# E2E-GNet: An End-to-End Skeleton-based Geometric Deep Neural Network for Human Motion Recognition

arXiv: https://arxiv.org/abs/2603.02477 · HTML: https://mlsanity.com/paper/2603.02477/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 39 of its 85 references that are in the map.
- First posted on arXiv 3 Mar 2026.

## Builds on (most cited first, 30 of 39)

- [Convolutional Neural Networks on Graphs with Fast Localized Spectral Filtering](https://mlsanity.com/paper/1606.09375/) (2016)
- [Spatial Temporal Graph Convolutional Networks for Skeleton-Based Action Recognition](https://mlsanity.com/paper/1801.07455/) (2018)
- [Two-Stream Convolutional Networks for Action Recognition in Videos](https://mlsanity.com/paper/1406.2199/) (2014)
- [Geometric deep learning: going beyond Euclidean data](https://mlsanity.com/paper/1611.08097/) (2016)
- [NTU RGB+D: A Large Scale Dataset for 3D Human Activity Analysis](https://mlsanity.com/paper/1604.02808/) (2016)
- [NTU RGB+D 120: A Large-Scale Benchmark for 3D Human Activity Understanding](https://mlsanity.com/paper/1905.04757/) (2019)
- [Geometric deep learning on graphs and manifolds using mixture model CNNs](https://mlsanity.com/paper/1611.08402/) (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)
- [Diffusion-Convolutional Neural Networks](https://mlsanity.com/paper/1511.02136/) (2015)
- [A Riemannian Network for SPD Matrix Learning](https://mlsanity.com/paper/1608.04233/) (2016)
- [Adaptive Graph Convolutional Neural Networks](https://mlsanity.com/paper/1801.03226/) (2018)
- [Skeleton-based Action Recognition via Spatial and Temporal Transformer Networks](https://mlsanity.com/paper/2008.07404/) (2020)
- [Learning shape correspondence with anisotropic convolutional neural networks](https://mlsanity.com/paper/1605.06437/) (2016)
- [Hierarchically Decomposed Graph Convolutional Networks for Skeleton-Based Action Recognition](https://mlsanity.com/paper/2208.10741/) (2022)
- [PYSKL: Towards Good Practices for Skeleton Action Recognition](https://mlsanity.com/paper/2205.09443/) (2022)
- [Multi-Scale Spatial Temporal Graph Convolutional Network for Skeleton-Based Action Recognition](https://mlsanity.com/paper/2206.13028/) (2022)
- [Learning Discriminative Representations for Skeleton Based Action Recognition](https://mlsanity.com/paper/2303.03729/) (2023)
- [Building Deep Networks on Grassmann Manifolds](https://mlsanity.com/paper/1611.05742/) (2016)
- [A Survey on Graph Neural Networks and Graph Transformers in Computer Vision: A Task-Oriented Perspective](https://mlsanity.com/paper/2209.13232/) (2022)
- [SkateFormer: Skeletal-Temporal Transformer for Human Action Recognition](https://mlsanity.com/paper/2403.09508/) (2024)
- [A neural network based on SPD manifold learning for skeleton-based hand gesture recognition](https://mlsanity.com/paper/1904.12970/) (2019)
- [Generative Action Description Prompts for Skeleton-based Action Recognition](https://mlsanity.com/paper/2208.05318/) (2022)
- [Deep Learning on Lie Groups for Skeleton-based Action Recognition](https://mlsanity.com/paper/1612.05877/) (2016)
- [Masked Motion Predictors are Strong 3D Action Representation Learners](https://mlsanity.com/paper/2308.07092/) (2023)
- [RGB-D-based Human Motion Recognition with Deep Learning: A Survey](https://mlsanity.com/paper/1711.08362/) (2017)
- [Hypergraph Transformer for Skeleton-based Action Recognition](https://mlsanity.com/paper/2211.09590/) (2022)
- [Revealing Key Details to See Differences: A Novel Prototypical Perspective for Skeleton-based Action Recognition](https://mlsanity.com/paper/2411.18941/) (2024)
- [GeomNet: A Neural Network Based on Riemannian Geometries of SPD Matrix Space and Cholesky Space for 3D Skeleton-Based Interaction Recognition](https://mlsanity.com/paper/2111.13089/) (2021)
- [A Deep Learning Framework for Assessing Physical Rehabilitation Exercises](https://mlsanity.com/paper/1901.10435/) (2019)

## Abstract (arXiv)

Geometric deep learning has recently gained significant attention in the computer vision community for its ability to capture meaningful representations of data lying in a non-Euclidean space. To this end, we propose E2E-GNet, an end-to-end geometric deep neural network for skeleton-based human motion recognition. To enhance the discriminative power between different motions in the non-Euclidean space, E2E-GNet introduces a geometric transformation layer that jointly optimizes skeleton motion sequences on this space and applies a differentiable logarithm map activation to project them onto a linear space. Building on this, we further design a distortion-aware optimization layer that limits skeleton shape distortions caused by this projection, enabling the network to retain discriminative geometric cues and achieve a higher motion recognition rate. We demonstrate the impact of each layer through ablation studies and extensive experiments across five datasets spanning three domains show that E2E-GNet outperforms other methods with lower cost.
