mlsanityData to 7 Oct 2026

Patch as Node: Human-Centric Graph Representation Learning for Multimodal Action Recognition

arXiv 2512.21916 ↗First posted 26 Dec 2025cs.CVcited by 0

Not on the map. Why?

Abstract (arXiv)

While human action recognition has witnessed notable achievements, multimodal methods fusing RGB and skeleton modalities still suffer from their inherent heterogeneity and fail to fully exploit the complementary potential between them. In this paper, we propose PAN, the first human-centric graph representation learning framework for multimodal action recognition, in which token embeddings of RGB patches containing human joints are represented as spatiotemporal graphs. The human-centric graph modeling paradigm suppresses the redundancy in RGB frames and aligns well with skeleton-based methods, thus enabling a more effective and semantically coherent fusion of multimodal features. Since the sampling of token embeddings heavily relies on 2D skeletal data, we further propose attention-based post calibration to reduce the dependency on high-quality skeletal data at a minimal cost interms of model performance. To explore the potential of PAN in integrating with skeleton-based methods, we present two variants: PAN-Ensemble, which employs dual-path graph convolution networks followed by late fusion, and PAN-Unified, which performs unified graph representation learning within a single network. On three widely used multimodal action recognition datasets, both PAN-Ensemble and PAN-Unified achieve state-of-the-art (SOTA) performance in their respective settings of multimodal fusion: separate and unified modeling, respectively.

Key facts. No citing papers in the map yet (data through 7 Oct 2026). Builds on 36 of its 46 references that are in the map. First posted on arXiv 26 Dec 2025.

Builds on

36 of 46 references.

References · 36

  1. 2021Learning Transferable Visual Models From Natural Language Supervisioncited by 33,456
  2. 2020An Image is Worth 16x16 Words: Transformers for Image Recognition at Scalecited by 29,915
  3. 2021Swin Transformer: Hierarchical Vision Transformer using Shifted Windowscited by 12,082
  4. 2016Semi-Supervised Classification with Graph Convolutional Networkscited by 11,282
  5. 2021Masked Autoencoders Are Scalable Vision Learnerscited by 7,339
  6. 2017Quo Vadis, Action Recognition? A New Model and the Kinetics Datasetcited by 3,259
  7. 2018SlowFast Networks for Video Recognitioncited by 1,862
  8. 2021ViViT: A Video Vision Transformercited by 1,610
  9. 2021Is Space-Time Attention All You Need for Video Understanding?cited by 1,609
  10. 2018Spatial Temporal Graph Convolutional Networks for Skeleton-Based Action Recognitioncited by 1,199
  11. 2021Video Swin Transformercited by 1,090
  12. 2014Two-Stream Convolutional Networks for Action Recognition in Videoscited by 1,067
24 more
  1. 2021Multiscale Vision Transformerscited by 896
  2. 2018TSM: Temporal Shift Module for Efficient Video Understandingcited by 852
  3. 2016NTU RGB+D: A Large Scale Dataset for 3D Human Activity Analysiscited by 683
  4. 2020X3D: Expanding Architectures for Efficient Video Recognitioncited by 635
  5. 2019NTU RGB+D 120: A Large-Scale Benchmark for 3D Human Activity Understandingcited by 530
  6. 2016Convolutional Two-Stream Network Fusion for Video Action Recognitioncited by 384
  7. 2020Disentangling and Unifying Graph Convolutions for Skeleton-Based Action Recognitioncited by 339
  8. 2021Channel-wise Topology Refinement Graph Convolution for Skeleton-Based Action Recognitioncited by 317
  9. 2021Revisiting Skeleton-based Action Recognitioncited by 256
  10. 2021Keeping Your Eye on the Ball: Trajectory Attention in Video Transformerscited by 224
  11. 2022Vision GNN: An Image is Worth Graph of Nodescited by 185
  12. 2018LCR-Net++: Multi-person 2D and 3D Pose Detection in Natural Imagescited by 88
  13. 2021Constructing Stronger and Faster Baselines for Skeleton-based Action Recognitioncited by 87
  14. 2020VPN: Learning Video-Pose Embedding for Activities of Daily Livingcited by 57
  15. 2022STAR-Transformer: A Spatio-temporal Cross Attention Transformer for Human Action Recognitioncited by 43
  16. 20233Mformer: Multi-order Multi-mode Transformer for Skeletal Action Recognitioncited by 40
  17. 2022Hypergraph Transformer for Skeleton-based Action Recognitioncited by 36
  18. 2024LLMs are Good Action Recognizerscited by 36
  19. 2021VPN++: Rethinking Video-Pose embeddings for understanding Activities of Daily Livingcited by 35
  20. 2023MobileViG: Graph-Based Sparse Attention for Mobile Vision Applicationscited by 35
  21. 2024Revealing Key Details to See Differences: A Novel Prototypical Perspective for Skeleton-based Action Recognitioncited by 29
  22. 2024GreedyViG: Dynamic Axial Graph Construction for Efficient Vision GNNscited by 21
  23. 2022Cross-Modal Learning with 3D Deformable Attention for Action Recognitioncited by 20
  24. 2023Just Add π! Pose Induced Video Transformers for Understanding Activities of Daily Livingcited by 19

Built on by

Not cited yet.