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SubscribeAdaptive Skeleton Graph Decoding
Large language models (LLMs) have seen significant adoption for natural language tasks, owing their success to massive numbers of model parameters (e.g., 70B+); however, LLM inference incurs significant computation and memory costs. Recent approaches propose parallel decoding strategies, such as Skeleton-of-Thought (SoT), to improve performance by breaking prompts down into sub-problems that can be decoded in parallel; however, they often suffer from reduced response quality. Our key insight is that we can request additional information, specifically dependencies and difficulty, when generating the sub-problems to improve both response quality and performance. In this paper, we propose Skeleton Graph Decoding (SGD), which uses dependencies exposed between sub-problems to support information forwarding between dependent sub-problems for improved quality while exposing parallelization opportunities for decoding independent sub-problems. Additionally, we leverage difficulty estimates for each sub-problem to select an appropriately-sized model, improving performance without significantly reducing quality. Compared to standard autoregressive generation and SoT, SGD achieves a 1.69x speedup while improving quality by up to 51%.
Parallel Decoder Transformer: Model-Internal Parallel Decoding with Speculative Invariance via Note Conditioning
Autoregressive decoding in Large Language Models (LLMs) is inherently sequential, creating a latency bottleneck that scales linearly with output length. While ``Decomposition-and-Fill'' methods like Skeleton-of-Thought attempt to parallelize generation via external orchestration, they suffer from coherence drift due to the lack of cross-stream communication. In this work, we introduce the Parallel Decoder Transformer (PDT), a parameter-efficient architecture that embeds coordination primitives directly into the inference process of a frozen pre-trained model. Instead of retraining the base model, PDT injects lightweight Speculative Note Conditioning (SNC) adapters that allow parallel decoding streams to synchronize via a shared, dynamic latent space. We formulate coordination as a speculative consensus problem, where sibling streams broadcast semantic ``notes'' to a global bus, gated by a learned verification head. We validate our approach on a 50,000-step curriculum using a frozen 20B-parameter backbone. Our results demonstrate that PDT achieves effective self-correction, reaching 77.8\% precision in coverage prediction and recovering approximate serial semantics without modifying the trunk weights. This establishes PDT as a scalable, efficient alternative to full model fine-tuning for structured parallel generation.
S3O: A Dual-Phase Approach for Reconstructing Dynamic Shape and Skeleton of Articulated Objects from Single Monocular Video
Reconstructing dynamic articulated objects from a singular monocular video is challenging, requiring joint estimation of shape, motion, and camera parameters from limited views. Current methods typically demand extensive computational resources and training time, and require additional human annotations such as predefined parametric models, camera poses, and key points, limiting their generalizability. We propose Synergistic Shape and Skeleton Optimization (S3O), a novel two-phase method that forgoes these prerequisites and efficiently learns parametric models including visible shapes and underlying skeletons. Conventional strategies typically learn all parameters simultaneously, leading to interdependencies where a single incorrect prediction can result in significant errors. In contrast, S3O adopts a phased approach: it first focuses on learning coarse parametric models, then progresses to motion learning and detail addition. This method substantially lowers computational complexity and enhances robustness in reconstruction from limited viewpoints, all without requiring additional annotations. To address the current inadequacies in 3D reconstruction from monocular video benchmarks, we collected the PlanetZoo dataset. Our experimental evaluations on standard benchmarks and the PlanetZoo dataset affirm that S3O provides more accurate 3D reconstruction, and plausible skeletons, and reduces the training time by approximately 60% compared to the state-of-the-art, thus advancing the state of the art in dynamic object reconstruction.
