Meet JEANIE: a Similarity Measure for 3D Skeleton Sequences via Temporal-Viewpoint Alignment
the Australian National University (ANU)(澳大利亚国立大学);Singapore University of Technology and Design(新加坡科技设计大学);Curtin University(科廷大学);Australian National University (ANU)(澳大利亚国立大学)
Lei Wang, Jun Liu, Liang Zheng, Tom Gedeon, Piotr Koniusz
备注:
Accepted by the International Journal of Computer Vision (IJCV). An extension of our ACCV'22 paper [arXiv:arXiv:2210.16820] which was distinguished by the Sang Uk Lee Best Student Paper Award
Video sequences exhibit significant nuisance variations (undesired effects) of speed of actions, temporal locations, and subjects' poses, leading to temporal-viewpoint misalignment when comparing two sets of frames or evaluating the similarity of two sequences. Thus, we propose Joint tEmporal and cAmera viewpoiNt alIgnmEnt (JEANIE) for sequence pairs. In particular, we focus on 3D skeleton sequences whose camera and subjects' poses can be easily manipulated in 3D. We evaluate JEANIE on skeletal Few-shot Action Recognition (FSAR), where matching well temporal blocks (temporal chunks that make up a sequence) of support-query sequence pairs (by factoring out nuisance variations) is essential due to limited samples of novel classes. Given a query sequence, we create its several views by simulating several camera locations. For a support sequence, we match it with view-simulated query sequences, as in the popular Dynamic Time Warping (DTW). Specifically, each support temporal block can be matched to the query temporal block with the same or adjacent (next) temporal index, and adjacent camera views to achieve joint local temporal-viewpoint warping. JEANIE selects the smallest distance among matching paths with different temporal-viewpoint warping patterns, an advantage over DTW which only performs temporal alignment. We also propose an unsupervised FSAR akin to clustering of sequences with JEANIE as a distance measure. JEANIE achieves state-of-the-art results on NTU-60, NTU-120, Kinetics-skeleton and UWA3D Multiview Activity II on supervised and unsupervised FSAR, and their meta-learning inspired fusion.
Singapore University of Technology and Design(新加坡科技设计大学);Data61/CSIRO(澳大利亚联邦科学与工业研究组织数据61);The Australian National University(澳大利亚国立大学)
In this paper, we propose a Few-shot Learning pipeline for 3D skeleton-based action recognition by Joint tEmporal and cAmera viewpoiNt alIgnmEnt (JEANIE). To factor out misalignment between query and support sequences of 3D body joints, we propose an advanced variant of Dynamic Time Warping which jointly models each smooth path between the query and support frames to achieve simultaneously the best alignment in the temporal and simulated camera viewpoint spaces for end-to-end learning under the limited few-shot training data. Sequences are encoded with a temporal block encoder based on Simple …
Australian National University(澳大利亚国立大学);Data61/CSIRO(澳大利亚联邦科学与工业研究组织数据61研究所)
We propose a Few-shot Learning pipeline for 3D skeleton-based action recognition by Joint tEmporal and cAmera viewpoiNt alIgnmEnt (JEANIE). To factor out misalignment between query and support sequences of 3D body joints, we propose an advanced variant of Dynamic Time Warping which jointly models each smooth path between the query and support frames to achieve simultaneously the best alignment in the temporal and simulated camera viewpoint spaces for end-to-end learning under the limited few-shot training data. Sequences are encoded with a temporal block encoder based on Simple Spectral Graph …
Xian Jiaotong University(西安交通大学);Microsoft Research Asia(微软亚洲研究院);Chinese Academy of Sciences(中国科学院)
Skeleton-based human action recognition has recently attracted increasing attention thanks to the accessibility and the popularity of 3D skeleton data. One of the key challenges in skeleton-based action recognition lies in the large view variations when capturing data. In order to alleviate the effects of view variations, this paper introduces a novel view adaptation scheme, which automatically determines the virtual observation viewpoints in a learning based data driven manner. We design two view adaptive neural networks, i.e., VA-RNN based on RNN, and VA-CNN based on CNN. For each network, a…
Microsoft Research Asia(微软亚洲研究院);National Laboratory of Pattern Recognition, Institute of Automation, Chinese Academy of Sciences(中国科学院自动化研究所模式识别国家重点实验室)
Skeleton-based human action recognition has recently attracted increasing attention due to the popularity of 3D skeleton data. One main challenge lies in the large view variations in captured human actions. We propose a novel view adaptation scheme to automatically regulate observation viewpoints during the occurrence of an action. Rather than re-positioning the skeletons based on a human defined prior criterion, we design a view adaptive recurrent neural network (RNN) with LSTM architecture, which enables the network itself to adapt to the most suitable observation viewpoints from end to end.…
Istituto Italiano di Tecnologia (IIT)(意大利技术研究院);University of Trento(特伦托大学)
This paper presents a novel end-to-end method for the problem of skeleton-based unsupervised human action recognition. We propose a new architecture with a convolutional autoencoder that uses graph Laplacian regularization to model the skeletal geometry across the temporal dynamics of actions. Our approach is robust towards viewpoint variations by including a self-supervised gradient reverse layer that ensures generalization across camera views. The proposed method is validated on NTU-60 and NTU-120 large-scale datasets in which it outperforms all prior unsupervised skeleton-based approaches o…
University of Technology Sydney(悉尼科技大学);University of Queensland(昆士兰大学);RIKEN Center for Advanced Intelligence Project(理化学研究所先进智能项目中心)
