11,526 research outputs found
Action Recognition in Videos: from Motion Capture Labs to the Web
This paper presents a survey of human action recognition approaches based on
visual data recorded from a single video camera. We propose an organizing
framework which puts in evidence the evolution of the area, with techniques
moving from heavily constrained motion capture scenarios towards more
challenging, realistic, "in the wild" videos. The proposed organization is
based on the representation used as input for the recognition task, emphasizing
the hypothesis assumed and thus, the constraints imposed on the type of video
that each technique is able to address. Expliciting the hypothesis and
constraints makes the framework particularly useful to select a method, given
an application. Another advantage of the proposed organization is that it
allows categorizing newest approaches seamlessly with traditional ones, while
providing an insightful perspective of the evolution of the action recognition
task up to now. That perspective is the basis for the discussion in the end of
the paper, where we also present the main open issues in the area.Comment: Preprint submitted to CVIU, survey paper, 46 pages, 2 figures, 4
table
Indoor Activity Detection and Recognition for Sport Games Analysis
Activity recognition in sport is an attractive field for computer vision
research. Game, player and team analysis are of great interest and research
topics within this field emerge with the goal of automated analysis. The very
specific underlying rules of sports can be used as prior knowledge for the
recognition task and present a constrained environment for evaluation. This
paper describes recognition of single player activities in sport with special
emphasis on volleyball. Starting from a per-frame player-centered activity
recognition, we incorporate geometry and contextual information via an activity
context descriptor that collects information about all player's activities over
a certain timespan relative to the investigated player. The benefit of this
context information on single player activity recognition is evaluated on our
new real-life dataset presenting a total amount of almost 36k annotated frames
containing 7 activity classes within 6 videos of professional volleyball games.
Our incorporation of the contextual information improves the average
player-centered classification performance of 77.56% by up to 18.35% on
specific classes, proving that spatio-temporal context is an important clue for
activity recognition.Comment: Part of the OAGM 2014 proceedings (arXiv:1404.3538
VideoGraph: Recognizing Minutes-Long Human Activities in Videos
Many human activities take minutes to unfold. To represent them, related
works opt for statistical pooling, which neglects the temporal structure.
Others opt for convolutional methods, as CNN and Non-Local. While successful in
learning temporal concepts, they are short of modeling minutes-long temporal
dependencies. We propose VideoGraph, a method to achieve the best of two
worlds: represent minutes-long human activities and learn their underlying
temporal structure. VideoGraph learns a graph-based representation for human
activities. The graph, its nodes and edges are learned entirely from video
datasets, making VideoGraph applicable to problems without node-level
annotation. The result is improvements over related works on benchmarks:
Epic-Kitchen and Breakfast. Besides, we demonstrate that VideoGraph is able to
learn the temporal structure of human activities in minutes-long videos
Activity recognition from videos with parallel hypergraph matching on GPUs
In this paper, we propose a method for activity recognition from videos based
on sparse local features and hypergraph matching. We benefit from special
properties of the temporal domain in the data to derive a sequential and fast
graph matching algorithm for GPUs.
Traditionally, graphs and hypergraphs are frequently used to recognize
complex and often non-rigid patterns in computer vision, either through graph
matching or point-set matching with graphs. Most formulations resort to the
minimization of a difficult discrete energy function mixing geometric or
structural terms with data attached terms involving appearance features.
Traditional methods solve this minimization problem approximately, for instance
with spectral techniques.
In this work, instead of solving the problem approximatively, the exact
solution for the optimal assignment is calculated in parallel on GPUs. The
graphical structure is simplified and regularized, which allows to derive an
efficient recursive minimization algorithm. The algorithm distributes
subproblems over the calculation units of a GPU, which solves them in parallel,
allowing the system to run faster than real-time on medium-end GPUs
Log-Euclidean Bag of Words for Human Action Recognition
Representing videos by densely extracted local space-time features has
recently become a popular approach for analysing actions. In this paper, we
tackle the problem of categorising human actions by devising Bag of Words (BoW)
models based on covariance matrices of spatio-temporal features, with the
features formed from histograms of optical flow. Since covariance matrices form
a special type of Riemannian manifold, the space of Symmetric Positive Definite
(SPD) matrices, non-Euclidean geometry should be taken into account while
discriminating between covariance matrices. To this end, we propose to embed
SPD manifolds to Euclidean spaces via a diffeomorphism and extend the BoW
approach to its Riemannian version. The proposed BoW approach takes into
account the manifold geometry of SPD matrices during the generation of the
codebook and histograms. Experiments on challenging human action datasets show
that the proposed method obtains notable improvements in discrimination
accuracy, in comparison to several state-of-the-art methods
Generalized Rank Pooling for Activity Recognition
Most popular deep models for action recognition split video sequences into
short sub-sequences consisting of a few frames; frame-based features are then
pooled for recognizing the activity. Usually, this pooling step discards the
temporal order of the frames, which could otherwise be used for better
recognition. Towards this end, we propose a novel pooling method, generalized
rank pooling (GRP), that takes as input, features from the intermediate layers
of a CNN that is trained on tiny sub-sequences, and produces as output the
parameters of a subspace which (i) provides a low-rank approximation to the
features and (ii) preserves their temporal order. We propose to use these
parameters as a compact representation for the video sequence, which is then
used in a classification setup. We formulate an objective for computing this
subspace as a Riemannian optimization problem on the Grassmann manifold, and
propose an efficient conjugate gradient scheme for solving it. Experiments on
several activity recognition datasets show that our scheme leads to
state-of-the-art performance.Comment: Accepted at IEEE International Conference on Computer Vision and
Pattern Recognition (CVPR), 201
CDC: Convolutional-De-Convolutional Networks for Precise Temporal Action Localization in Untrimmed Videos
Temporal action localization is an important yet challenging problem. Given a
long, untrimmed video consisting of multiple action instances and complex
background contents, we need not only to recognize their action categories, but
also to localize the start time and end time of each instance. Many
state-of-the-art systems use segment-level classifiers to select and rank
proposal segments of pre-determined boundaries. However, a desirable model
should move beyond segment-level and make dense predictions at a fine
granularity in time to determine precise temporal boundaries. To this end, we
design a novel Convolutional-De-Convolutional (CDC) network that places CDC
filters on top of 3D ConvNets, which have been shown to be effective for
abstracting action semantics but reduce the temporal length of the input data.
The proposed CDC filter performs the required temporal upsampling and spatial
downsampling operations simultaneously to predict actions at the frame-level
granularity. It is unique in jointly modeling action semantics in space-time
and fine-grained temporal dynamics. We train the CDC network in an end-to-end
manner efficiently. Our model not only achieves superior performance in
detecting actions in every frame, but also significantly boosts the precision
of localizing temporal boundaries. Finally, the CDC network demonstrates a very
high efficiency with the ability to process 500 frames per second on a single
GPU server. We will update the camera-ready version and publish the source
codes online soon.Comment: IEEE Conference on Computer Vision and Pattern Recognition (CVPR),
201
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