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SubscribeMemory Attention Networks for Skeleton-based Action Recognition
Skeleton-based action recognition task is entangled with complex spatio-temporal variations of skeleton joints, and remains challenging for Recurrent Neural Networks (RNNs). In this work, we propose a temporal-then-spatial recalibration scheme to alleviate such complex variations, resulting in an end-to-end Memory Attention Networks (MANs) which consist of a Temporal Attention Recalibration Module (TARM) and a Spatio-Temporal Convolution Module (STCM). Specifically, the TARM is deployed in a residual learning module that employs a novel attention learning network to recalibrate the temporal attention of frames in a skeleton sequence. The STCM treats the attention calibrated skeleton joint sequences as images and leverages the Convolution Neural Networks (CNNs) to further model the spatial and temporal information of skeleton data. These two modules (TARM and STCM) seamlessly form a single network architecture that can be trained in an end-to-end fashion. MANs significantly boost the performance of skeleton-based action recognition and achieve the best results on four challenging benchmark datasets: NTU RGB+D, HDM05, SYSU-3D and UT-Kinect.
Hierarchically Decomposed Graph Convolutional Networks for Skeleton-Based Action Recognition
Graph convolutional networks (GCNs) are the most commonly used methods for skeleton-based action recognition and have achieved remarkable performance. Generating adjacency matrices with semantically meaningful edges is particularly important for this task, but extracting such edges is challenging problem. To solve this, we propose a hierarchically decomposed graph convolutional network (HD-GCN) architecture with a novel hierarchically decomposed graph (HD-Graph). The proposed HD-GCN effectively decomposes every joint node into several sets to extract major structurally adjacent and distant edges, and uses them to construct an HD-Graph containing those edges in the same semantic spaces of a human skeleton. In addition, we introduce an attention-guided hierarchy aggregation (A-HA) module to highlight the dominant hierarchical edge sets of the HD-Graph. Furthermore, we apply a new six-way ensemble method, which uses only joint and bone stream without any motion stream. The proposed model is evaluated and achieves state-of-the-art performance on four large, popular datasets. Finally, we demonstrate the effectiveness of our model with various comparative experiments.
Ensemble One-dimensional Convolution Neural Networks for Skeleton-based Action Recognition
In this paper, we proposed a effective but extensible residual one-dimensional convolution neural network as base network, based on the this network, we proposed four subnets to explore the features of skeleton sequences from each aspect. Given a skeleton sequences, the spatial information are encoded into the skeleton joints coordinate in a frame and the temporal information are present by multiple frames. Limited by the skeleton sequence representations, two-dimensional convolution neural network cannot be used directly, we chose one-dimensional convolution layer as the basic layer. Each sub network could extract discriminative features from different aspects. Our first subnet is a two-stream network which could explore both temporal and spatial information. The second is a body-parted network, which could gain micro spatial features and macro temporal features. The third one is an attention network, the main contribution of which is to focus the key frames and feature channels which high related with the action classes in a skeleton sequence. One frame-difference network, as the last subnet, mainly processes the joints changes between the consecutive frames. Four subnets ensemble together by late fusion, the key problem of ensemble method is each subnet should have a certain performance and between the subnets, there are diversity existing. Each subnet shares a wellperformance basenet and differences between subnets guaranteed the diversity. Experimental results show that the ensemble network gets a state-of-the-art performance on three widely used datasets.
Spatial Temporal Graph Convolutional Networks for Skeleton-Based Action Recognition
Dynamics of human body skeletons convey significant information for human action recognition. Conventional approaches for modeling skeletons usually rely on hand-crafted parts or traversal rules, thus resulting in limited expressive power and difficulties of generalization. In this work, we propose a novel model of dynamic skeletons called Spatial-Temporal Graph Convolutional Networks (ST-GCN), which moves beyond the limitations of previous methods by automatically learning both the spatial and temporal patterns from data. This formulation not only leads to greater expressive power but also stronger generalization capability. On two large datasets, Kinetics and NTU-RGBD, it achieves substantial improvements over mainstream methods.
