Skeleton-based Group Activity Recognition via Spatial-Temporal Panoramic Graph

Fuente: arXiv
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Main Authors: Li, Zhengcen, Chang, Xinle, Li, Yueran, Su, Jingyong
Format: Preprint
Published: 2024
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author Li, Zhengcen
Chang, Xinle
Li, Yueran
Su, Jingyong
author_facet Li, Zhengcen
Chang, Xinle
Li, Yueran
Su, Jingyong
contents 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
format Preprint
id arxiv_https___arxiv_org_abs_2407_19497
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Skeleton-based Group Activity Recognition via Spatial-Temporal Panoramic Graph
Li, Zhengcen
Chang, Xinle
Li, Yueran
Su, Jingyong
Computer Vision and Pattern Recognition
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
title Skeleton-based Group Activity Recognition via Spatial-Temporal Panoramic Graph
topic Computer Vision and Pattern Recognition
url https://arxiv.org/abs/2407.19497