mlsanityData to 14 Oct 2026

Hypergraph Transformer for Skeleton-based Action Recognition

arXiv 2211.09590 ↗First posted 17 Nov 2022cs.CVcited by 36

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Abstract (arXiv)

Skeleton-based action recognition aims to recognize human actions given human joint coordinates with skeletal interconnections. By defining a graph with joints as vertices and their natural connections as edges, previous works successfully adopted Graph Convolutional networks (GCNs) to model joint co-occurrences and achieved superior performance. More recently, a limitation of GCNs is identified, i.e., the topology is fixed after training. To relax such a restriction, Self-Attention (SA) mechanism has been adopted to make the topology of GCNs adaptive to the input, resulting in the state-of-the-art hybrid models. Concurrently, attempts with plain Transformers have also been made, but they still lag behind state-of-the-art GCN-based methods due to the lack of structural prior. Unlike hybrid models, we propose a more elegant solution to incorporate the bone connectivity into Transformer via a graph distance embedding. Our embedding retains the information of skeletal structure during training, whereas GCNs merely use it for initialization. More importantly, we reveal an underlying issue of graph models in general, i.e., pairwise aggregation essentially ignores the high-order kinematic dependencies between body joints. To fill this gap, we propose a new self-attention (SA) mechanism on hypergraph, termed Hypergraph Self-Attention (HyperSA), to incorporate intrinsic higher-order relations into the model. We name the resulting model Hyperformer, and it beats state-of-the-art graph models w.r.t. accuracy and efficiency on NTU RGB+D, NTU RGB+D 120, and Northwestern-UCLA datasets.

Key facts. Cited by 36 papers in the map (data through 14 Oct 2026). Builds on 41 of its 57 references that are in the map. First posted on arXiv 17 Nov 2022.

Builds on

41 of 57 references.

References · 41

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29 more
  1. 2018Self-Attention with Relative Position Representationscited by 1,120
  2. 2016Realtime Multi-Person 2D Pose Estimation using Part Affinity Fieldscited by 1,064
  3. 2016NTU RGB+D: A Large Scale Dataset for 3D Human Activity Analysiscited by 686
  4. 2019NTU RGB+D 120: A Large-Scale Benchmark for 3D Human Activity Understandingcited by 533
  5. 2018Hypergraph Neural Networkscited by 488
  6. 2020Disentangling and Unifying Graph Convolutions for Skeleton-Based Action Recognitioncited by 343
  7. 2021Channel-wise Topology Refinement Graph Convolution for Skeleton-Based Action Recognitioncited by 322
  8. 2019Hypergraph Convolution and Hypergraph Attentioncited by 228
  9. 2021Rethinking and Improving Relative Position Encoding for Vision Transformercited by 207
  10. 2019An Attention Enhanced Graph Convolutional LSTM Network for Skeleton-Based Action Recognitioncited by 151
  11. 2019Semantics-Guided Neural Networks for Efficient Skeleton-Based Human Action Recognitioncited by 135
  12. 2014Cross-view Action Modeling, Learning and Recognitioncited by 134
  13. 2016An End-to-End Spatio-Temporal Attention Model for Human Action Recognition from Skeleton Datacited by 126
  14. 2017A New Representation of Skeleton Sequences for 3D Action Recognitioncited by 126
  15. 2018Co-occurrence Feature Learning from Skeleton Data for Action Recognition and Detection with Hierarchical Aggregationcited by 106
  16. 2017View Adaptive Recurrent Neural Networks for High Performance Human Action Recognition from Skeleton Datacited by 105
  17. 2020Stronger, Faster and More Explainable: A Graph Convolutional Baseline for Skeleton-based Action Recognitioncited by 91
  18. 2021Constructing Stronger and Faster Baselines for Skeleton-based Action Recognitioncited by 87
  19. 2018View Adaptive Neural Networks for High Performance Skeleton-based Human Action Recognitioncited by 84
  20. 2020Dynamic GCN: Context-enriched Topology Learning for Skeleton-based Action Recognitioncited by 82
  21. 2020Spatial Temporal Transformer Network for Skeleton-based Action Recognitioncited by 77
  22. 2020Be More with Less: Hypergraph Attention Networks for Inductive Text Classificationcited by 74
  23. 2022Multi-Scale Spatial Temporal Graph Convolutional Network for Skeleton-Based Action Recognitioncited by 71
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  25. 2017Inhomogeneous Hypergraph Clustering with Applicationscited by 31
  26. 2021Topology-aware Convolutional Neural Network for Efficient Skeleton-based Action Recognitioncited by 29
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  28. 2018Part-based Graph Convolutional Network for Action Recognitioncited by 19
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Cited by year (2026 to 14 Oct)

Citing papers per year: 2023: 9; 2024: 10; 2025: 9; 2026: 8.

