# skeletongait_gait_recognition_using_skeleton_maps__7d2237d2.pdf Skeleton Gait: Gait Recognition Using Skeleton Maps Chao Fan1,2, Jingzhe Ma1,2, Dongyang Jin1,2, Chuanfu Shen1,2,3, Shiqi Yu1,2* 1Research Institute of Trustworthy Autonomous System, Southern University of Science and Technology 2Department of Computer Science and Engineering, Southern University of Science and Technology 3The University of Hong Kong {12131100, 12031127, 11911221, 11950016}@mail.sustech.edu.cn, yusq@sustech.edu.cn The choice of the representations is essential for deep gait recognition methods. The binary silhouettes and skeletal coordinates are two dominant representations in recent literature, achieving remarkable advances in many scenarios. However, inherent challenges remain, in which silhouettes are not always guaranteed in unconstrained scenes, and structural cues have not been fully utilized from skeletons. In this paper, we introduce a novel skeletal gait representation named skeleton map, together with Skeleton Gait, a skeleton-based method to exploit structural information from human skeleton maps. Specifically, the skeleton map represents the coordinates of human joints as a heatmap with Gaussian approximation, exhibiting a silhouette-like image devoid of exact body structure. Beyond achieving state-of-the-art performances over five popular gait datasets, more importantly, Skeleton Gait uncovers novel insights about how important structural features are in describing gait and when they play a role. Furthermore, we propose a multi-branch architecture, named Skeleton Gait++, to make use of complementary features from both skeletons and silhouettes. Experiments indicate that Skeleton Gait++ outperforms existing state-of-theart methods by a significant margin in various scenarios. For instance, it achieves an impressive rank-1 accuracy of over 85% on the challenging GREW dataset. The source code is available at https://github.com/Shiqi Yu/Open Gait. Introduction Vision-based gait recognition refers to the use of vision technologies for individual identification based on human walking patterns. Compared to other biometric techniques such as face, fingerprint, and iris recognition, gait recognition offers the benefits of non-intrusive and long-distance identification without requiring the cooperation of the subject of interest. These advantages make gait recognition particularly suitable for various security scenarios such as suspect tracking and crime investigation (Nixon and Carter 2006). Before leveraging deep models to learn gait features, a fundamental issue worth exploring is to consider the ideal input modality. To achieve robust long-term human identification, this input should be the clean gait representation *Corresponding author. Copyright 2024, Association for the Advancement of Artificial Intelligence (www.aaai.org). All rights reserved. GREW (77.70) Gait3D (74.4) SUSTech1K (77.38) CCPG (92.70) OU-MVLP (91.90) Deep Gaitv2 Skeleton Gait SOTA Skeleton GCN CNN Architecture Coordinates Skeleton Map Representation Binary Image Shape Features Structural Features Model Deep Gait V2 SOTA Skeleton Skeleton Gait Main Results Figure 1: The representations of the developed skeleton map v.s. the classical gait graph and silhouette. Only a single frame is displayed for brevity. maintaining gait-related features such as body shape, structure, and dynamics, and meanwhile eliminate the influence of gait-unrelated factors, such as background, clothing, and viewpoints. In recent literature, the binary silhouettes and skeletons serve as the two most prevailing gait representations (Shen et al. 2022). As shown in Fig. 1, they both explicitly present the structural characteristics of the human body, e.g., the length, ratio, and movement of human limbs. Silhouettes, differently, have more discriminative capacity by explicitly maintaining appearance information. However, utilizing appearance information from silhouettes is not always beneficial for identification, as these characteristics are usually vulnerable and mixed up with the shape of dressing and carrying items. Conversely, skeletons present an appearance-free representation and are naturally robust to appearance changes. Nevertheless, existing skeleton-based methods primarily employ Graph Convolutional Networks (GCNs) on conventional skeletal representations (i.e. 2D/3D coordinates) and provide unsatisfactory performance, partic- The Thirty-Eighth AAAI Conference on Artificial Intelligence (AAAI-24) ularly with real-world applications. To explore the cooperativeness and complementarity natures of body shape and structural