Partial Skeleton Visibility for Action Recognition: A Constrained Field-of-View Approach
Not on the map. Why?
Abstract (arXiv)
Skeleton-based action recognition has achieved remarkable success by exploiting joint coordinates and their topological connections, yet prevailing methods overwhelmingly assume complete and clean skeleton inputs. In real-world deployments, such as egocentric vision, crowded surveillance, wearable devices, or edge robotics, limited field-of-view (FoV) frequently causes substantial joint visibility dropout, leading to severe performance degradation that existing models are largely unprepared to handle. To bridge this critical yet underexplored gap, we introduce PartialVisGraph, a novel hypergraph framework tailored for robust skeleton action recognition under constrained FoV. We first construct highly expressive hypergraphs by introducing learnable virtual hyperedges that form a soft incidence matrix, capturing flexible high-order dependencies beyond conventional pairwise graphs. We then propose the Single-Head Sample-Adaptive Transformer, which adaptively aggregates joint features onto hyperedges while explicitly incorporating a visibility prior. This prior selectively gates information flow, preventing occluded or out-of-view joints from corrupting reliable feature propagation. We further establish rigorous evaluation protocols with realistic FoV simulation benchmarks on NTU RGB+D 60 and 120. Extensive experiments demonstrate that PartialVisGraph consistently achieves state-of-the-art accuracy under partial visibility, with gains of up to 68.8% on subsets with severe FoV restrictions compared to recent strong baselines, while remaining superior on full-visibility settings. Our approach offers a principled and practical pathway toward deployable skeleton-based action understanding in unconstrained environments.
Key facts. No citing papers in the map yet (data through 7 Oct 2026). Builds on 35 of its 53 references that are in the map. First posted on arXiv 1 Jul 2026.
Builds on
35 of 53 references.
References · 35
- 2017Attention Is All You Needcited by 59,932
- 2016Semi-Supervised Classification with Graph Convolutional Networkscited by 11,282
- 2019CutMix: Regularization Strategy to Train Strong Classifiers with Localizable Featurescited by 2,875
- 2018Spatial Temporal Graph Convolutional Networks for Skeleton-Based Action Recognitioncited by 1,199
- 2016NTU RGB+D: A Large Scale Dataset for 3D Human Activity Analysiscited by 683
- 2019NTU RGB+D 120: A Large-Scale Benchmark for 3D Human Activity Understandingcited by 530
- 2018Hypergraph Neural Networkscited by 482
- 2017A simple yet effective baseline for 3d human pose estimationcited by 401
- 20183D human pose estimation in video with temporal convolutions and semi-supervised trainingcited by 401
- 2020Disentangling and Unifying Graph Convolutions for Skeleton-Based Action Recognitioncited by 339
- 2021Channel-wise Topology Refinement Graph Convolution for Skeleton-Based Action Recognitioncited by 317
- 2020Pose2Mesh: Graph Convolutional Network for 3D Human Pose and Mesh Recovery from a 2D Human Posecited by 248
23 more
- 2019Hypergraph Convolution and Hypergraph Attentioncited by 226
- 2020Human Action Recognition from Various Data Modalities: A Reviewcited by 162
- 2022Hierarchically Decomposed Graph Convolutional Networks for Skeleton-Based Action Recognitioncited by 85
- 2022PYSKL: Towards Good Practices for Skeleton Action Recognitioncited by 83
- 2020Dynamic GCN: Context-enriched Topology Learning for Skeleton-based Action Recognitioncited by 82
- 2022Multi-Scale Spatial Temporal Graph Convolutional Network for Skeleton-Based Action Recognitioncited by 71
- 2023Learning Discriminative Representations for Skeleton Based Action Recognitioncited by 62
- 2020A Survey on 3D Skeleton-Based Action Recognition Using Learning Methodcited by 46
- 2024SkateFormer: Skeletal-Temporal Transformer for Human Action Recognitioncited by 46
- 2020Richly Activated Graph Convolutional Network for Robust Skeleton-based Action Recognitioncited by 36
- 2022Hypergraph Transformer for Skeleton-based Action Recognitioncited by 36
- 2024Revealing Key Details to See Differences: A Novel Prototypical Perspective for Skeleton-based Action Recognitioncited by 29
- 2024Part-aware Unified Representation of Language and Skeleton for Zero-shot Action Recognitioncited by 23
- 2018Part-based Graph Convolutional Network for Action Recognitioncited by 19
- 2024SA-DVAE: Improving Zero-Shot Skeleton-Based Action Recognition by Disentangled Variational Autoencoderscited by 19
- 2024Neuron: Learning Context-Aware Evolving Representations for Zero-Shot Skeleton Action Recognitioncited by 13
- 2024CrossGLG: LLM Guides One-shot Skeleton-based 3D Action Recognition in a Cross-level Mannercited by 11
- 2024Adaptive Hyper-Graph Convolution Network for Skeleton-based Human Action Recognition with Virtual Connectionscited by 11
- 2024Bridging the Skeleton-Text Modality Gap: Diffusion-Powered Modality Alignment for Zero-shot Skeleton-based Action Recognitioncited by 9
- 2024Towards Physical World Backdoor Attacks against Skeleton Action Recognitioncited by 7
- 2024Skeleton-based Group Activity Recognition via Spatial-Temporal Panoramic Graphcited by 6
- 2023Occlusion Robust 3D Human Pose Estimation with StridedPoseGraphFormer and Data Augmentationcited by 3
- 2025PersPose: 3D Human Pose Estimation with Perspective Encoding and Perspective Rotationcited by 2
Built on by
Not cited yet.