Generating Human Action Videos by Coupling 3D Game Engines and Probabilistic Graphical Models
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Abstract (arXiv)
Deep video action recognition models have been highly successful in recent years but require large quantities of manually annotated data, which are expensive and laborious to obtain. In this work, we investigate the generation of synthetic training data for video action recognition, as synthetic data have been successfully used to supervise models for a variety of other computer vision tasks. We propose an interpretable parametric generative model of human action videos that relies on procedural generation, physics models and other components of modern game engines. With this model we generate a diverse, realistic, and physically plausible dataset of human action videos, called PHAV for "Procedural Human Action Videos". PHAV contains a total of 39,982 videos, with more than 1,000 examples for each of 35 action categories. Our video generation approach is not limited to existing motion capture sequences: 14 of these 35 categories are procedurally defined synthetic actions. In addition, each video is represented with 6 different data modalities, including RGB, optical flow and pixel-level semantic labels. These modalities are generated almost simultaneously using the Multiple Render Targets feature of modern GPUs. In order to leverage PHAV, we introduce a deep multi-task (i.e. that considers action classes from multiple datasets) representation learning architecture that is able to simultaneously learn from synthetic and real video datasets, even when their action categories differ. Our experiments on the UCF-101 and HMDB-51 benchmarks suggest that combining our large set of synthetic videos with small real-world datasets can boost recognition performance. Our approach also significantly outperforms video representations produced by fine-tuning state-of-the-art unsupervised generative models of videos.
Key facts. Cited by 6 papers in the map (data through 14 Oct 2026). First posted on arXiv 12 Oct 2019.
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Citing papers per year: 2021: 3; 2022: 1; 2023: 1; 2024: 0; 2025: 0; 2026: 1.
6 papers.
- 2021Learning to Track with Object Permanencecited by 119
- 2021Geometric Unsupervised Domain Adaptation for Semantic Segmentationcited by 33
- 2021Action2video: Generating Videos of Human 3D Actionscited by 15
- 2023Learning Human Action Recognition Representations Without Real Humanscited by 5
- 2022Learning Dense Correspondence from Synthetic Environmentscited by 0
- 2026UniMo: Unifying Human and Animal Motion Generationcited by 0
- 2026UniMo: Unifying Human and Animal Motion Generation11 Sep 2026
- 2023Learning Human Action Recognition Representations Without Real Humans10 Nov 2023
- 2022Learning Dense Correspondence from Synthetic Environments24 Mar 2022
- 2021Action2video: Generating Videos of Human 3D Actions12 Nov 2021
- 2021Geometric Unsupervised Domain Adaptation for Semantic Segmentation30 Mar 2021
- 2021Learning to Track with Object Permanence26 Mar 2021