36 papers.

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  1. 2023Language Knowledge-Assisted Representation Learning for Skeleton-Based Action Recognitioncited by 27
  2. 2023HDFormer: High-order Directed Transformer for 3D Human Pose Estimationcited by 23
  3. 2023DAMO-StreamNet: Optimizing Streaming Perception in Autonomous Drivingcited by 13
  4. 2023PoSynDA: Multi-Hypothesis Pose Synthesis Domain Adaptation for Robust 3D Human Pose Estimationcited by 12
  5. 2025Heterogeneous Skeleton-Based Action Representation Learningcited by 12
  6. 2023Ske2Grid: Skeleton-to-Grid Representation Learning for Action Recognitioncited by 7
  7. 2023Human Pose-based Estimation, Tracking and Action Recognition with Deep Learning: A Surveycited by 6
  8. 20253D Skeleton-Based Action Recognition: A Reviewcited by 6
  9. 2024MultiMax: Sparse and Multi-Modal Attention Learningcited by 5
  10. 2024Autoregressive Adaptive Hypergraph Transformer for Skeleton-based Activity Recognitioncited by 4
  11. 2023KeyPosS: Plug-and-Play Facial Landmark Detection through GPS-Inspired True-Range Multilaterationcited by 3
  12. 2024GCN-DevLSTM: Path Development for Skeleton-Based Action Recognitioncited by 3
24 more
  1. 2024CHASE: Learning Convex Hull Adaptive Shift for Skeleton-based Multi-Entity Action Recognitioncited by 3
  2. 2024Muscles in Time: Learning to Understand Human Motion by Simulating Muscle Activationscited by 3
  3. 2025Hybrid-supervised Hypergraph-enhanced Transformer for Micro-gesture Based Emotion Recognitioncited by 3
  4. 2024LORTSAR: Low-Rank Transformer for Skeleton-based Action Recognitioncited by 2
  5. 2025Patch-Wise Hypergraph Contrastive Learning with Dual Normal Distribution Weighting for Multi-Domain Stain Transfercited by 2
  6. 2026KGS-GCN: Kinematics-Driven Gaussian Splatting and Probabilistic Topology for Skeleton-Based Action Recognitioncited by 2
  7. 2023MDSC: Towards Evaluating the Style Consistency Between Music and Dancecited by 1
  8. 2024SkelMamba: A State Space Model for Efficient Skeleton Action Recognition of Neurological Disorderscited by 1
  9. 2024FreqMixFormerV2: Lightweight Frequency-aware Mixed Transformer for Human Skeleton Action Recognitioncited by 1
  10. 2026BikeActions: An Open Platform and Benchmark for Cyclist-Centric VRU Action Recognitioncited by 1
  11. 2023Refined Temporal Pyramidal Compression-and-Amplification Transformer for 3D Human Pose Estimationcited by 0
  12. 2024Multi-Scale Spatial-Temporal Self-Attention Graph Convolutional Networks for Skeleton-based Action Recognitioncited by 0
  13. 2024Relation Learning and Aggregate-attention for Multi-person Motion Predictioncited by 0
  14. 2025HFGCN:Hypergraph Fusion Graph Convolutional Networks for Skeleton-Based Action Recognitioncited by 0
  15. 2025PoseGRAF: Geometric-Reinforced Adaptive Fusion for Monocular 3D Human Pose Estimationcited by 0
  16. 2025CGTGait: Collaborative Graph and Transformer for Gait Emotion Recognitioncited by 0
  17. 2025TSkel-Mamba: Temporal Dynamic Modeling via State Space Model for Human Skeleton-based Action Recognitioncited by 0
  18. 2025Patch as Node: Human-Centric Graph Representation Learning for Multimodal Action Recognitioncited by 0
  19. 2026E2E-GNet: An End-to-End Skeleton-based Geometric Deep Neural Network for Human Motion Recognitioncited by 0
  20. 2026Skeleton-to-Image Encoding: Enabling Skeleton Representation Learning via Vision-Pretrained Modelscited by 0
  21. 2026Partial Skeleton Visibility for Action Recognition: A Constrained Field-of-View Approachcited by 0
  22. 2026Beyond Pairwise Relations: Dynamic Manipulation Hypergraphs for Vision-Based Human Activity Recognitioncited by 0
  23. 2026STAR: Skeletal Token Alignment and Rearrangement for Interaction Recognitioncited by 0
  24. 2026De-biasing Skeleton-based Action Recognition with Convex Hull Adaptive Shiftcited by 0