Skeleton-based Group Activity Recognition via Spatial-Temporal Panoramic Graph
Group Activity Recognition aims to understand collective activities from videos. Existing solutions primarily rely on the RGB modality, which encounters challenges such as background variations, occlusions, motion blurs, and significant computational overhead. Meanwhile, current keypoint-based methods offer a lightweight and informative representation of human motions but necessitate accurate individual annotations and specialized interaction reasoning modules. To address these limitations, we design a panoramic graph that incorporates multi-person skeletons and objects to encapsulate group activity, offering an effective alternative to RGB video. This panoramic graph enables Graph Convolutional Network (GCN) to unify intra-person, inter-person, and person-object interactive modeling through spatial-temporal graph convolutions. In practice, we develop a novel pipeline that extracts skeleton coordinates using pose estimation and tracking algorithms and employ Multi-person Panoramic GCN (MP-GCN) to predict group activities. Extensive experiments on Volleyball and NBA datasets demonstrate that the MP-GCN achieves state-of-the-art performance in both accuracy and efficiency. Notably, our method outperforms RGB-based approaches by using only estimated 2D keypoints as input. Code is available at https://github.com/mgiant/MP-GCN
Revisiting Skeleton-based Action Recognition
Human skeleton, as a compact representation of human action, has received increasing attention in recent years. Many skeleton-based action recognition methods adopt graph convolutional networks (GCN) to extract features on top of human skeletons. Despite the positive results shown in previous works, GCN-based methods are subject to limitations in robustness, interoperability, and scalability. In this work, we propose PoseC3D, a new approach to skeleton-based action recognition, which relies on a 3D heatmap stack instead of a graph sequence as the base representation of human skeletons. Compared to GCN-based methods, PoseC3D is more effective in learning spatiotemporal features, more robust against pose estimation noises, and generalizes better in cross-dataset settings. Also, PoseC3D can handle multiple-person scenarios without additional computation cost, and its features can be easily integrated with other modalities at early fusion stages, which provides a great design space to further boost the performance. On four challenging datasets, PoseC3D consistently obtains superior performance, when used alone on skeletons and in combination with the RGB modality.
SA-DVAE: Improving Zero-Shot Skeleton-Based Action Recognition by Disentangled Variational Autoencoders
Existing zero-shot skeleton-based action recognition methods utilize projection networks to learn a shared latent space of skeleton features and semantic embeddings. The inherent imbalance in action recognition datasets, characterized by variable skeleton sequences yet constant class labels, presents significant challenges for alignment. To address the imbalance, we propose SA-DVAE -- Semantic Alignment via Disentangled Variational Autoencoders, a method that first adopts feature disentanglement to separate skeleton features into two independent parts -- one is semantic-related and another is irrelevant -- to better align skeleton and semantic features. We implement this idea via a pair of modality-specific variational autoencoders coupled with a total correction penalty. We conduct experiments on three benchmark datasets: NTU RGB+D, NTU RGB+D 120 and PKU-MMD, and our experimental results show that SA-DAVE produces improved performance over existing methods. The code is available at https://github.com/pha123661/SA-DVAE.
Leveraging Spatio-Temporal Dependency for Skeleton-Based Action Recognition
Skeleton-based action recognition has attracted considerable attention due to its compact representation of the human body's skeletal sructure. Many recent methods have achieved remarkable performance using graph convolutional networks (GCNs) and convolutional neural networks (CNNs), which extract spatial and temporal features, respectively. Although spatial and temporal dependencies in the human skeleton have been explored separately, spatio-temporal dependency is rarely considered. In this paper, we propose the Spatio-Temporal Curve Network (STC-Net) to effectively leverage the spatio-temporal dependency of the human skeleton. Our proposed network consists of two novel elements: 1) The Spatio-Temporal Curve (STC) module; and 2) Dilated Kernels for Graph Convolution (DK-GC). The STC module dynamically adjusts the receptive field by identifying meaningful node connections between every adjacent frame and generating spatio-temporal curves based on the identified node connections, providing an adaptive spatio-temporal coverage. In addition, we propose DK-GC to consider long-range dependencies, which results in a large receptive field without any additional parameters by applying an extended kernel to the given adjacency matrices of the graph. Our STC-Net combines these two modules and achieves state-of-the-art performance on four skeleton-based action recognition benchmarks.
From Skin to Skeleton: Towards Biomechanically Accurate 3D Digital Humans
Great progress has been made in estimating 3D human pose and shape from images and video by training neural networks to directly regress the parameters of parametric human models like SMPL. However, existing body models have simplified kinematic structures that do not correspond to the true joint locations and articulations in the human skeletal system, limiting their potential use in biomechanics. On the other hand, methods for estimating biomechanically accurate skeletal motion typically rely on complex motion capture systems and expensive optimization methods. What is needed is a parametric 3D human model with a biomechanically accurate skeletal structure that can be easily posed. To that end, we develop SKEL, which re-rigs the SMPL body model with a biomechanics skeleton. To enable this, we need training data of skeletons inside SMPL meshes in diverse poses. We build such a dataset by optimizing biomechanically accurate skeletons inside SMPL meshes from AMASS sequences. We then learn a regressor from SMPL mesh vertices to the optimized joint locations and bone rotations. Finally, we re-parametrize the SMPL mesh with the new kinematic parameters. The resulting SKEL model is animatable like SMPL but with fewer, and biomechanically-realistic, degrees of freedom. We show that SKEL has more biomechanically accurate joint locations than SMPL, and the bones fit inside the body surface better than previous methods. By fitting SKEL to SMPL meshes we are able to "upgrade" existing human pose and shape datasets to include biomechanical parameters. SKEL provides a new tool to enable biomechanics in the wild, while also providing vision and graphics researchers with a better constrained and more realistic model of human articulation. The model, code, and data are available for research at https://skel.is.tue.mpg.de..