A skeletonization algorithm for gradient-based optimization
The skeleton of a digital image is a compact representation of its topology, geometry, and scale. It has utility in many computer vision applications, such as image description, segmentation, and registration. However, skeletonization has only seen limited use in contemporary deep learning solutions. Most existing skeletonization algorithms are not differentiable, making it impossible to integrate them with gradient-based optimization. Compatible algorithms based on morphological operations and neural networks have been proposed, but their results often deviate from the geometry and topology of the true medial axis. This work introduces the first three-dimensional skeletonization algorithm that is both compatible with gradient-based optimization and preserves an object's topology. Our method is exclusively based on matrix additions and multiplications, convolutional operations, basic non-linear functions, and sampling from a uniform probability distribution, allowing it to be easily implemented in any major deep learning library. In benchmarking experiments, we prove the advantages of our skeletonization algorithm compared to non-differentiable, morphological, and neural-network-based baselines. Finally, we demonstrate the utility of our algorithm by integrating it with two medical image processing applications that use gradient-based optimization: deep-learning-based blood vessel segmentation, and multimodal registration of the mandible in computed tomography and magnetic resonance images.
Flagfolds
By interpreting the product of the Principal Component Analysis, that is the covariance matrix, as a sequence of nested subspaces naturally coming with weights according to the level of approximation they provide, we are able to embed all d--dimensional Grassmannians into a stratified space of covariance matrices. We observe that Grassmannians constitute the lowest dimensional skeleton of the stratification while it is possible to define a Riemaniann metric on the highest dimensional and dense stratum, such a metric being compatible with the global stratification. With such a Riemaniann metric at hand, it is possible to look for geodesics between two linear subspaces of different dimensions that do not go through higher dimensional linear subspaces as would euclidean geodesics. Building upon the proposed embedding of Grassmannians into the stratified space of covariance matrices, we generalize the concept of varifolds to what we call flagfolds in order to model multi-dimensional shapes.
A Unified Experiment Design Approach for Cyclic and Acyclic Causal Models
We study experiment design for unique identification of the causal graph of a simple SCM, where the graph may contain cycles. The presence of cycles in the structure introduces major challenges for experiment design as, unlike acyclic graphs, learning the skeleton of causal graphs with cycles may not be possible from merely the observational distribution. Furthermore, intervening on a variable in such graphs does not necessarily lead to orienting all the edges incident to it. In this paper, we propose an experiment design approach that can learn both cyclic and acyclic graphs and hence, unifies the task of experiment design for both types of graphs. We provide a lower bound on the number of experiments required to guarantee the unique identification of the causal graph in the worst case, showing that the proposed approach is order-optimal in terms of the number of experiments up to an additive logarithmic term. Moreover, we extend our result to the setting where the size of each experiment is bounded by a constant. For this case, we show that our approach is optimal in terms of the size of the largest experiment required for uniquely identifying the causal graph in the worst case.
Causal Discovery from Heterogeneous/Nonstationary Data with Independent Changes
It is commonplace to encounter heterogeneous or nonstationary data, of which the underlying generating process changes across domains or over time. Such a distribution shift feature presents both challenges and opportunities for causal discovery. In this paper, we develop a framework for causal discovery from such data, called Constraint-based causal Discovery from heterogeneous/NOnstationary Data (CD-NOD), to find causal skeleton and directions and estimate the properties of mechanism changes. First, we propose an enhanced constraint-based procedure to detect variables whose local mechanisms change and recover the skeleton of the causal structure over observed variables. Second, we present a method to determine causal orientations by making use of independent changes in the data distribution implied by the underlying causal model, benefiting from information carried by changing distributions. After learning the causal structure, next, we investigate how to efficiently estimate the "driving force" of the nonstationarity of a causal mechanism. That is, we aim to extract from data a low-dimensional representation of changes. The proposed methods are nonparametric, with no hard restrictions on data distributions and causal mechanisms, and do not rely on window segmentation. Furthermore, we find that data heterogeneity benefits causal structure identification even with particular types of confounders. Finally, we show the connection between heterogeneity/nonstationarity and soft intervention in causal discovery. Experimental results on various synthetic and real-world data sets (task-fMRI and stock market data) are presented to demonstrate the efficacy of the proposed methods.
