mlsanityData to 7 Oct 2026

Dancing Points: Synthesizing Ballroom Dancing with Three-Point Inputs

arXiv 2601.02096 ↗First posted 5 Jan 2026cs.GR cs.CVcited by 0

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Abstract (arXiv)

Ballroom dancing is a structured yet expressive motion category. Its highly diverse movement and complex interactions between leader and follower dancers make the understanding and synthesis challenging. We demonstrate that the three-point trajectory available from a virtual reality (VR) device can effectively serve as a dancer's motion descriptor, simplifying the modeling and synthesis of interplay between dancers' full-body motions down to sparse trajectories. Thanks to the low dimensionality, we can employ an efficient MLP network to predict the follower's three-point trajectory directly from the leader's three-point input for certain types of ballroom dancing, addressing the challenge of modeling high-dimensional full-body interaction. It also prevents our method from overfitting thanks to its compact yet explicit representation. By leveraging the inherent structure of the movements and carefully planning the autoregressive procedure, we show a deterministic neural network is able to translate three-point trajectories into a virtual embodied avatar, which is typically considered under-constrained and requires generative models for common motions. In addition, we demonstrate this deterministic approach generalizes beyond small, structured datasets like ballroom dancing, and performs robustly on larger, more diverse datasets such as LaFAN. Our method provides a computationally- and data-efficient solution, opening new possibilities for immersive paired dancing applications. Code and pre-trained models for this paper are available at https://peizhuoli.github.io/dancing-points.

Key facts. No citing papers in the map yet (data through 7 Oct 2026). Builds on 27 of its 42 references that are in the map. First posted on arXiv 5 Jan 2026.

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27 of 42 references.

References · 27

  1. 2022Human Motion Diffusion Modelcited by 1,062
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  3. 2021Robust Motion In-betweeningcited by 223
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  5. 2022Listen, Denoise, Action! Audio-Driven Motion Synthesis with Diffusion Modelscited by 188
  6. 2021Character Controllers Using Motion VAEscited by 182
  7. 2022AvatarPoser: Articulated Full-Body Pose Tracking from Sparse Motion Sensingcited by 107
  8. 2023Avatars Grow Legs: Generating Smooth Human Motion from Sparse Tracking Inputs with Diffusion Modelcited by 104
  9. 2023ReMoS: 3D Motion-Conditioned Reaction Synthesis for Two-Person Interactionscited by 62
  10. 2024Taming Diffusion Probabilistic Models for Character Controlcited by 56
  11. 2024ReGenNet: Towards Human Action-Reaction Synthesiscited by 53
  12. 2019MoGlow: Probabilistic and controllable motion synthesis using normalising flowscited by 47
15 more
  1. 2024InterMask: 3D Human Interaction Generation via Collaborative Masked Modelingcited by 47
  2. 2024RoHM: Robust Human Motion Reconstruction via Diffusioncited by 46
  3. 2024Duolando: Follower GPT with Off-Policy Reinforcement Learning for Dance Accompanimentcited by 46
  4. 2021LoBSTr: Real-time Lower-body Pose Prediction from Sparse Upper-body Tracking Signalscited by 45
  5. 2023BoDiffusion: Diffusing Sparse Observations for Full-Body Human Motion Synthesiscited by 44
  6. 2022Interaction Transformer for Human Reaction Generationcited by 42
  7. 2023Simulation and Retargeting of Complex Multi-Character Interactionscited by 32
  8. 2023QuestEnvSim: Environment-Aware Simulated Motion Tracking from Sparse Sensorscited by 26
  9. 2023Motion In-Betweening with Phase Manifoldscited by 25
  10. 2025Ready-to-React: Online Reaction Policy for Two-Character Interaction Generationcited by 25
  11. 2025DuetGen: Music Driven Two-Person Dance Generation via Hierarchical Masked Modelingcited by 21
  12. 2023SparsePoser: Real-time Full-body Motion Reconstruction from Sparse Datacited by 20
  13. 2025Towards Immersive Human-X Interaction: A Real-Time Framework for Physically Plausible Motion Synthesiscited by 20
  14. 2022Combining Motion Matching and Orientation Prediction to Animate Avatars for Consumer-Grade VR Devicescited by 13
  15. 2025Think-Then-React: Towards Unconstrained Human Action-to-Reaction Generationcited by 7

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