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

arXiv: https://arxiv.org/abs/2404.06741 · HTML: https://mlsanity.com/paper/2404.06741/

## Key facts

- Cited by 2 papers in the map (data through 14 Oct 2026).
- Builds on 52 of its 82 references that are in the map.
- First posted on arXiv 10 Apr 2024.

## Builds on (most cited first, 30 of 52)

- [Deep Residual Learning for Image Recognition](https://mlsanity.com/paper/1512.03385/) (2015)
- [Semi-Supervised Classification with Graph Convolutional Networks](https://mlsanity.com/paper/1609.02907/) (2016)
- [Squeeze-and-Excitation Networks](https://mlsanity.com/paper/1709.01507/) (2017)
- [Quo Vadis, Action Recognition? A New Model and the Kinetics Dataset](https://mlsanity.com/paper/1705.07750/) (2017)
- [Non-local Neural Networks](https://mlsanity.com/paper/1711.07971/) (2017)
- [Deep High-Resolution Representation Learning for Human Pose Estimation](https://mlsanity.com/paper/1902.09212/) (2019)
- [VideoMAE: Masked Autoencoders are Data-Efficient Learners for Self-Supervised Video Pre-Training](https://mlsanity.com/paper/2203.12602/) (2022)
- [Spatial Temporal Graph Convolutional Networks for Skeleton-Based Action Recognition](https://mlsanity.com/paper/1801.07455/) (2018)
- [FlowNet: Learning Optical Flow with Convolutional Networks](https://mlsanity.com/paper/1504.06852/) (2015)
- [Temporal Segment Networks: Towards Good Practices for Deep Action Recognition](https://mlsanity.com/paper/1608.00859/) (2016)
- [TSM: Temporal Shift Module for Efficient Video Understanding](https://mlsanity.com/paper/1811.08383/) (2018)
- [NTU RGB+D: A Large Scale Dataset for 3D Human Activity Analysis](https://mlsanity.com/paper/1604.02808/) (2016)
- [X3D: Expanding Architectures for Efficient Video Recognition](https://mlsanity.com/paper/2004.04730/) (2020)
- [Can Spatiotemporal 3D CNNs Retrace the History of 2D CNNs and ImageNet?](https://mlsanity.com/paper/1711.09577/) (2017)
- [3D human pose estimation in video with temporal convolutions and semi-supervised training](https://mlsanity.com/paper/1811.11742/) (2018)
- [A simple yet effective baseline for 3d human pose estimation](https://mlsanity.com/paper/1705.03098/) (2017)
- [Learning from Synthetic Humans](https://mlsanity.com/paper/1701.01370/) (2017)
- [ActionCLIP: A New Paradigm for Video Action Recognition](https://mlsanity.com/paper/2109.08472/) (2021)
- [Learning 3D Human Dynamics from Video](https://mlsanity.com/paper/1812.01601/) (2018)
- [I2L-MeshNet: Image-to-Lixel Prediction Network for Accurate 3D Human Pose and Mesh Estimation from a Single RGB Image](https://mlsanity.com/paper/2008.03713/) (2020)
- [FineGym: A Hierarchical Video Dataset for Fine-grained Action Understanding](https://mlsanity.com/paper/2004.06704/) (2020)
- [Semantic Graph Convolutional Networks for 3D Human Pose Regression](https://mlsanity.com/paper/1904.03345/) (2019)
- [STAR: Sparse Trained Articulated Human Body Regressor](https://mlsanity.com/paper/2008.08535/) (2020)
- [Long-term Human Motion Prediction with Scene Context](https://mlsanity.com/paper/2007.03672/) (2020)
- [Whole-Body Human Pose Estimation in the Wild](https://mlsanity.com/paper/2007.11858/) (2020)
- [Temporal Pyramid Network for Action Recognition](https://mlsanity.com/paper/2004.03548/) (2020)
- [TAM: Temporal Adaptive Module for Video Recognition](https://mlsanity.com/paper/2005.06803/) (2020)
- [QuaterNet: A Quaternion-based Recurrent Model for Human Motion](https://mlsanity.com/paper/1805.06485/) (2018)
- [Render for CNN: Viewpoint Estimation in Images Using CNNs Trained with Rendered 3D Model Views](https://mlsanity.com/paper/1505.05641/) (2015)
- [Motion Guided 3D Pose Estimation from Videos](https://mlsanity.com/paper/2004.13985/) (2020)

## Built on by (most cited first, 2 of 2)

- [Motion-aware Contrastive Learning for Temporal Panoptic Scene Graph Generation](https://mlsanity.com/paper/2412.07160/) (2024)
- [Deterministic Decomposition of Stochastic Generative Dynamics](https://mlsanity.com/paper/2605.08794/) (2026)

## Abstract (arXiv)

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.