Segmentation of 3D pore space from CT images using curvilinear skeleton: application to numerical simulation of microbial decomposition
Recent advances in 3D X-ray Computed Tomographic (CT) sensors have stimulated research efforts to unveil the extremely complex micro-scale processes that control the activity of soil microorganisms. Voxel-based description (up to hundreds millions voxels) of the pore space can be extracted, from grey level 3D CT scanner images, by means of simple image processing tools. Classical methods for numerical simulation of biological dynamics using mesh of voxels, such as Lattice Boltzmann Model (LBM), are too much time consuming. Thus, the use of more compact and reliable geometrical representations of pore space can drastically decrease the computational cost of the simulations. Several recent works propose basic analytic volume primitives (e.g. spheres, generalized cylinders, ellipsoids) to define a piece-wise approximation of pore space for numerical simulation of draining, diffusion and microbial decomposition. Such approaches work well but the drawback is that it generates approximation errors. In the present work, we study another alternative where pore space is described by means of geometrically relevant connected subsets of voxels (regions) computed from the curvilinear skeleton. Indeed, many works use the curvilinear skeleton (3D medial axis) for analyzing and partitioning 3D shapes within various domains (medicine, material sciences, petroleum engineering, etc.) but only a few ones in soil sciences. Within the context of soil sciences, most studies dealing with 3D medial axis focus on the determination of pore throats. Here, we segment pore space using curvilinear skeleton in order to achieve numerical simulation of microbial decomposition (including diffusion processes). We validate simulation outputs by comparison with other methods using different pore space geometrical representations (balls, voxels).
Proving the Potential of Skeleton Based Action Recognition to Automate the Analysis of Manual Processes
In manufacturing sectors such as textiles and electronics, manual processes are a fundamental part of production. The analysis and monitoring of the processes is necessary for efficient production design. Traditional methods for analyzing manual processes are complex, expensive, and inflexible. Compared to established approaches such as Methods-Time-Measurement (MTM), machine learning (ML) methods promise: Higher flexibility, self-sufficient & permanent use, lower costs. In this work, based on a video stream, the current motion class in a manual assembly process is detected. With information on the current motion, Key-Performance-Indicators (KPIs) can be derived easily. A skeleton-based action recognition approach is taken, as this field recently shows major success in machine vision tasks. For skeleton-based action recognition in manual assembly, no sufficient pre-work could be found. Therefore, a ML pipeline is developed, to enable extensive research on different (pre-) processing methods and neural nets. Suitable well generalizing approaches are found, proving the potential of ML to enhance analyzation of manual processes. Models detect the current motion, performed by an operator in manual assembly, but the results can be transferred to all kinds of manual processes.
HaLP: Hallucinating Latent Positives for Skeleton-based Self-Supervised Learning of Actions
Supervised learning of skeleton sequence encoders for action recognition has received significant attention in recent times. However, learning such encoders without labels continues to be a challenging problem. While prior works have shown promising results by applying contrastive learning to pose sequences, the quality of the learned representations is often observed to be closely tied to data augmentations that are used to craft the positives. However, augmenting pose sequences is a difficult task as the geometric constraints among the skeleton joints need to be enforced to make the augmentations realistic for that action. In this work, we propose a new contrastive learning approach to train models for skeleton-based action recognition without labels. Our key contribution is a simple module, HaLP - to Hallucinate Latent Positives for contrastive learning. Specifically, HaLP explores the latent space of poses in suitable directions to generate new positives. To this end, we present a novel optimization formulation to solve for the synthetic positives with an explicit control on their hardness. We propose approximations to the objective, making them solvable in closed form with minimal overhead. We show via experiments that using these generated positives within a standard contrastive learning framework leads to consistent improvements across benchmarks such as NTU-60, NTU-120, and PKU-II on tasks like linear evaluation, transfer learning, and kNN evaluation. Our code will be made available at https://github.com/anshulbshah/HaLP.
