# Partial Skeleton Visibility for Action Recognition: A Constrained Field-of-View Approach

arXiv: https://arxiv.org/abs/2607.00716 · HTML: https://mlsanity.com/paper/2607.00716/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 35 of its 53 references that are in the map.
- First posted on arXiv 1 Jul 2026.

## Builds on (most cited first, 30 of 35)

- [Attention Is All You Need](https://mlsanity.com/paper/1706.03762/) (2017)
- [Semi-Supervised Classification with Graph Convolutional Networks](https://mlsanity.com/paper/1609.02907/) (2016)
- [CutMix: Regularization Strategy to Train Strong Classifiers with Localizable Features](https://mlsanity.com/paper/1905.04899/) (2019)
- [Spatial Temporal Graph Convolutional Networks for Skeleton-Based Action Recognition](https://mlsanity.com/paper/1801.07455/) (2018)
- [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)
- [Hypergraph Neural Networks](https://mlsanity.com/paper/1809.09401/) (2018)
- [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)
- [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)
- [Pose2Mesh: Graph Convolutional Network for 3D Human Pose and Mesh Recovery from a 2D Human Pose](https://mlsanity.com/paper/2008.09047/) (2020)
- [Hypergraph Convolution and Hypergraph Attention](https://mlsanity.com/paper/1901.08150/) (2019)
- [Human Action Recognition from Various Data Modalities: A Review](https://mlsanity.com/paper/2012.11866/) (2020)
- [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)
- [Dynamic GCN: Context-enriched Topology Learning for Skeleton-based Action Recognition](https://mlsanity.com/paper/2007.14690/) (2020)
- [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)
- [A Survey on 3D Skeleton-Based Action Recognition Using Learning Method](https://mlsanity.com/paper/2002.05907/) (2020)
- [SkateFormer: Skeletal-Temporal Transformer for Human Action Recognition](https://mlsanity.com/paper/2403.09508/) (2024)
- [Richly Activated Graph Convolutional Network for Robust Skeleton-based Action Recognition](https://mlsanity.com/paper/2008.03791/) (2020)
- [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)
- [Part-aware Unified Representation of Language and Skeleton for Zero-shot Action Recognition](https://mlsanity.com/paper/2406.13327/) (2024)
- [Part-based Graph Convolutional Network for Action Recognition](https://mlsanity.com/paper/1809.04983/) (2018)
- [SA-DVAE: Improving Zero-Shot Skeleton-Based Action Recognition by Disentangled Variational Autoencoders](https://mlsanity.com/paper/2407.13460/) (2024)
- [Neuron: Learning Context-Aware Evolving Representations for Zero-Shot Skeleton Action Recognition](https://mlsanity.com/paper/2411.11288/) (2024)
- [CrossGLG: LLM Guides One-shot Skeleton-based 3D Action Recognition in a Cross-level Manner](https://mlsanity.com/paper/2403.10082/) (2024)
- [Adaptive Hyper-Graph Convolution Network for Skeleton-based Human Action Recognition with Virtual Connections](https://mlsanity.com/paper/2411.14796/) (2024)

## 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.
