# The Wanderings of Odysseus in 3D Scenes

arXiv: https://arxiv.org/abs/2112.09251 · HTML: https://mlsanity.com/paper/2112.09251/

## Key facts

- Cited by 59 papers in the map (data through 14 Oct 2026).
- Builds on 42 of its 81 references that are in the map.
- First posted on arXiv 16 Dec 2021.

## Builds on (most cited first, 30 of 42)

- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [Expressive Body Capture: 3D Hands, Face, and Body from a Single Image](https://mlsanity.com/paper/1904.05866/) (2019)
- [AMASS: Archive of Motion Capture as Surface Shapes](https://mlsanity.com/paper/1904.03278/) (2019)
- [On the Continuity of Rotation Representations in Neural Networks](https://mlsanity.com/paper/1812.07035/) (2018)
- [End-to-end Recovery of Human Shape and Pose](https://mlsanity.com/paper/1712.06584/) (2017)
- [Action-Conditioned 3D Human Motion Synthesis with Transformer VAE](https://mlsanity.com/paper/2104.05670/) (2021)
- [AI Choreographer: Music Conditioned 3D Dance Generation with AIST++](https://mlsanity.com/paper/2101.08779/) (2021)
- [On human motion prediction using recurrent neural networks](https://mlsanity.com/paper/1705.02445/) (2017)
- [HuMoR: 3D Human Motion Model for Robust Pose Estimation](https://mlsanity.com/paper/2105.04668/) (2021)
- [Learning Trajectory Dependencies for Human Motion Prediction](https://mlsanity.com/paper/1908.05436/) (2019)
- [Deep Unsupervised Clustering with Gaussian Mixture Variational Autoencoders](https://mlsanity.com/paper/1611.02648/) (2016)
- [Stochastic Scene-Aware Motion Prediction](https://mlsanity.com/paper/2108.08284/) (2021)
- [STAR: Sparse Trained Articulated Human Body Regressor](https://mlsanity.com/paper/2008.08535/) (2020)
- [DLow: Diversifying Latent Flows for Diverse Human Motion Prediction](https://mlsanity.com/paper/2003.08386/) (2020)
- [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)
- [History Repeats Itself: Human Motion Prediction via Motion Attention](https://mlsanity.com/paper/2007.11755/) (2020)
- [Synthesizing Long-Term 3D Human Motion and Interaction in 3D Scenes](https://mlsanity.com/paper/2012.05522/) (2020)
- [Dynamic Multiscale Graph Neural Networks for 3D Skeleton-Based Human Motion Prediction](https://mlsanity.com/paper/2003.08802/) (2020)
- [Generating 3D People in Scenes without People](https://mlsanity.com/paper/1912.02923/) (2019)
- [Skeleton-Aware Networks for Deep Motion Retargeting](https://mlsanity.com/paper/2005.05732/) (2020)
- [Convolutional Sequence to Sequence Model for Human Dynamics](https://mlsanity.com/paper/1805.00655/) (2018)
- [We are More than Our Joints: Predicting how 3D Bodies Move](https://mlsanity.com/paper/2012.00619/) (2020)
- [SimPoE: Simulated Character Control for 3D Human Pose Estimation](https://mlsanity.com/paper/2104.00683/) (2021)
- [QuaterNet: A Quaternion-based Recurrent Model for Human Motion](https://mlsanity.com/paper/1805.06485/) (2018)
- [MSR-GCN: Multi-Scale Residual Graph Convolution Networks for Human Motion Prediction](https://mlsanity.com/paper/2108.07152/) (2021)
- [Learning Motion Priors for 4D Human Body Capture in 3D Scenes](https://mlsanity.com/paper/2108.10399/) (2021)
- [Neural probabilistic motor primitives for humanoid control](https://mlsanity.com/paper/1811.11711/) (2018)
- [Structured Prediction Helps 3D Human Motion Modelling](https://mlsanity.com/paper/1910.09070/) (2019)
- [The Pose Knows: Video Forecasting by Generating Pose Futures](https://mlsanity.com/paper/1705.00053/) (2017)