Sketch2FullStack: Generating Skeleton Code of Full Stack Website and Application from Sketch using Deep Learning and Computer Vision
For a full-stack web or app development, it requires a software firm or more specifically a team of experienced developers to contribute a large portion of their time and resources to design the website and then convert it to code. As a result, the efficiency of the development team is significantly reduced when it comes to converting UI wireframes and database schemas into an actual working system. It would save valuable resources and fasten the overall workflow if the clients or developers can automate this process of converting the pre-made full-stack website design to get a partially working if not fully working code. In this paper, we present a novel approach of generating the skeleton code from sketched images using Deep Learning and Computer Vision approaches. The dataset for training are first-hand sketched images of low fidelity wireframes, database schemas and class diagrams. The approach consists of three parts. First, the front-end or UI elements detection and extraction from custom-made UI wireframes. Second, individual database table creation from schema designs and lastly, creating a class file from class diagrams.
CascadeFormer: A Family of Two-stage Cascading Transformers for Skeleton-based Human Action Recognition
Skeleton-based human action recognition leverages sequences of human joint coordinates to identify actions performed in videos. Owing to the intrinsic spatiotemporal structure of skeleton data, Graph Convolutional Networks (GCNs) have been the dominant architecture in this field. However, recent advances in transformer models and masked pretraining frameworks open new avenues for representation learning. In this work, we propose CascadeFormer, a family of two-stage cascading transformers for skeleton-based human action recognition. Our framework consists of a masked pretraining stage to learn generalizable skeleton representations, followed by a cascading fine-tuning stage tailored for discriminative action classification. We evaluate CascadeFormer across three benchmark datasets (Penn Action N-UCLA, and NTU RGB+D 60), achieving competitive performance on all tasks. To promote reproducibility, we release our code and model checkpoints.
TapMo: Shape-aware Motion Generation of Skeleton-free Characters
Previous motion generation methods are limited to the pre-rigged 3D human model, hindering their applications in the animation of various non-rigged characters. In this work, we present TapMo, a Text-driven Animation Pipeline for synthesizing Motion in a broad spectrum of skeleton-free 3D characters. The pivotal innovation in TapMo is its use of shape deformation-aware features as a condition to guide the diffusion model, thereby enabling the generation of mesh-specific motions for various characters. Specifically, TapMo comprises two main components - Mesh Handle Predictor and Shape-aware Diffusion Module. Mesh Handle Predictor predicts the skinning weights and clusters mesh vertices into adaptive handles for deformation control, which eliminates the need for traditional skeletal rigging. Shape-aware Motion Diffusion synthesizes motion with mesh-specific adaptations. This module employs text-guided motions and mesh features extracted during the first stage, preserving the geometric integrity of the animations by accounting for the character's shape and deformation. Trained in a weakly-supervised manner, TapMo can accommodate a multitude of non-human meshes, both with and without associated text motions. We demonstrate the effectiveness and generalizability of TapMo through rigorous qualitative and quantitative experiments. Our results reveal that TapMo consistently outperforms existing auto-animation methods, delivering superior-quality animations for both seen or unseen heterogeneous 3D characters.
HumanSD: A Native Skeleton-Guided Diffusion Model for Human Image Generation
Controllable human image generation (HIG) has numerous real-life applications. State-of-the-art solutions, such as ControlNet and T2I-Adapter, introduce an additional learnable branch on top of the frozen pre-trained stable diffusion (SD) model, which can enforce various conditions, including skeleton guidance of HIG. While such a plug-and-play approach is appealing, the inevitable and uncertain conflicts between the original images produced from the frozen SD branch and the given condition incur significant challenges for the learnable branch, which essentially conducts image feature editing for condition enforcement. In this work, we propose a native skeleton-guided diffusion model for controllable HIG called HumanSD. Instead of performing image editing with dual-branch diffusion, we fine-tune the original SD model using a novel heatmap-guided denoising loss. This strategy effectively and efficiently strengthens the given skeleton condition during model training while mitigating the catastrophic forgetting effects. HumanSD is fine-tuned on the assembly of three large-scale human-centric datasets with text-image-pose information, two of which are established in this work. As shown in Figure 1, HumanSD outperforms ControlNet in terms of accurate pose control and image quality, particularly when the given skeleton guidance is sophisticated.
