HGFreNet: Hop-hybrid GraphFomer for 3D Human Pose Estimation with Trajectory Consistency in Frequency Domain
Kai Zhai, Ziyan Huang, Qiang Nie, Xiang Li, Bo Ouyang

TL;DR
HGFreNet introduces a novel graph transformer architecture that models global spatial-temporal correlations and enforces trajectory consistency in the frequency domain, significantly improving 3D human pose estimation accuracy and coherence.
Contribution
The paper proposes HGFreNet with hop-hybrid graph attention and frequency domain constraints, advancing 3D pose estimation by capturing global correlations and ensuring trajectory consistency.
Findings
Outperforms state-of-the-art methods on Human3.6M and MPI-INF-3DHP datasets.
Achieves higher positional accuracy in 3D pose estimation.
Demonstrates improved temporal coherence over previous approaches.
Abstract
2D-to-3D human pose lifting is a fundamental challenge for 3D human pose estimation in monocular video, where graph convolutional networks (GCNs) and attention mechanisms have proven to be inherently suitable for encoding the spatial-temporal correlations of skeletal joints. However, depth ambiguity and errors in 2D pose estimation lead to incoherence in the 3D trajectory. Previous studies have attempted to restrict jitters in the time domain, for instance, by constraining the differences between adjacent frames while neglecting the global spatial-temporal correlations of skeletal joint motion. To tackle this problem, we design HGFreNet, a novel GraphFormer architecture with hop-hybrid feature aggregation and 3D trajectory consistency in the frequency domain. Specifically, we propose a hop-hybrid graph attention (HGA) module and a Transformer encoder to model global joint…
Peer Reviews
No public reviews on file for this paper yet. If you reviewed it on a platform where reviews are public (OpenReview, ICLR, NeurIPS, ICML), you can paste yours below so the community can read it here.
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
Taxonomy
TopicsHuman Pose and Action Recognition · Robot Manipulation and Learning · Human Motion and Animation
