Related papers: A New Representation of Skeleton Sequences for 3D …
There has been huge progress on video action recognition in recent years. However, many works focus on tweaking existing 2D backbones due to the reliance of ImageNet pretraining, which restrains the models from achieving higher efficiency…
Self-supervised learning has demonstrated remarkable capability in representation learning for skeleton-based action recognition. Existing methods mainly focus on applying global data augmentation to generate different views of the skeleton…
Human action recognition is one of the challenging tasks in computer vision. The current action recognition methods use computationally expensive models for learning spatio-temporal dependencies of the action. Models utilizing RGB channels…
Skeleton sequence representation learning has shown great advantages for action recognition due to its promising ability to model human joints and topology. However, the current methods usually require sufficient labeled data for training…
Human Interaction Recognition is the process of identifying interactive actions between multiple participants in a specific situation. The aim is to recognise the action interactions between multiple entities and their meaning. Many single…
We consider the problem of finding an accurate representation of neuron shapes, extracting sub-cellular features, and classifying neurons based on neuron shapes. In neuroscience research, the skeleton representation is often used as a…
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…
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…
We present a real-time approach for multi-person 3D motion capture at over 30 fps using a single RGB camera. It operates successfully in generic scenes which may contain occlusions by objects and by other people. Our method operates in…
With the prevalence of accessible depth sensors, dynamic human body skeletons have attracted much attention as a robust modality for action recognition. Previous methods model skeletons based on RNN or CNN, which has limited expressive…
Graph convolutional network based methods that model the body-joints' relations, have recently shown great promise in 3D skeleton-based human motion prediction. However, these methods have two critical issues: first, deep graph convolutions…
Human action recognition is regarded as a key cornerstone in domains such as surveillance or video understanding. Despite recent progress in the development of end-to-end solutions for video-based action recognition, achieving…
Despite the recent progress, 3D multi-person pose estimation from monocular videos is still challenging due to the commonly encountered problem of missing information caused by occlusion, partially out-of-frame target persons, and…
In this paper, we study the problem of learning Graph Convolutional Networks (GCNs) for regression. Current architectures of GCNs are limited to the small receptive field of convolution filters and shared transformation matrix for each…
In the field of action recognition, video clips are always treated as ordered frames for subsequent processing. To achieve spatio-temporal perception, existing approaches propose to embed adjacent temporal interaction in the convolutional…
Skeleton generation is essential for animating 3D assets, but current deep learning methods remain limited: they cannot handle the growing structural complexity of modern models and offer minimal controllability, creating a major bottleneck…
Spatiotemporal human representation based on 3D visual perception data is a rapidly growing research area. Based on the information sources, these representations can be broadly categorized into two groups based on RGB-D information or 3D…
Graph convolutional networks have been widely used for skeleton-based action recognition due to their excellent modeling ability of non-Euclidean data. As the graph convolution is a local operation, it can only utilize the short-range joint…
Human motion prediction from motion capture data is a classical problem in the computer vision, and conventional methods take the holistic human body as input. These methods ignore the fact that, in various human activities, different body…
In recent years, skeleton-based action recognition has become a popular 3D classification problem. State-of-the-art methods typically first represent each motion sequence as a high-dimensional trajectory on a Lie group with an additional…