Human motion prediction, which aims to predict future human poses given past poses, has recently seen increased interest. Many recent approaches are based on Recurrent Neural Networks (RNN) which model human poses with exponential maps. These approaches neglect the pose velocity as well as temporal relation of different poses, and tend to converge to the mean pose or fail to generate natural-looking poses. We therefore propose a novel Position-Velocity Recurrent Encoder-Decoder (PVRED) for human motion prediction, which makes full use of pose velocities and temporal positional information. A temporal position embedding method is presented and a Position-Velocity RNN (PVRNN) is proposed. We also emphasize the benefits of quaternion parameterization of poses and design a novel trainable Quaternion Transformation (QT) layer, which is combined with a robust loss function during training. Experiments on two human motion prediction benchmarks show that our approach considerably outperforms the state-of-the-art methods for both short-term prediction and long-term prediction. In particular, our proposed approach can predict future human-like and meaningful poses in 4000 milliseconds.
Recently, skeleton-based action recognition becomes popular owing to the development of cost-effective depth sensors and fast pose estimation algorithms. Traditional methods based on pose descriptors often fail on large-scale datasets due to the limited representation of engineered features. Recent recurrent neural networks (RNN) based approaches mostly focus on the temporal evolution of body joints and neglect the geometric relations. In this paper, we aim to leverage the geometric relations among joints for action recognition. We introduce three primitive geometries: joints, edges, and surfaces. Accordingly, a generic end-to-end RNN based network is designed to accommodate the three inputs. For action recognition, a novel viewpoint transformation layer and temporal dropout layers are utilized in the RNN based network to learn robust representations. And for action detection, we first perform frame-wise action classification, then exploit a novel multi-scale sliding window algorithm. Experiments on the large-scale 3D action recognition benchmark datasets show that joints, edges, and surfaces are effective and complementary for different actions. Our approaches dramatically outperform the existing state-of-the-art methods for both tasks of action recognition and action detection. Dynamic Bayesian networks such as Hidden Markov Models (HMMs) are successfully used as probabilistic models for human motion. The use of hidden variables makes them expressive models, but inference is only approximate and requires procedures such as particle filters or Markov chain Monte Carlo methods. In this work we propose to instead use simple Markov models that only model observed quantities. We retain a highly expressive dynamic model by using interactions that are nonlinear and non-parametric. A presentation of our approach in terms of latent variables shows logarithmic growth for the computation of exact log-likelihoods in the number of latent states. We validate our model on human motion capture data and demonstrate state-of-the-art performance on action recognition and motion completion tasks. This paper introduces Gaussian Process Dynamical Models (GPDM) for nonlinear time series analysis. A GPDM comprises a low-dimensional latent space with associated dynamics, and a map from the latent space to an observation space. We marginalize out the model parameters in closed-form, using Gaussian Process (GP) priors for both the dynamics and the observation mappings. This results in a nonparametric model for dynamical systems that accounts for uncertainty in the model. We demonstrate the approach on human motion capture data in which each pose is 62-dimensional. Despite the use of small data sets, the GPDM learns an effective representation of the nonlinear dynamics in these spaces. Webpage: http: www.dgp.toronto.edu jmwang gpdm We propose a non-linear generative model for human motion data that uses an undirected model with binary latent variables and real-valued "visible" variables that represent joint angles. The latent and visible variables at each time step receive directed connections from the visible variables at the last few time-steps. Such an architecture makes on-line inference efficient and allows us to use a simple approximate learning procedure. After training, the model finds a single set of parameters that simultaneously capture several different kinds of motion. We demonstrate the power of our approach by synthesizing various motion sequences and by performing on-line filling in of data lost during motion capture.  The human figure exhibits complex and rich dynamic behavior that is both nonlinear and time-varying. Effective models of human dynamics can be learned from motion capture data using switching linear dynamic system (SLDS) models. We present results for human motion synthesis, classification, and visual tracking using learned SLDS models. Since exact inference in SLDS is intractable, we present three approximate inference algorithms and compare their performance. In particular, a new variational inference algorithm is obtained by casting the SLDS model as a Dynamic Bayesian Network. Classification experiments show the superiority of SLDS over conventional HMM's for our problem domain. This paper addresses the problem of probabilistically modeling 3D human motion for synthesis and tracking. Given the high dimensional nature of human motion, learning an explicit probabilistic model from available training data is currently impractical. Instead we exploit methods from texture synthesis that treat images as representing an implicit empirical distribution. These methods replace the problem of representing the probability of a texture pattern with that of searching the training data for similar instances of that pattern. We extend this idea to temporal data representing 3D human motion with a large database of example motions. To make the method useful in practice, we must address the problem of efficient search in a large training set; efficiency is particularly important for tracking. Towards that end, we learn a low dimensional linear model of human motion that is used to structure the example motion database into a binary tree. An approximate probabilistic tree search method exploits the coefficients of this low-dimensional representation and runs in sub-linear time. This probabilistic tree search returns a particular sample human motion with probability approximating the true distribution of human motions in the database. This sampling method is suitable for use with particle filtering techniques and is applied to articulated 3D tracking of humans within a Bayesian framework. Successful tracking results are presented, along with examples of synthesizing human motion using the model. Recently, skeleton based action recognition gains more popularity due to cost-effective depth sensors coupled with real-time skeleton estimation algorithms. Traditional approaches based on handcrafted features are limited to represent the complexity of motion patterns. Recent methods that use Recurrent Neural Networks (RNN) to handle raw skeletons only focus on the contextual dependency in the temporal domain and neglect the spatial configurations of articulated skeletons. In this paper, we propose a novel two-stream RNN architecture to model both temporal dynamics and spatial configurations for skeleton based action recognition. We explore two different structures for the temporal stream: stacked RNN and hierarchical RNN. Hierarchical RNN is designed according to human body kinematics. We also propose two effective methods to model the spatial structure by converting the spatial graph into a sequence of joints. To improve generalization of our model, we further exploit 3D transformation based data augmentation techniques including rotation and scaling transformation to transform the 3D coordinates of skeletons during training. Experiments on 3D action recognition benchmark datasets show that our method brings a considerable improvement for a variety of actions, i.e., generic actions, interaction activities and gestures. 