mlsanityData to 7 Oct 2026

Physics-based Motion Retargeting from Sparse Inputs

arXiv 2307.01938 ↗First posted 4 Jul 2023cs.CVcited by 9

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Abstract (arXiv)

Avatars are important to create interactive and immersive experiences in virtual worlds. One challenge in animating these characters to mimic a user's motion is that commercial AR/VR products consist only of a headset and controllers, providing very limited sensor data of the user's pose. Another challenge is that an avatar might have a different skeleton structure than a human and the mapping between them is unclear. In this work we address both of these challenges. We introduce a method to retarget motions in real-time from sparse human sensor data to characters of various morphologies. Our method uses reinforcement learning to train a policy to control characters in a physics simulator. We only require human motion capture data for training, without relying on artist-generated animations for each avatar. This allows us to use large motion capture datasets to train general policies that can track unseen users from real and sparse data in real-time. We demonstrate the feasibility of our approach on three characters with different skeleton structure: a dinosaur, a mouse-like creature and a human. We show that the avatar poses often match the user surprisingly well, despite having no sensor information of the lower body available. We discuss and ablate the important components in our framework, specifically the kinematic retargeting step, the imitation, contact and action reward as well as our asymmetric actor-critic observations. We further explore the robustness of our method in a variety of settings including unbalancing, dancing and sports motions.

Key facts. Cited by 9 papers in the map (data through 7 Oct 2026). Builds on 24 of its 50 references that are in the map. First posted on arXiv 4 Jul 2023.

Builds on

24 of 50 references.

References · 24

  1. 2017Attention Is All You Needcited by 59,932
  2. 2019PyTorch: An Imperative Style, High-Performance Deep Learning Librarycited by 20,160
  3. 2017Proximal Policy Optimization Algorithmscited by 14,441
  4. 2018OpenPose: Realtime Multi-Person 2D Pose Estimation using Part Affinity Fieldscited by 1,161
  5. 2021Isaac Gym: High Performance GPU-Based Physics Simulation For Robot Learningcited by 882
  6. 2018DensePose: Dense Human Pose Estimation In The Wildcited by 573
  7. 2021HuMoR: 3D Human Motion Model for Robust Pose Estimationcited by 319
  8. 2018Learning 3D Human Dynamics from Videocited by 315
  9. 2021Robust Motion In-betweeningcited by 223
  10. 2017Asymmetric Actor Critic for Image-Based Robot Learningcited by 202
  11. 2021FrankMocap: A Monocular 3D Whole-Body Pose Estimation System via Regression and Integrationcited by 168
  12. 2018DeepMimic: Example-Guided Deep Reinforcement Learning of Physics-Based Character Skillscited by 153
12 more
  1. 2020Skeleton-Aware Networks for Deep Motion Retargetingcited by 118
  2. 2017Sparse Inertial Poser: Automatic 3D Human Pose Estimation from Sparse IMUscited by 108
  3. 2019DenseRaC: Joint 3D Pose and Shape Estimation by Dense Render-and-Comparecited by 100
  4. 2022Transformer Inertial Poser: Real-time Human Motion Reconstruction from Sparse IMUs with Simultaneous Terrain Generationcited by 75
  5. 2022QuestSim: Human Motion Tracking from Sparse Sensors with Simulated Avatarscited by 74
  6. 2022FLAG: Flow-based 3D Avatar Generation from Sparse Observationscited by 54
  7. 2018Deep Inertial Poser: Learning to Reconstruct Human Pose from Sparse Inertial Measurements in Real Timecited by 47
  8. 2021Contact-Aware Retargeting of Skinned Motioncited by 31
  9. 2020Learning to Locomote: Understanding How Environment Design Matters for Deep Reinforcement Learningcited by 27
  10. 2022Neural3Points: Learning to Generate Physically Realistic Full-body Motion for Virtual Reality Userscited by 20
  11. 2022A Survey on Reinforcement Learning Methods in Character Animationcited by 12
  12. 2022Human Motion Control of Quadrupedal Robots using Deep Reinforcement Learningcited by 6

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Cited by year (2026 to 7 Oct)

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

9 papers.