Previous work on predicting or generating 3D human pose sequences regresses either joint rotations or joint positions. The former strategy is prone to error accumulation along the kinematic chain, as well as discontinuities when using Euler angles or exponential maps as parameterizations. The latter requires re-projection onto skeleton constraints to avoid bone stretching and invalid configurations. This work addresses both limitations. QuaterNet represents rotations with quaternions and our loss function performs forward kinematics on a skeleton to penalize absolute position errors instead of angle errors. We investigate both recurrent and convolutional architectures and evaluate on short-term prediction and long-term generation. For the latter, our approach is qualitatively judged as realistic as recent neural strategies from the graphics literature. Our experiments compare quaternions to Euler angles as well as exponential maps and show that only a very short context is required to make reliable future predictions. Finally, we show that the standard evaluation protocol for Human3.6M produces high variance results and we propose a simple solution.
@cite_13: Human motion modelling is a classical problem at the intersection of graphics and computer vision, with applications spanning human-computer interaction, motion synthesis, and motion prediction for virtual and augmented reality. Following the success of deep learning methods in several computer vision tasks, recent work has focused on using deep recurrent neural networks (RNNs) to model human motion, with the goal of learning time-dependent representations that perform tasks such as short-term motion prediction and long-term human motion synthesis. We examine recent work, with a focus on the evaluation methodologies commonly used in the literature, and show that, surprisingly, state of the art performance can be achieved by a simple baseline that does not attempt to model motion at all. We investigate this result, and analyze recent RNN methods by looking at the architectures, loss functions, and training procedures used in state-of-the-art approaches. We propose three changes to the standard RNN models typically used for human motion, which results in a simple and scalable RNN architecture that obtains state-of-the-art performance on human motion prediction.
Like other stochastic processes , motion modeling is often addressed by training transition operators, also called auto-regressive models. At each time step, such a model predicts the next pose given the previous poses. Typically, training such a model involves supplying recorded frames to predict the next recorded target. This strategy -- called teacher forcing -- does not expose the model to its own errors and prevents it from recovering from them, a problem known as . To mitigate this problem, previous work suggested to add noise to the network inputs during training . Alternatively, @cite_13 forgo teacher forcing and always inputs model predictions. This strategy however can yield slow training since the loss can be very high on long sequences.