features, this paper introduces a novel skeleton-based gait representation called Skeleton Map, drawing inspirations from related works (Duan et al. 2022; Liu and Yuan 2018; Liao et al. 2022). As illustrated in Fig. 1, the skeleton map represents the coordinates of human joints as a heatmap with Gaussian approximation and gait-oriented designs. This approach aligns skeleton and silhouette data across spatial-temporal dimensions, representing the skeleton as a silhouette-like image without exact body shapes. To further align the network architectures, we introduce a baseline model referred to as Skeleton Gait. This model is developed by replacing the input of Deep Gait V2 (Fan et al. 2023) from the conventional silhouette to the skeleton map. This straightforward design is strongly motivated by two-fold considerations: a) We establish the alignments between Skeleton Gait and Deep Gait V2 in terms of both input data format and network architectures, facilitating an intuitive comparison of the representational capacities of solely body structural features v.s. the combination of body shape and structural features1. b) Notably, Deep Gait V2 has achieved the latest stateof-the-art performance on various gait datasets, motivating the adoption of its architecture as the baseline for this paper. As shown in Fig. 1, we present a comprehensive evaluation on five popular large-scale gait datasets: OUMVLP (Takemura et al. 2018), GREW (Zhu et al. 2021), Gait3D (Zheng et al. 2022), SUSTech1K (Shen et al. 2023), and CCPG (Li et al. 2023). Here the label SOTA Skeleton denotes the most cutting-edge performances achieved by existing skeleton-based methods, regardless of the sources of publication. According to in-depth investigations, we have uncovered the following insights: 1) Compared with previous skeleton-based methods, Skeleton Gait better exposes the importance of body structural features in describing gait patterns thanks to its competitiveness. The underlying reasons, i.e., the advantages of the skeleton map over raw joint coordinates, will be carefully discussed. 2) Interestingly, despite GREW is usually regarded as the most challenging gait dataset due to its extensive scale and real-world settings, Skeleton Gait performing impressive performance suggests that the walking patterns of its subjects can be effectively represented solely by body structural attributes, with no requirement for shape characteristics. This revelation prompts a subsequent investigation into the potential lack of viewpoint diversity of GREW. 3) When the input silhouettes become relatively unreliable, such as in instances of poor illumination in SUSTech1K and complex occlusion in Gait3D and GREW, the skeleton map emerges as a pivotal player in discriminative and robust gait feature learning. Further findings and insights will be discussed in the experiment section. By integrating the superiority of silhouette and skeleton 1We consider the primary difference between the silhouette and skeleton is their inclusion or exclusion of the body shape. The body shape removal can effectively eliminate self-occlusions. Therefore, this paper views self-occlusion as a passenger variable brought by shape removal, thus not directly serving as a causal factor. map, a novel gait framework known as Skeleton Gait++ is introduced. In practice, Skeleton Gait++ effectively aggregates the strengths of these two representations by a fusion-based multi-branch architecture. Experiments show that Skeleton Gait++ reaches a pioneering state-of-the-art performance, surpassing existing methods by a substantial margin. Further visualizations verify that Skeleton Gait++ is capable of adaptively capturing meaningful gait patterns, consisting of discriminative semantics within both body structural and shape features. Overall, this paper promotes gait research in three aspects: The introduction of the skeleton map aligns two widely employed gait representations, namely the skeleton and silhouette, in terms of input data format. This alignment facilitates an intuitive exploration of their collaborative and complementary characteristics. Skeleton Gait introduces a robust baseline model utilizing skeleton maps, showcasing remarkable advancements over preceding skeleton-based methods across diverse gait datasets. Beyond its quantitative achievements, the insights and revelations derived from Skeleton Gait can inspire further gait research. Skeleton Gait++ reaches a state-of-the-art across various datasets by extracting comprehensive gait features. Related Works Gait Representations. The popular gait representations are primarily