In this work, we propose a new Dual Min-Max Games (DMMG) based self-supervised skeleton action recognition method by augmenting unlabeled data in a contrastive learning framework. Our DMMG consists of a viewpoint variation min-max game and an edge perturbation min-max game. These two min-max games adopt an adversarial paradigm to perform data augmentation on the skeleton sequences and graph-structured body joints, respectively. Our viewpoint variation min-max game focuses on constructing various hard contrastive pairs by generating skeleton sequences from various viewpoints. These hard contras…
The Hong Kong University of Science and Technology(香港科技大学);Kuaishou Technology(快手科技)
Human actions involve complex pose variations and their 2D projections can be highly ambiguous. Thus 3D spatio-temporal or 4D (i.e., 3D+T) human skeletons, which are photometric and viewpoint invariant, are an excellent alternative to 2D+T skeletons/pixels to improve action recognition accuracy. This paper proposes a new 4D dataset HAA4D which consists of more than 3,300 RGB videos in 300 human atomic action classes. HAA4D is clean, diverse, class-balanced where each class is viewpoint-balanced with the use of 4D skeletons, in which as few as one 4D skeleton per class is sufficient for trainin…
In this work, we study self-supervised representation learning for 3D skeleton-based action recognition. We extend Bootstrap Your Own Latent (BYOL) for representation learning on skeleton sequence data and propose a new data augmentation strategy including two asymmetric transformation pipelines. We also introduce a multi-viewpoint sampling method that leverages multiple viewing angles of the same action captured by different cameras. In the semi-supervised setting, we show that the performance can be further improved by knowledge distillation from wider networks, leveraging once more the unla…
Tianjin University(天津大学);Key Research Center for Surface Monitoring and Analysis of Cultural Relics (SMARC), State Administration of Cultural Heritage, China(中国国家文物局文物表面监测与分析重点研究中心);University of South Carolina(南卡罗来纳大学)
Skeleton-based human action recognition has been drawing more interest recently due to its low sensitivity to appearance changes and the accessibility of more skeleton data. However, even the 3D skeletons captured in practice are still sensitive to the viewpoint and direction gave the occlusion of different human-body joints and the errors in human joint localization. Such view variance of skeleton data may significantly affect the performance of action recognition. To address this issue, we propose in this paper a new view-invariant representation learning approach, without any manual action …
The Chinese University of Hong Kong(香港中文大学);T Stone Robotics Institute of CUHK(香港中文大学汤申机器人研究所)
Learning a good 3D human pose representation is important for human pose related tasks, e.g. human 3D pose estimation and action recognition. Within all these problems, preserving the intrinsic pose information and adapting to view variations are two critical issues. In this work, we propose a novel Siamese denoising autoencoder to learn a 3D pose representation by disentangling the pose-dependent and view-dependent feature from the human skeleton data, in a fully unsupervised manner. These two disentangled features are utilized together as the representation of the 3D pose. To consider both t…
Inria(法国国家信息与自动化研究所);Toyota Motor Europe(丰田汽车欧洲公司);Shanghai AI Laboratory(上海人工智能实验室)
Current self-supervised approaches for skeleton action representation learning often focus on constrained scenarios, where videos and skeleton data are recorded in laboratory settings. When dealing with estimated skeleton data in real-world videos, such methods perform poorly due to the large variations across subjects and camera viewpoints. To address this issue, we introduce ViA, a novel View-Invariant Autoencoder for self-supervised skeleton action representation learning. ViA leverages motion retargeting between different human performers as a pretext task, in order to disentangle the late…
University of Washington(华盛顿大学);Honda Research Institute(本田研究院)
Recognition of human actions and associated interactions with objects and the environment is an important problem in computer vision due to its potential applications in a variety of domains. The most versatile methods can generalize to various environments and deal with cluttered backgrounds, occlusions, and viewpoint variations. Among them, methods based on graph convolutional networks that extract features from the skeleton have demonstrated promising performance. In this paper, we propose a novel Spatio-Temporal Pyramid Graph Convolutional Network (ST-PGN) for online action recognition for…
University of Electronic Science and Technology of China(电子科技大学);Sun Yat-sen University(中山大学)
Current researches of action recognition mainly focus on single-view and multi-view recognition, which can hardly satisfies the requirements of human-robot interaction (HRI) applications to recognize actions from arbitrary views. The lack of datasets also sets up barriers. To provide data for arbitrary-view action recognition, we newly collect a large-scale RGB-D action dataset for arbitrary-view action analysis, including RGB videos, depth and skeleton sequences. The dataset includes action samples captured in 8 fixed viewpoints and varying-view sequences which covers the entire 360 degree vi…
An Elastic Shape Variational Autoencoder for Skeleton Pose Trajectories
Systems and Information Engineering, University of Virginia(弗吉尼亚大学系统与信息工程系);Biomedical Engineering, Johns Hopkins University(约翰霍普金斯大学生物医学工程系);Dept. of Applied Mathematics and Statistics, Johns Hopkins University(约翰霍普金斯大学应用数学与统计学系)
3DPCNet: Pose Canonicalization for Robust Viewpoint-Invariant 3D Kinematic Analysis from Monocular RGB cameras
Center for Machine Vision and Signal Analysis (CMVS), University of Oulu, Finland(机器视觉与信号分析中心(CMVS)、奥卢大学,芬兰);Candour Ltd, Oulu, Finland(Candour公司,奥卢,芬兰)
Holoported Characters: Real-time Free-viewpoint Rendering of Humans from Sparse RGB Cameras
Max Planck Institute for Informatics(马克斯·普朗克信息学研究所);Saarland University(萨尔大学);Saarbrücken Research Center for Visual Computing, Interaction and AI(萨尔布吕肯视觉计算、交互与人工智能研究中心)