Representation-Centric Survey of Skeletal Action Recognition and the ANUBIS Benchmark
3D skeleton-based human action recognition has emerged as a powerful alternative to traditional RGB and depth-based approaches, offering robustness to environmental variations, computational efficiency, and enhanced privacy. Despite remarkable progress, current research remains fragmented across diverse input representations and lacks evaluation under scenarios that reflect modern real-world challenges. This paper presents a representation-centric survey of skeleton-based action recognition, systematically categorizing state-of-the-art methods by their input feature types: joint coordinates, bone vectors, motion flows, and extended representations, and analyzing how these choices influence spatial-temporal modeling strategies. Building on the insights from this review, we introduce ANUBIS, a large-scale, challenging skeleton action dataset designed to address critical gaps in existing benchmarks. ANUBIS incorporates multi-view recordings with back-view perspectives, complex multi-person interactions, fine-grained and violent actions, and contemporary social behaviors. We benchmark a diverse set of state-of-the-art models on ANUBIS and conduct an in-depth analysis of how different feature types affect recognition performance across 102 action categories. Our results show strong action-feature dependencies, highlight the limitations of na\"ive multi-representational fusion, and point toward the need for task-aware, semantically aligned integration strategies. This work offers both a comprehensive foundation and a practical benchmarking resource, aiming to guide the next generation of robust, generalizable skeleton-based action recognition systems for complex real-world scenarios. The dataset website, benchmarking framework, and download link are available at https://yliu1082.github.io/ANUBIS/{https://yliu1082.github.io/ANUBIS/
Memory Attention Networks for Skeleton-based Action Recognition
Skeleton-based action recognition task is entangled with complex spatio-temporal variations of skeleton joints, and remains challenging for Recurrent Neural Networks (RNNs). In this work, we propose a temporal-then-spatial recalibration scheme to alleviate such complex variations, resulting in an end-to-end Memory Attention Networks (MANs) which consist of a Temporal Attention Recalibration Module (TARM) and a Spatio-Temporal Convolution Module (STCM). Specifically, the TARM is deployed in a residual learning module that employs a novel attention learning network to recalibrate the temporal attention of frames in a skeleton sequence. The STCM treats the attention calibrated skeleton joint sequences as images and leverages the Convolution Neural Networks (CNNs) to further model the spatial and temporal information of skeleton data. These two modules (TARM and STCM) seamlessly form a single network architecture that can be trained in an end-to-end fashion. MANs significantly boost the performance of skeleton-based action recognition and achieve the best results on four challenging benchmark datasets: NTU RGB+D, HDM05, SYSU-3D and UT-Kinect.
Gate-Shift-Pose: Enhancing Action Recognition in Sports with Skeleton Information
This paper introduces Gate-Shift-Pose, an enhanced version of Gate-Shift-Fuse networks, designed for athlete fall classification in figure skating by integrating skeleton pose data alongside RGB frames. We evaluate two fusion strategies: early-fusion, which combines RGB frames with Gaussian heatmaps of pose keypoints at the input stage, and late-fusion, which employs a multi-stream architecture with attention mechanisms to combine RGB and pose features. Experiments on the FR-FS dataset demonstrate that Gate-Shift-Pose significantly outperforms the RGB-only baseline, improving accuracy by up to 40% with ResNet18 and 20% with ResNet50. Early-fusion achieves the highest accuracy (98.08%) with ResNet50, leveraging the model's capacity for effective multimodal integration, while late-fusion is better suited for lighter backbones like ResNet18. These results highlight the potential of multimodal architectures for sports action recognition and the critical role of skeleton pose information in capturing complex motion patterns.
