# Self-Avatar Animation in Virtual Reality: Impact of Motion Signals Artifacts on the Full-Body Pose Reconstruction

arXiv: https://arxiv.org/abs/2404.18628 · HTML: https://mlsanity.com/paper/2404.18628/

## Key facts

- Cited by 3 papers in the map (data through 14 Oct 2026).
- Builds on 17 of its 57 references that are in the map.
- First posted on arXiv 29 Apr 2024.

## Builds on (most cited first, 17 of 17)

- [Attention Is All You Need](https://mlsanity.com/paper/1706.03762/) (2017)
- [Deep Unsupervised Learning using Nonequilibrium Thermodynamics](https://mlsanity.com/paper/1503.03585/) (2015)
- [Variational Inference with Normalizing Flows](https://mlsanity.com/paper/1505.05770/) (2015)
- [AMASS: Archive of Motion Capture as Surface Shapes](https://mlsanity.com/paper/1904.03278/) (2019)
- [OpenPose: Realtime Multi-Person 2D Pose Estimation using Part Affinity Fields](https://mlsanity.com/paper/1812.08008/) (2018)
- [3D human pose estimation in video with temporal convolutions and semi-supervised training](https://mlsanity.com/paper/1811.11742/) (2018)
- [Physical Inertial Poser (PIP): Physics-aware Real-time Human Motion Tracking from Sparse Inertial Sensors](https://mlsanity.com/paper/2203.08528/) (2022)
- [AvatarPoser: Articulated Full-Body Pose Tracking from Sparse Motion Sensing](https://mlsanity.com/paper/2207.13784/) (2022)
- [Self-Supervised Transformer for Sparse and Irregularly Sampled Multivariate Clinical Time-Series](https://mlsanity.com/paper/2107.14293/) (2021)
- [QuestSim: Human Motion Tracking from Sparse Sensors with Simulated Avatars](https://mlsanity.com/paper/2209.09391/) (2022)
- [SelfPose: 3D Egocentric Pose Estimation from a Headset Mounted Camera](https://mlsanity.com/paper/2011.01519/) (2020)
- [EgoLocate: Real-time Motion Capture, Localization, and Mapping with Sparse Body-mounted Sensors](https://mlsanity.com/paper/2305.01599/) (2023)
- [LoBSTr: Real-time Lower-body Pose Prediction from Sparse Upper-body Tracking Signals](https://mlsanity.com/paper/2103.01500/) (2021)
- [BoDiffusion: Diffusing Sparse Observations for Full-Body Human Motion Synthesis](https://mlsanity.com/paper/2304.11118/) (2023)
- [QuestEnvSim: Environment-Aware Simulated Motion Tracking from Sparse Sensors](https://mlsanity.com/paper/2306.05666/) (2023)
- [Combining Motion Matching and Orientation Prediction to Animate Avatars for Consumer-Grade VR Devices](https://mlsanity.com/paper/2209.11478/) (2022)
- [Utilizing Task-Generic Motion Prior to Recover Full-Body Motion from Very Sparse Signals](https://mlsanity.com/paper/2308.15839/) (2023)

## Built on by (most cited first, 3 of 3)

- [CFSynthesis: Controllable and Free-view 3D Human Video Synthesis](https://mlsanity.com/paper/2412.11067/) (2024)
- [RUMPL: Ray-Based Transformers for Universal Multi-View 2D to 3D Human Pose Lifting](https://mlsanity.com/paper/2512.15488/) (2025)
- [EgoWholeView: Camera-Only Head-Mounted Capture of Body and Bimanual Hand Motion for Embodied Demonstrations](https://mlsanity.com/paper/2610.16256/) (2026)

## Abstract (arXiv)

Virtual Reality (VR) applications have revolutionized user experiences by immersing individuals in interactive 3D environments. These environments find applications in numerous fields, including healthcare, education, or architecture. A significant aspect of VR is the inclusion of self-avatars, representing users within the virtual world, which enhances interaction and embodiment. However, generating lifelike full-body self-avatar animations remains challenging, particularly in consumer-grade VR systems, where lower-body tracking is often absent. One method to tackle this problem is by providing an external source of motion information that includes lower body information such as full Cartesian positions estimated from RGB(D) cameras. Nevertheless, the limitations of these systems are multiples: the desynchronization between the two motion sources and occlusions are examples of significant issues that hinder the implementations of such systems. In this paper, we aim to measure the impact on the reconstruction of the articulated self-avatar's full-body pose of (1) the latency between the VR motion features and estimated positions, (2) the data acquisition rate, (3) occlusions, and (4) the inaccuracy of the position estimation algorithm. In addition, we analyze the motion reconstruction errors using ground truth and 3D Cartesian coordinates estimated from textitYOLOv8 pose estimation. These analyzes show that the studied methods are significantly sensitive to any degradation tested, especially regarding the velocity reconstruction error.
