An Animation-based Augmentation Approach for Action Recognition from Discontinuous Video
Xingyu Song, Zhan Li, Shi Chen, Xin-Qiang Cai, Kazuyuki Demachi
TL;DR
The paper tackles the problem of action recognition under discontinuous video frames, where standard CNNs lose temporal context. It introduces the 4A pipeline—Action Animation-based Augmentation—which converts real, discontinuous RGB clips into smooth, multi-view animations via four stages: 2D skeleton extraction, 3D orientation lifting with a Quaternion Graph Convolution Network (Q-GCN), Dynamic Skeletal Interpolation (DSI) for motion smoothing, and animation generation in a game-engine environment. Key contributions include the Q-GCN for robust 2D-to-3D orientation lifting with quaternions, the DSI module that preserves motion semantics during interpolation, and extensive experiments showing comparable or superior performance with only 10% of real data, plus improved results on in-the-wild videos. The approach effectively bridges the domain gap between synthetic and real data, enabling scalable augmentation for action recognition under data-discontinuity conditions.
Abstract
Action recognition, an essential component of computer vision, plays a pivotal role in multiple applications. Despite significant improvements brought by Convolutional Neural Networks (CNNs), these models suffer performance declines when trained with discontinuous video frames, which is a frequent scenario in real-world settings. This decline primarily results from the loss of temporal continuity, which is crucial for understanding the semantics of human actions. To overcome this issue, we introduce the 4A (Action Animation-based Augmentation Approach) pipeline, which employs a series of sophisticated techniques: starting with 2D human pose estimation from RGB videos, followed by Quaternion-based Graph Convolution Network for joint orientation and trajectory prediction, and Dynamic Skeletal Interpolation for creating smoother, diversified actions using game engine technology. This innovative approach generates realistic animations in varied game environments, viewed from multiple viewpoints. In this way, our method effectively bridges the domain gap between virtual and real-world data. In experimental evaluations, the 4A pipeline achieves comparable or even superior performance to traditional training approaches using real-world data, while requiring only 10% of the original data volume. Additionally, our approach demonstrates enhanced performance on In-the-wild videos, marking a significant advancement in the field of action recognition.