CHASE: Learning Convex Hull Adaptive Shift for Skeleton-based Multi-Entity Action Recognition
Skeleton-based multi-entity action recognition is a challenging task aiming to identify interactive actions or group activities involving multiple diverse entities. Existing models for individuals often fall short in this task due to the inherent distribution discrepancies among entity skeletons, leading to suboptimal backbone optimization. To this end, we introduce a Convex Hull Adaptive Shift based multi-Entity action recognition method (CHASE), which mitigates inter-entity distribution gaps and unbiases subsequent backbones. Specifically, CHASE comprises a learnable parameterized network and an auxiliary objective. The parameterized network achieves plausible, sample-adaptive repositioning of skeleton sequences through two key components. First, the Implicit Convex Hull Constrained Adaptive Shift ensures that the new origin of the coordinate system is within the skeleton convex hull. Second, the Coefficient Learning Block provides a lightweight parameterization of the mapping from skeleton sequences to their specific coefficients in convex combinations. Moreover, to guide the optimization of this network for discrepancy minimization, we propose the Mini-batch Pair-wise Maximum Mean Discrepancy as the additional objective. CHASE operates as a sample-adaptive normalization method to mitigate inter-entity distribution discrepancies, thereby reducing data bias and improving the subsequent classifier's multi-entity action recognition performance. Extensive experiments on six datasets, including NTU Mutual 11/26, H2O, Assembly101, Collective Activity and Volleyball, consistently verify our approach by seamlessly adapting to single-entity backbones and boosting their performance in multi-entity scenarios. Our code is publicly available at https://github.com/Necolizer/CHASE .
Self-supervised Learning of Implicit Shape Representation with Dense Correspondence for Deformable Objects
Learning 3D shape representation with dense correspondence for deformable objects is a fundamental problem in computer vision. Existing approaches often need additional annotations of specific semantic domain, e.g., skeleton poses for human bodies or animals, which require extra annotation effort and suffer from error accumulation, and they are limited to specific domain. In this paper, we propose a novel self-supervised approach to learn neural implicit shape representation for deformable objects, which can represent shapes with a template shape and dense correspondence in 3D. Our method does not require the priors of skeleton and skinning weight, and only requires a collection of shapes represented in signed distance fields. To handle the large deformation, we constrain the learned template shape in the same latent space with the training shapes, design a new formulation of local rigid constraint that enforces rigid transformation in local region and addresses local reflection issue, and present a new hierarchical rigid constraint to reduce the ambiguity due to the joint learning of template shape and correspondences. Extensive experiments show that our model can represent shapes with large deformations. We also show that our shape representation can support two typical applications, such as texture transfer and shape editing, with competitive performance. The code and models are available at https://iscas3dv.github.io/deformshape
SA-DVAE: Improving Zero-Shot Skeleton-Based Action Recognition by Disentangled Variational Autoencoders
Existing zero-shot skeleton-based action recognition methods utilize projection networks to learn a shared latent space of skeleton features and semantic embeddings. The inherent imbalance in action recognition datasets, characterized by variable skeleton sequences yet constant class labels, presents significant challenges for alignment. To address the imbalance, we propose SA-DVAE -- Semantic Alignment via Disentangled Variational Autoencoders, a method that first adopts feature disentanglement to separate skeleton features into two independent parts -- one is semantic-related and another is irrelevant -- to better align skeleton and semantic features. We implement this idea via a pair of modality-specific variational autoencoders coupled with a total correction penalty. We conduct experiments on three benchmark datasets: NTU RGB+D, NTU RGB+D 120 and PKU-MMD, and our experimental results show that SA-DAVE produces improved performance over existing methods. The code is available at https://github.com/pha123661/SA-DVAE.
Ensemble One-dimensional Convolution Neural Networks for Skeleton-based Action Recognition
In this paper, we proposed a effective but extensible residual one-dimensional convolution neural network as base network, based on the this network, we proposed four subnets to explore the features of skeleton sequences from each aspect. Given a skeleton sequences, the spatial information are encoded into the skeleton joints coordinate in a frame and the temporal information are present by multiple frames. Limited by the skeleton sequence representations, two-dimensional convolution neural network cannot be used directly, we chose one-dimensional convolution layer as the basic layer. Each sub network could extract discriminative features from different aspects. Our first subnet is a two-stream network which could explore both temporal and spatial information. The second is a body-parted network, which could gain micro spatial features and macro temporal features. The third one is an attention network, the main contribution of which is to focus the key frames and feature channels which high related with the action classes in a skeleton sequence. One frame-difference network, as the last subnet, mainly processes the joints changes between the consecutive frames. Four subnets ensemble together by late fusion, the key problem of ensemble method is each subnet should have a certain performance and between the subnets, there are diversity existing. Each subnet shares a wellperformance basenet and differences between subnets guaranteed the diversity. Experimental results show that the ensemble network gets a state-of-the-art performance on three widely used datasets.
