mlsanityData to 7 Oct 2026

PSUMNet: Unified Modality Part Streams are All You Need for Efficient Pose-based Action Recognition

arXiv 2208.05775 ↗First posted 11 Aug 2022cs.CV cs.GR cs.MMcited by 14

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Abstract (arXiv)

Pose-based action recognition is predominantly tackled by approaches which treat the input skeleton in a monolithic fashion, i.e. joints in the pose tree are processed as a whole. However, such approaches ignore the fact that action categories are often characterized by localized action dynamics involving only small subsets of part joint groups involving hands (e.g. `Thumbs up') or legs (e.g. `Kicking'). Although part-grouping based approaches exist, each part group is not considered within the global pose frame, causing such methods to fall short. Further, conventional approaches employ independent modality streams (e.g. joint, bone, joint velocity, bone velocity) and train their network multiple times on these streams, which massively increases the number of training parameters. To address these issues, we introduce PSUMNet, a novel approach for scalable and efficient pose-based action recognition. At the representation level, we propose a global frame based part stream approach as opposed to conventional modality based streams. Within each part stream, the associated data from multiple modalities is unified and consumed by the processing pipeline. Experimentally, PSUMNet achieves state of the art performance on the widely used NTURGB+D 60/120 dataset and dense joint skeleton dataset NTU 60-X/120-X. PSUMNet is highly efficient and outperforms competing methods which use 100%-400% more parameters. PSUMNet also generalizes to the SHREC hand gesture dataset with competitive performance. Overall, PSUMNet's scalability, performance and efficiency makes it an attractive choice for action recognition and for deployment on compute-restricted embedded and edge devices. Code and pretrained models can be accessed at https://github.com/skelemoa/psumnet

Key facts. Cited by 14 papers in the map (data through 7 Oct 2026). Builds on 17 of its 31 references that are in the map. First posted on arXiv 11 Aug 2022.

Builds on

17 of 31 references.

References · 17

  1. 2018Spatial Temporal Graph Convolutional Networks for Skeleton-Based Action Recognitioncited by 1,199
  2. 2016NTU RGB+D: A Large Scale Dataset for 3D Human Activity Analysiscited by 683
  3. 2019NTU RGB+D 120: A Large-Scale Benchmark for 3D Human Activity Understandingcited by 530
  4. 2020Disentangling and Unifying Graph Convolutions for Skeleton-Based Action Recognitioncited by 339
  5. 2021Channel-wise Topology Refinement Graph Convolution for Skeleton-Based Action Recognitioncited by 317
  6. 2018Co-occurrence Feature Learning from Skeleton Data for Action Recognition and Detection with Hierarchical Aggregationcited by 106
  7. 2020Skeleton-based Action Recognition via Spatial and Temporal Transformer Networkscited by 98
  8. 2020Stronger, Faster and More Explainable: A Graph Convolutional Baseline for Skeleton-based Action Recognitioncited by 91
  9. 2018View Adaptive Neural Networks for High Performance Skeleton-based Human Action Recognitioncited by 84
  10. 2022Multi-Scale Spatial Temporal Graph Convolutional Network for Skeleton-Based Action Recognitioncited by 71
  11. 2020Richly Activated Graph Convolutional Network for Robust Skeleton-based Action Recognitioncited by 36
  12. 2021Topology-aware Convolutional Neural Network for Efficient Skeleton-based Action Recognitioncited by 29
5 more
  1. 2021Learning Multi-Granular Spatio-Temporal Graph Network for Skeleton-based Action Recognitioncited by 25
  2. 2016Space-Time Representation of People Based on 3D Skeletal Data: A Reviewcited by 24
  3. 2019Make Skeleton-based Action Recognition Model Smaller, Faster and Bettercited by 22
  4. 2018Part-based Graph Convolutional Network for Action Recognitioncited by 19
  5. 2021NTU-X: An Enhanced Large-scale Dataset for Improving Pose-based Recognition of Subtle Human Actionscited by 11

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Citing papers per year: 2023: 5; 2024: 4; 2025: 2; 2026: 3.

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