanity.com/paper/2311.02191/) (2023)
- [Pose-to-Motion: Cross-Domain Motion Retargeting with Pose Prior](https://mlsanity.com/paper/2310.20249/) (2023)
- [DragPoser: Motion Reconstruction from Variable Sparse Tracking Signals via Latent Space Optimization](https://mlsanity.com/paper/2406.14567/) (2024)
- [EgoAdapt: Enhancing Robustness in Egocentric Interactive Speaker Detection Under Missing Modalities](https://mlsanity.com/paper/2603.18082/) (2026)

## Abstract (arXiv)

Data-driven character animation techniques rely on the existence of a properly established model of motion, capable of describing its rich context. However, commonly used motion representations often fail to accurately encode the full articulation of motion, or present artifacts. In this work, we address the fundamental problem of finding a robust pose representation for motion modeling, suitable for deep character animation, one that can better constrain poses and faithfully capture nuances correlated with skeletal characteristics. Our representation is based on dual quaternions, the mathematical abstractions with well-defined operations, which simultaneously encode rotational and positional orientation, enabling a hierarchy-aware encoding, centered around the root. We demonstrate that our representation overcomes common motion artifacts, and assess its performance compared to other popular representations. We conduct an ablation study to evaluate the impact of various losses that can be incorporated during learning. Leveraging the fact that our representation implicitly encodes skeletal motion attributes, we train a network on a dataset comprising of skeletons with different proportions, without the need to retarget them first to a universal skeleton, which causes subtle motion elements to be missed. We show that smooth and natural poses can be achieved, paving the way for fascinating applications.