Revealing Key Details to See Differences: A Novel Prototypical Perspective for Skeleton-based Action Recognition
In skeleton-based action recognition, a key challenge is distinguishing between actions with similar trajectories of joints due to the lack of image-level details in skeletal representations. Recognizing that the differentiation of similar actions relies on subtle motion details in specific body parts, we direct our approach to focus on the fine-grained motion of local skeleton components. To this end, we introduce ProtoGCN, a Graph Convolutional Network (GCN)-based model that breaks down the dynamics of entire skeleton sequences into a combination of learnable prototypes representing core motion patterns of action units. By contrasting the reconstruction of prototypes, ProtoGCN can effectively identify and enhance the discriminative representation of similar actions. Without bells and whistles, ProtoGCN achieves state-of-the-art performance on multiple benchmark datasets, including NTU RGB+D, NTU RGB+D 120, Kinetics-Skeleton, and FineGYM, which demonstrates the effectiveness of the proposed method. The code is available at https://github.com/firework8/ProtoGCN.
Holistic Representation Learning for Multitask Trajectory Anomaly Detection
Video anomaly detection deals with the recognition of abnormal events in videos. Apart from the visual signal, video anomaly detection has also been addressed with the use of skeleton sequences. We propose a holistic representation of skeleton trajectories to learn expected motions across segments at different times. Our approach uses multitask learning to reconstruct any continuous unobserved temporal segment of the trajectory allowing the extrapolation of past or future segments and the interpolation of in-between segments. We use an end-to-end attention-based encoder-decoder. We encode temporally occluded trajectories, jointly learn latent representations of the occluded segments, and reconstruct trajectories based on expected motions across different temporal segments. Extensive experiments on three trajectory-based video anomaly detection datasets show the advantages and effectiveness of our approach with state-of-the-art results on anomaly detection in skeleton trajectories.
GODS: Generalized One-class Discriminative Subspaces for Anomaly Detection
One-class learning is the classic problem of fitting a model to data for which annotations are available only for a single class. In this paper, we propose a novel objective for one-class learning. Our key idea is to use a pair of orthonormal frames -- as subspaces -- to "sandwich" the labeled data via optimizing for two objectives jointly: i) minimize the distance between the origins of the two subspaces, and ii) to maximize the margin between the hyperplanes and the data, either subspace demanding the data to be in its positive and negative orthant respectively. Our proposed objective however leads to a non-convex optimization problem, to which we resort to Riemannian optimization schemes and derive an efficient conjugate gradient scheme on the Stiefel manifold. To study the effectiveness of our scheme, we propose a new dataset~Dash-Cam-Pose, consisting of clips with skeleton poses of humans seated in a car, the task being to classify the clips as normal or abnormal; the latter is when any human pose is out-of-position with regard to say an airbag deployment. Our experiments on the proposed Dash-Cam-Pose dataset, as well as several other standard anomaly/novelty detection benchmarks demonstrate the benefits of our scheme, achieving state-of-the-art one-class accuracy.
