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Rolling Rotations for Recognizing Human Actions From 3D Skeletal Data

CVPR 2016 · 3D vision › Human pose estimation · approach: Physics and sensor-based motion capture · 224 citations (OpenAlex)

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Measured effects reported in the paper

What was changedWhereMeasuredEffect
Unwrap action curves while rolling along nominal curves instead of using a logarithm map at one point (ablation)SO3 action-curve representation · Florence3D-Actionaccuracy: 86.83 -> 89.82Helped
Unwrap action curves while rolling along nominal curves instead of using a logarithm map at one point (ablation)SO3 action-curve representation · MSRAction Pairsaccuracy: 92.96 -> 94.09Helped
Unwrap action curves while rolling along nominal curves instead of using a logarithm map at one point (ablation)SO3 action-curve representation · G3D-Gamingaccuracy: 87.82 -> 87.95No clear effect
Use FTP features instead of concatenating temporal samples (ablation)Proposed rolling-rotation method · Florence3D-Actionaccuracy: 89.82 -> 91.40Helped
Use FTP features instead of concatenating temporal samples (ablation)Proposed rolling-rotation method · MSRAction Pairsaccuracy: 94.09 -> 94.67Helped
Use FTP features instead of concatenating temporal samples (ablation)Proposed rolling-rotation method · G3D-Gamingaccuracy: 87.95 -> 90.94Helped
Represent relative body-part geometry with rotations only rather than full rigid transformationsSkeleton action representation · Florence3D-Actionaccuracy: 90.71 -> 89.82Hurt
Represent relative body-part geometry with rotations only rather than full rigid transformationsSkeleton action representation · MSRAction Pairsaccuracy: 93.65 -> 94.09Helped
Represent relative body-part geometry with rotations only rather than full rigid transformationsSkeleton action representation · G3D-Gamingaccuracy: 91.09 -> 87.95Hurt

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