## Built on by (most cited first, 30 of 59)

- [InterDiff: Generating 3D Human-Object Interactions with Physics-Informed Diffusion](https://mlsanity.com/paper/2308.16905/) (2023)
- [Trace and Pace: Controllable Pedestrian Animation via Guided Trajectory Diffusion](https://mlsanity.com/paper/2304.01893/) (2023)
- [CG-HOI: Contact-Guided 3D Human-Object Interaction Generation](https://mlsanity.com/paper/2311.16097/) (2023)
- [Synthesizing Diverse Human Motions in 3D Indoor Scenes](https://mlsanity.com/paper/2305.12411/) (2023)
- [Controllable Human-Object Interaction Synthesis](https://mlsanity.com/paper/2312.03913/) (2023)
- [Synthesizing Physical Character-Scene Interactions](https://mlsanity.com/paper/2302.00883/) (2023)
- [Human Motion Generation: A Survey](https://mlsanity.com/paper/2307.10894/) (2023)
- [FineDance: A Fine-grained Choreography Dataset for 3D Full Body Dance Generation](https://mlsanity.com/paper/2212.03741/) (2022)
- [DartControl: A Diffusion-Based Autoregressive Motion Model for Real-Time Text-Driven Motion Control](https://mlsanity.com/paper/2410.05260/) (2024)
- [GIMO: Gaze-Informed Human Motion Prediction in Context](https://mlsanity.com/paper/2204.09443/) (2022)
- [Seamless Human Motion Composition with Blended Positional Encodings](https://mlsanity.com/paper/2402.15509/) (2024)
- [Move as You Say, Interact as You Can: Language-guided Human Motion Generation with Scene Affordance](https://mlsanity.com/paper/2403.18036/) (2024)
- [Generating Human Interaction Motions in Scenes with Text Control](https://mlsanity.com/paper/2404.10685/) (2024)
- [NIFTY: Neural Object Interaction Fields for Guided Human Motion Synthesis](https://mlsanity.com/paper/2307.07511/) (2023)
- [SINC: Spatial Composition of 3D Human Motions for Simultaneous Action Generation](https://mlsanity.com/paper/2304.10417/) (2023)
- [Lodge: A Coarse to Fine Diffusion Network for Long Dance Generation Guided by the Characteristic Dance Primitives](https://mlsanity.com/paper/2403.10518/) (2024)
- [CAMS: CAnonicalized Manipulation Spaces for Category-Level Functional Hand-Object Manipulation Synthesis](https://mlsanity.com/paper/2303.15469/) (2023)
- [Autonomous Character-Scene Interaction Synthesis from Text Instruction](https://mlsanity.com/paper/2410.03187/) (2024)
- [TokenHSI: Unified Synthesis of Physical Human-Scene Interactions through Task Tokenization](https://mlsanity.com/paper/2503.19901/) (2025)
- [Synthesizing Physically Plausible Human Motions in 3D Scenes](https://mlsanity.com/paper/2308.09036/) (2023)
- [Generating Human Motion in 3D Scenes from Text Descriptions](https://mlsanity.com/paper/2405.07784/) (2024)
- [RoHM: Robust Human Motion Reconstruction via Diffusion](https://mlsanity.com/paper/2401.08570/) (2024)
- [Hierarchical Generation of Human-Object Interactions with Diffusion Probabilistic Models](https://mlsanity.com/paper/2310.02242/) (2023)
- [Generating Continual Human Motion in Diverse 3D Scenes](https://mlsanity.com/paper/2304.02061/) (2023)
- [GeneOH Diffusion: Towards Generalizable Hand-Object Interaction Denoising via Denoising Diffusion](https://mlsanity.com/paper/2402.14810/) (2024)
- [Stochastic Multi-Person 3D Motion Forecasting](https://mlsanity.com/paper/2306.05421/) (2023)
- [EgoGen: An Egocentric Synthetic Data Generator](https://mlsanity.com/paper/2401.08739/) (2024)
- [WANDR: Intention-guided Human Motion Generation](https://mlsanity.com/paper/2404.15383/) (2024)
- [Revisit Human-Scene Interaction via Space Occupancy](https://mlsanity.com/paper/2312.02700/) (2023)
- [A Survey on Human Interaction Motion Generation](https://mlsanity.com/paper/2503.12763/) (2025)

## Abstract (arXiv)

Our goal is to populate digital environments, in which digital humans have diverse body shapes, move perpetually, and have plausible body-scene contact. The core challenge is to generate realistic, controllable, and infinitely long motions for diverse 3D bodies. To this end, we propose generative motion primitives via body surface markers, or GAMMA in short. In our solution, we decompose the long-term motion into a time sequence of motion primitives. We exploit body surface markers and conditional variational autoencoder to model each motion primitive, and generate long-term motion by implementing the generative model recursively. To control the motion to reach a goal, we apply a policy network to explore the generative model's latent space and use a tree-based search to preserve the motion quality during testing. Experiments show that our method can produce more realistic and controllable motion than state-of-the-art data-driven methods. With conventional path-finding algorithms, the generated human bodies can realistically move long distances for a long period of time in the scene. Code is released for research purposes at: urlhttps://yz-cnsdqz.github.io/eigenmotion/GAMMA/