AnimaX: Animating the Inanimate in 3D with Joint Video-Pose Diffusion Models
We present AnimaX, a feed-forward 3D animation framework that bridges the motion priors of video diffusion models with the controllable structure of skeleton-based animation. Traditional motion synthesis methods are either restricted to fixed skeletal topologies or require costly optimization in high-dimensional deformation spaces. In contrast, AnimaX effectively transfers video-based motion knowledge to the 3D domain, supporting diverse articulated meshes with arbitrary skeletons. Our method represents 3D motion as multi-view, multi-frame 2D pose maps, and enables joint video-pose diffusion conditioned on template renderings and a textual motion prompt. We introduce shared positional encodings and modality-aware embeddings to ensure spatial-temporal alignment between video and pose sequences, effectively transferring video priors to motion generation task. The resulting multi-view pose sequences are triangulated into 3D joint positions and converted into mesh animation via inverse kinematics. Trained on a newly curated dataset of 160,000 rigged sequences, AnimaX achieves state-of-the-art results on VBench in generalization, motion fidelity, and efficiency, offering a scalable solution for category-agnostic 3D animation. Project page: https://anima-x.github.io/{https://anima-x.github.io/}.
3Mformer: Multi-order Multi-mode Transformer for Skeletal Action Recognition
Many skeletal action recognition models use GCNs to represent the human body by 3D body joints connected body parts. GCNs aggregate one- or few-hop graph neighbourhoods, and ignore the dependency between not linked body joints. We propose to form hypergraph to model hyper-edges between graph nodes (e.g., third- and fourth-order hyper-edges capture three and four nodes) which help capture higher-order motion patterns of groups of body joints. We split action sequences into temporal blocks, Higher-order Transformer (HoT) produces embeddings of each temporal block based on (i) the body joints, (ii) pairwise links of body joints and (iii) higher-order hyper-edges of skeleton body joints. We combine such HoT embeddings of hyper-edges of orders 1, ..., r by a novel Multi-order Multi-mode Transformer (3Mformer) with two modules whose order can be exchanged to achieve coupled-mode attention on coupled-mode tokens based on 'channel-temporal block', 'order-channel-body joint', 'channel-hyper-edge (any order)' and 'channel-only' pairs. The first module, called Multi-order Pooling (MP), additionally learns weighted aggregation along the hyper-edge mode, whereas the second module, Temporal block Pooling (TP), aggregates along the temporal block mode. Our end-to-end trainable network yields state-of-the-art results compared to GCN-, transformer- and hypergraph-based counterparts.
Articulated Kinematics Distillation from Video Diffusion Models
We present Articulated Kinematics Distillation (AKD), a framework for generating high-fidelity character animations by merging the strengths of skeleton-based animation and modern generative models. AKD uses a skeleton-based representation for rigged 3D assets, drastically reducing the Degrees of Freedom (DoFs) by focusing on joint-level control, which allows for efficient, consistent motion synthesis. Through Score Distillation Sampling (SDS) with pre-trained video diffusion models, AKD distills complex, articulated motions while maintaining structural integrity, overcoming challenges faced by 4D neural deformation fields in preserving shape consistency. This approach is naturally compatible with physics-based simulation, ensuring physically plausible interactions. Experiments show that AKD achieves superior 3D consistency and motion quality compared with existing works on text-to-4D generation. Project page: https://research.nvidia.com/labs/dir/akd/
GaitMA: Pose-guided Multi-modal Feature Fusion for Gait Recognition
Gait recognition is a biometric technology that recognizes the identity of humans through their walking patterns. Existing appearance-based methods utilize CNN or Transformer to extract spatial and temporal features from silhouettes, while model-based methods employ GCN to focus on the special topological structure of skeleton points. However, the quality of silhouettes is limited by complex occlusions, and skeletons lack dense semantic features of the human body. To tackle these problems, we propose a novel gait recognition framework, dubbed Gait Multi-model Aggregation Network (GaitMA), which effectively combines two modalities to obtain a more robust and comprehensive gait representation for recognition. First, skeletons are represented by joint/limb-based heatmaps, and features from silhouettes and skeletons are respectively extracted using two CNN-based feature extractors. Second, a co-attention alignment module is proposed to align the features by element-wise attention. Finally, we propose a mutual learning module, which achieves feature fusion through cross-attention, Wasserstein loss is further introduced to ensure the effective fusion of two modalities. Extensive experimental results demonstrate the superiority of our model on Gait3D, OU-MVLP, and CASIA-B.
