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

arXiv: https://arxiv.org/abs/2512.21916 · HTML: https://mlsanity.com/paper/2512.21916/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 36 of its 46 references that are in the map.
- First posted on arXiv 26 Dec 2025.

## Builds on (most cited first, 30 of 36)

- [Learning Transferable Visual Models From Natural Language Supervision](https://mlsanity.com/paper/2103.00020/) (2021)
- [An Image is Worth 16x16 Words: Transformers for Image Recognition at Scale](https://mlsanity.com/paper/2010.11929/) (2020)
- [Swin Transformer: Hierarchical Vision Transformer using Shifted Windows](https://mlsanity.com/paper/2103.14030/) (2021)
- [Semi-Supervised Classification with Graph Convolutional Networks](https://mlsanity.com/paper/1609.02907/) (2016)
- [Masked Autoencoders Are Scalable Vision Learners](https://mlsanity.com/paper/2111.06377/) (2021)
- [Quo Vadis, Action Recognition? A New Model and the Kinetics Dataset](https://mlsanity.com/paper/1705.07750/) (2017)
- [SlowFast Networks for Video Recognition](https://mlsanity.com/paper/1812.03982/) (2018)
- [Is Space-Time Attention All You Need for Video Understanding?](https://mlsanity.com/paper/2102.05095/) (2021)
- [ViViT: A Video Vision Transformer](https://mlsanity.com/paper/2103.15691/) (2021)
- [Spatial Temporal Graph Convolutional Networks for Skeleton-Based Action Recognition](https://mlsanity.com/paper/1801.07455/) (2018)
- [Video Swin Transformer](https://mlsanity.com/paper/2106.13230/) (2021)
- [Two-Stream Convolutional Networks for Action Recognition in Videos](https://mlsanity.com/paper/1406.2199/) (2014)
- [Multiscale Vision Transformers](https://mlsanity.com/paper/2104.11227/) (2021)
- [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)
- [NTU RGB+D 120: A Large-Scale Benchmark for 3D Human Activity Understanding](https://mlsanity.com/paper/1905.04757/) (2019)
- [Convolutional Two-Stream Network Fusion for Video Action Recognition](https://mlsanity.com/paper/1604.06573/) (2016)
- [Disentangling and Unifying Graph Convolutions for Skeleton-Based Action Recognition](https://mlsanity.com/paper/2003.14111/) (2020)
- [Channel-wise Topology Refinement Graph Convolution for Skeleton-Based Action Recognition](https://mlsanity.com/paper/2107.12213/) (2021)
- [Revisiting Skeleton-based Action Recognition](https://mlsanity.com/paper/2104.13586/) (2021)
- [Keeping Your Eye on the Ball: Trajectory Attention in Video Transformers](https://mlsanity.com/paper/2106.05392/) (2021)
- [Vision GNN: An Image is Worth Graph of Nodes](https://mlsanity.com/paper/2206.00272/) (2022)
- [LCR-Net++: Multi-person 2D and 3D Pose Detection in Natural Images](https://mlsanity.com/paper/1803.00455/) (2018)
- [Constructing Stronger and Faster Baselines for Skeleton-based Action Recognition](https://mlsanity.com/paper/2106.15125/) (2021)
- [VPN: Learning Video-Pose Embedding for Activities of Daily Living](https://mlsanity.com/paper/2007.03056/) (2020)
- [STAR-Transformer: A Spatio-temporal Cross Attention Transformer for Human Action Recognition](https://mlsanity.com/paper/2210.07503/) (2022)
- [3Mformer: Multi-order Multi-mode Transformer for Skeletal Action Recognition](https://mlsanity.com/paper/2303.14474/) (2023)
- [LLMs are Good Action Recognizers](https://mlsanity.com/paper/2404.00532/) (2024)
- [Hypergraph Transformer for Skeleton-based Action Recognition](https://mlsanity.com/paper/2211.09590/) (2022)

## 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.