CascadeFormer: A Family of Two-stage Cascading Transformers for Skeleton-based Human Action Recognition
Skeleton-based human action recognition leverages sequences of human joint coordinates to identify actions performed in videos. Owing to the intrinsic spatiotemporal structure of skeleton data, Graph Convolutional Networks (GCNs) have been the dominant architecture in this field. However, recent advances in transformer models and masked pretraining frameworks open new avenues for representation learning. In this work, we propose CascadeFormer, a family of two-stage cascading transformers for skeleton-based human action recognition. Our framework consists of a masked pretraining stage to learn generalizable skeleton representations, followed by a cascading fine-tuning stage tailored for discriminative action classification. We evaluate CascadeFormer across three benchmark datasets (Penn Action N-UCLA, and NTU RGB+D 60), achieving competitive performance on all tasks. To promote reproducibility, we release our code and model checkpoints.
Gate-Shift-Pose: Enhancing Action Recognition in Sports with Skeleton Information
This paper introduces Gate-Shift-Pose, an enhanced version of Gate-Shift-Fuse networks, designed for athlete fall classification in figure skating by integrating skeleton pose data alongside RGB frames. We evaluate two fusion strategies: early-fusion, which combines RGB frames with Gaussian heatmaps of pose keypoints at the input stage, and late-fusion, which employs a multi-stream architecture with attention mechanisms to combine RGB and pose features. Experiments on the FR-FS dataset demonstrate that Gate-Shift-Pose significantly outperforms the RGB-only baseline, improving accuracy by up to 40% with ResNet18 and 20% with ResNet50. Early-fusion achieves the highest accuracy (98.08%) with ResNet50, leveraging the model's capacity for effective multimodal integration, while late-fusion is better suited for lighter backbones like ResNet18. These results highlight the potential of multimodal architectures for sports action recognition and the critical role of skeleton pose information in capturing complex motion patterns.
SkateFormer: Skeletal-Temporal Transformer for Human Action Recognition
Skeleton-based action recognition, which classifies human actions based on the coordinates of joints and their connectivity within skeleton data, is widely utilized in various scenarios. While Graph Convolutional Networks (GCNs) have been proposed for skeleton data represented as graphs, they suffer from limited receptive fields constrained by joint connectivity. To address this limitation, recent advancements have introduced transformer-based methods. However, capturing correlations between all joints in all frames requires substantial memory resources. To alleviate this, we propose a novel approach called Skeletal-Temporal Transformer (SkateFormer) that partitions joints and frames based on different types of skeletal-temporal relation (Skate-Type) and performs skeletal-temporal self-attention (Skate-MSA) within each partition. We categorize the key skeletal-temporal relations for action recognition into a total of four distinct types. These types combine (i) two skeletal relation types based on physically neighboring and distant joints, and (ii) two temporal relation types based on neighboring and distant frames. Through this partition-specific attention strategy, our SkateFormer can selectively focus on key joints and frames crucial for action recognition in an action-adaptive manner with efficient computation. Extensive experiments on various benchmark datasets validate that our SkateFormer outperforms recent state-of-the-art methods.
Self-supervised Learning of Motion Capture
Current state-of-the-art solutions for motion capture from a single camera are optimization driven: they optimize the parameters of a 3D human model so that its re-projection matches measurements in the video (e.g. person segmentation, optical flow, keypoint detections etc.). Optimization models are susceptible to local minima. This has been the bottleneck that forced using clean green-screen like backgrounds at capture time, manual initialization, or switching to multiple cameras as input resource. In this work, we propose a learning based motion capture model for single camera input. Instead of optimizing mesh and skeleton parameters directly, our model optimizes neural network weights that predict 3D shape and skeleton configurations given a monocular RGB video. Our model is trained using a combination of strong supervision from synthetic data, and self-supervision from differentiable rendering of (a) skeletal keypoints, (b) dense 3D mesh motion, and (c) human-background segmentation, in an end-to-end framework. Empirically we show our model combines the best of both worlds of supervised learning and test-time optimization: supervised learning initializes the model parameters in the right regime, ensuring good pose and surface initialization at test time, without manual effort. Self-supervision by back-propagating through differentiable rendering allows (unsupervised) adaptation of the model to the test data, and offers much tighter fit than a pretrained fixed model. We show that the proposed model improves with experience and converges to low-error solutions where previous optimization methods fail.
