An Animation-based Augmentation Approach for Action Recognition from Discontinuous Video

Fuente: arXiv
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Hauptverfasser: Song, Xingyu, Li, Zhan, Chen, Shi, Cai, Xin-Qiang, Demachi, Kazuyuki
Format: Preprint
Veröffentlicht: 2024
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author Song, Xingyu
Li, Zhan
Chen, Shi
Cai, Xin-Qiang
Demachi, Kazuyuki
author_facet Song, Xingyu
Li, Zhan
Chen, Shi
Cai, Xin-Qiang
Demachi, Kazuyuki
contents Action recognition, an essential component of computer vision, plays a pivotal role in multiple applications. Despite significant improvements brought by Convolutional Neural Networks (CNNs), these models suffer performance declines when trained with discontinuous video frames, which is a frequent scenario in real-world settings. This decline primarily results from the loss of temporal continuity, which is crucial for understanding the semantics of human actions. To overcome this issue, we introduce the 4A (Action Animation-based Augmentation Approach) pipeline, which employs a series of sophisticated techniques: starting with 2D human pose estimation from RGB videos, followed by Quaternion-based Graph Convolution Network for joint orientation and trajectory prediction, and Dynamic Skeletal Interpolation for creating smoother, diversified actions using game engine technology. This innovative approach generates realistic animations in varied game environments, viewed from multiple viewpoints. In this way, our method effectively bridges the domain gap between virtual and real-world data. In experimental evaluations, the 4A pipeline achieves comparable or even superior performance to traditional training approaches using real-world data, while requiring only 10% of the original data volume. Additionally, our approach demonstrates enhanced performance on In-the-wild videos, marking a significant advancement in the field of action recognition.
format Preprint
id arxiv_https___arxiv_org_abs_2404_06741
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle An Animation-based Augmentation Approach for Action Recognition from Discontinuous Video
Song, Xingyu
Li, Zhan
Chen, Shi
Cai, Xin-Qiang
Demachi, Kazuyuki
Computer Vision and Pattern Recognition
Action recognition, an essential component of computer vision, plays a pivotal role in multiple applications. Despite significant improvements brought by Convolutional Neural Networks (CNNs), these models suffer performance declines when trained with discontinuous video frames, which is a frequent scenario in real-world settings. This decline primarily results from the loss of temporal continuity, which is crucial for understanding the semantics of human actions. To overcome this issue, we introduce the 4A (Action Animation-based Augmentation Approach) pipeline, which employs a series of sophisticated techniques: starting with 2D human pose estimation from RGB videos, followed by Quaternion-based Graph Convolution Network for joint orientation and trajectory prediction, and Dynamic Skeletal Interpolation for creating smoother, diversified actions using game engine technology. This innovative approach generates realistic animations in varied game environments, viewed from multiple viewpoints. In this way, our method effectively bridges the domain gap between virtual and real-world data. In experimental evaluations, the 4A pipeline achieves comparable or even superior performance to traditional training approaches using real-world data, while requiring only 10% of the original data volume. Additionally, our approach demonstrates enhanced performance on In-the-wild videos, marking a significant advancement in the field of action recognition.
title An Animation-based Augmentation Approach for Action Recognition from Discontinuous Video
topic Computer Vision and Pattern Recognition
url https://arxiv.org/abs/2404.06741