# Within the Dynamic Context: Inertia-aware 3D Human Modeling with Pose Sequence

arXiv: https://arxiv.org/abs/2403.19160 · HTML: https://mlsanity.com/paper/2403.19160/

## Key facts

- Cited by 11 papers in the map (data through 14 Oct 2026).
- Builds on 25 of its 43 references that are in the map.
- First posted on arXiv 28 Mar 2024.

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

- [Adam: A Method for Stochastic Optimization](https://mlsanity.com/paper/1412.6980/) (2014)
- [The Unreasonable Effectiveness of Deep Features as a Perceptual Metric](https://mlsanity.com/paper/1801.03924/) (2018)
- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [Instant Neural Graphics Primitives with a Multiresolution Hash Encoding](https://mlsanity.com/paper/2201.05989/) (2022)
- [RAFT: Recurrent All-Pairs Field Transforms for Optical Flow](https://mlsanity.com/paper/2003.12039/) (2020)
- [NeuS: Learning Neural Implicit Surfaces by Volume Rendering for Multi-view Reconstruction](https://mlsanity.com/paper/2106.10689/) (2021)
- [TensoRF: Tensorial Radiance Fields](https://mlsanity.com/paper/2203.09517/) (2022)
- [Efficient Geometry-aware 3D Generative Adversarial Networks](https://mlsanity.com/paper/2112.07945/) (2021)
- [Neural Body: Implicit Neural Representations with Structured Latent Codes for Novel View Synthesis of Dynamic Humans](https://mlsanity.com/paper/2012.15838/) (2020)
- [HumanNeRF: Free-viewpoint Rendering of Moving People from Monocular Video](https://mlsanity.com/paper/2201.04127/) (2022)
- [Animatable Neural Radiance Fields for Modeling Dynamic Human Bodies](https://mlsanity.com/paper/2105.02872/) (2021)
- [Video Based Reconstruction of 3D People Models](https://mlsanity.com/paper/1803.04758/) (2018)
- [A-NeRF: Articulated Neural Radiance Fields for Learning Human Shape, Appearance, and Pose](https://mlsanity.com/paper/2102.06199/) (2021)
- [Neural Articulated Radiance Field](https://mlsanity.com/paper/2104.03110/) (2021)
- [3DGS-Avatar: Animatable Avatars via Deformable 3D Gaussian Splatting](https://mlsanity.com/paper/2312.09228/) (2023)
- [TAVA: Template-free Animatable Volumetric Actors](https://mlsanity.com/paper/2206.08929/) (2022)
- [Efficient Neural Radiance Fields for Interactive Free-viewpoint Video](https://mlsanity.com/paper/2112.01517/) (2021)
- [TailorNet: Predicting Clothing in 3D as a Function of Human Pose, Shape and Garment Style](https://mlsanity.com/paper/2003.04583/) (2020)
- [ARAH: Animatable Volume Rendering of Articulated Human SDFs](https://mlsanity.com/paper/2210.10036/) (2022)
- [InstantAvatar: Learning Avatars from Monocular Video in 60 Seconds](https://mlsanity.com/paper/2212.10550/) (2022)
- [DNA-Rendering: A Diverse Neural Actor Repository for High-Fidelity Human-centric Rendering](https://mlsanity.com/paper/2307.10173/) (2023)
- [MonoHuman: Animatable Human Neural Field from Monocular Video](https://mlsanity.com/paper/2304.02001/) (2023)
- [AvatarReX: Real-time Expressive Full-body Avatars](https://mlsanity.com/paper/2305.04789/) (2023)
- [Animatable Implicit Neural Representations for Creating Realistic Avatars from Videos](https://mlsanity.com/paper/2203.08133/) (2022)
- [Velocity Skinning for Real-time Stylized Skeletal Animation](https://mlsanity.com/paper/2104.04934/) (2021)

## Built on by (most cited first, 11 of 11)

- [ToMiE: Towards Explicit Exoskeleton for the Reconstruction of Complicated 3D Human Avatars](https://mlsanity.com/paper/2410.08082/) (2024)
- [Sequential Gaussian Avatars with Hierarchical Motion Context](https://mlsanity.com/paper/2411.16768/) (2024)
- [Motion-Aware Animatable Gaussian Avatars Deblurring](https://mlsanity.com/paper/2411.16758/) (2024)
- [R3-Avatar: Record and Retrieve Temporal Codebook for Reconstructing Photorealistic Human Avatars](https://mlsanity.com/paper/2503.12751/) (2025)
- [Zero-Shot Reconstruction of Animatable 3D Avatars with Cloth Dynamics from a Single Image](https://mlsanity.com/paper/2603.14772/) (2026)
- [RealityAvatar: Towards Realistic Loose Clothing Modeling in Animatable 3D Gaussian Avatars](https://mlsanity.com/paper/2504.01559/) (2025)
- [RacketVision: A Multiple Racket Sports Benchmark for Unified Ball and Racket Analysis](https://mlsanity.com/paper/2511.17045/) (2025)
- [Visionary: The World Model Carrier Built on WebGPU-Powered Gaussian Splatting Platform](https://mlsanity.com/paper/2512.08478/) (2025)
- [X as Supervision: Contending with Depth Ambiguity in Unsupervised Monocular 3D Pose Estimation](https://mlsanity.com/paper/2411.13026/) (2024)
- [STSA: Spatial-Temporal Semantic Alignment for Visual Dubbing](https://mlsanity.com/paper/2503.23039/) (2025)
- [Latent Dynamics for Full Body Avatar Animation](https://mlsanity.com/paper/2605.21478/) (2026)

## Abstract (arXiv)

Neural rendering techniques have significantly advanced 3D human body modeling. However, previous approaches often overlook dynamics induced by factors such as motion inertia, leading to challenges in scenarios like abrupt stops after rotation, where the pose remains static while the appearance changes. This limitation arises from reliance on a single pose as conditional input, resulting in ambiguity in mapping one pose to multiple appearances. In this study, we elucidate that variations in human appearance depend not only on the current frame's pose condition but also on past pose states. Therefore, we introduce Dyco, a novel method utilizing the delta pose sequence representation for non-rigid deformations and canonical space to effectively model temporal appearance variations. To prevent a decrease in the model's generalization ability to novel poses, we further propose low-dimensional global context to reduce unnecessary inter-body part dependencies and a quantization operation to mitigate overfitting of the delta pose sequence by the model. To validate the effectiveness of our approach, we collected a novel dataset named I3D-Human, with a focus on capturing temporal changes in clothing appearance under approximate poses. Through extensive experiments on both I3D-Human and existing datasets, our approach demonstrates superior qualitative and quantitative performance. In addition, our inertia-aware 3D human method can unprecedentedly simulate appearance changes caused by inertia at different velocities.
