mlsanityData to 7 Oct 2026

Two-Person Interaction Augmentation with Skeleton Priors

arXiv 2404.05490 ↗First posted 8 Apr 2024cs.CVcited by 5

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Abstract (arXiv)

Close and continuous interaction with rich contacts is a crucial aspect of human activities (e.g. hugging, dancing) and of interest in many domains like activity recognition, motion prediction, character animation, etc. However, acquiring such skeletal motion is challenging. While direct motion capture is expensive and slow, motion editing/generation is also non-trivial, as complex contact patterns with topological and geometric constraints have to be retained. To this end, we propose a new deep learning method for two-body skeletal interaction motion augmentation, which can generate variations of contact-rich interactions with varying body sizes and proportions while retaining the key geometric/topological relations between two bodies. Our system can learn effectively from a relatively small amount of data and generalize to drastically different skeleton sizes. Through exhaustive evaluation and comparison, we show it can generate high-quality motions, has strong generalizability and outperforms traditional optimization-based methods and alternative deep learning solutions.

Key facts. Cited by 5 papers in the map (data through 7 Oct 2026). Builds on 40 of its 77 references that are in the map. First posted on arXiv 8 Apr 2024.

Builds on

40 of 77 references.

References · 40

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28 more
  1. 2020Human Action Recognition from Various Data Modalities: A Reviewcited by 162
  2. 2020Dynamic Multiscale Graph Neural Networks for 3D Skeleton-Based Human Motion Predictioncited by 132
  3. 2020Skeleton-Aware Networks for Deep Motion Retargetingcited by 118
  4. 2022Towards Diverse and Natural Scene-aware 3D Human Motion Synthesiscited by 91
  5. 2022Hierarchically Decomposed Graph Convolutional Networks for Skeleton-Based Action Recognitioncited by 85
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  7. 2021Multi-Person Extreme Motion Predictioncited by 74
  8. 2023ReMoS: 3D Motion-Conditioned Reaction Synthesis for Two-Person Interactionscited by 62
  9. 2022Human-Aware Object Placement for Visual Environment Reconstructioncited by 56
  10. 2023Hierarchical Generation of Human-Object Interactions with Diffusion Probabilistic Modelscited by 43
  11. 2022Interaction Transformer for Human Reaction Generationcited by 42
  12. 2020TransMoMo: Invariance-Driven Unsupervised Video Motion Retargetingcited by 36
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  14. 2023Simulation and Retargeting of Complex Multi-Character Interactionscited by 32
  15. 2021Contact-Aware Retargeting of Skinned Motioncited by 31
  16. 2023Stochastic Multi-Person 3D Motion Forecastingcited by 28
  17. 2021A Survey on Deep Learning for Skeleton-Based Human Animationcited by 26
  18. 2021BASAR:Black-box Attack on Skeletal Action Recognitioncited by 25
  19. 2023Trajectory-Aware Body Interaction Transformer for Multi-Person Pose Forecastingcited by 25
  20. 2021Understanding the Robustness of Skeleton-based Action Recognition under Adversarial Attackcited by 23
  21. 2023RSMT: Real-time Stylized Motion Transition for Characterscited by 19
  22. 2021GAN-based Reactive Motion Synthesis with Class-aware Discriminators for Human-human Interactioncited by 18
  23. 2020Dynamic Future Net: Diversified Human Motion Generationcited by 14
  24. 2022Skeleton-based Action Recognition via Temporal-Channel Aggregationcited by 13
  25. 2022Defending Black-box Skeleton-based Human Activity Classifierscited by 8
  26. 2021Kinematic Motion Retargeting via Neural Latent Optimization for Learning Sign Languagecited by 6
  27. 2022Interaction Mix and Match: Synthesizing Close Interaction using Conditional Hierarchical GAN with Multi-Hot Class Embeddingcited by 6
  28. 2022Spatial Temporal Graph Attention Network for Skeleton-Based Action Recognitioncited by 4

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Cited by year (2026 to 7 Oct)

Citing papers per year: 2024: 1; 2025: 2; 2026: 2.

5 papers.