derived from RGB images, including raw RGB images, binary silhouettes, optical images, 2D/3D skeletons, and human meshes. To mitigate the influence of extraneous noise stemming from color, texture, and background elements, these representations often rely on preprocessing stages or end-to-end learning approaches. Beyond the typical RGB cameras, some studies propose novel gait representations by incorporating emerging sensors such as Li DAR (Shen et al. 2023) and event cameras (Wang et al. 2022). However, these sensors are currently less commonly found in existing CCTVs, making them temporarily unsuitable for large-scale video surveillance applications. This paper focuses on two of the most widely-used gait representations, i.e. silhouette and skeleton data. According to the classical taxonomy, gait recognition methods can be broadly classified into two categories: model-based and appearance-based methods. Model-based Gait Recognition methods utilize the underlying structure of the human body as input, such as the estimated 2D / 3D skeleton and human mesh. With extremely excluding visual clues, these gait representations, which are formally parameterized as coordinates of human joints or customized vectors in most cases, are theoretically clean against factors like carrying and dressing items. In recent literature, Pose Gait (Liao et al. 2020) combines the 3D skeleton data with hand-crafted characteristics to overcome the viewpoint and clothing variations, Gait Graph (Teepe et al. 2021) introduces a graph convolution network for 2D skeleton-based gait representation learning, HMRGait (Li et al. 2020) fine-tunes a pre-trained human mesh recovery The Thirty-Eighth AAAI Conference on Artificial Intelligence (AAAI-24) network to construct an end-to-end SMPL-based model, Despite the advances achieved on indoor OU-MVLP, previous model-based methods still have not exhibited competitive performance compared with the appearance-based ones on real-world gait datasets. Appearance-based Gait Recognition methods mostly learn gait features from silhouette or RGB images, leveraging informative visual characteristics. With the advent of deep learning, current appearance-based approaches primarily concentrate on spatial feature extraction and gait temporal modeling. Specifically, Gait Set (Chao et al. 2019) innovatively treats the gait sequence as a set and employs a maximum function to compress the sequence of framelevel spatial features. Due to its simplicity and effectiveness, Gait Set has emerged as one of the most influential gait recognition works in recent years. Gait Part (Fan et al. 2020) meticulously explores the local details of input silhouettes and models temporal dependencies using the Micromotion Capture Module. Gait GL (Lin, Zhang, and Yu 2021) argues that spatially global gait representations often overlook important details, while local region-based descriptors fail to capture relationships among neighboring parts. Consequently, Gait GL introduces global and local convolution layers. More recently, Deep Gait V2 (Fan et al. 2023) presents a unified perspective to explore how to construct deep models for outdoor gait recognition, bringing a breakthrough improvement on the challenging Gait3D and GREW. Additionally, there are also some progressive multi-modal gait frameworks, such as SMPLGait (Zheng et al. 2022) that exploited the 3D geometrical information from the SMPL model to enhance the gait appearance feature learning, and Bi Fusion (Peng et al. 2023) that integrated skeletons and silhouettes to capture the rich gait spatiotemporal features. Related Works to Skeleton Map. Liu et al.(Liu and Yuan 2018) introduced the aggregation of pose estimation maps, which are intermediate feature maps from skeleton estimators, to create a heatmap-based representation for action recognition. This idea has been extended to gait recognition by Liao et al.(Liao et al. 2022). However, the intermediate feature often involves float-encoded noises, potentially incorporating body shape information that is undesirable for model-based gait applications. Additionally, Liao et al. (Liao et al. 2022) have not demonstrated competitive results on the challenging outdoor gait datasets using pose heatmaps. Similar to the approach in (Duan et al. 2022), our skeleton map is generated solely from the coordinates of human joints, deliberately excluding any potential visual clues hidden in pose estimation maps. But differently, we place emphasis on the pre-treatment of data and the design of deep models for gait recognition purposes. This section begins with outlining the generation of skeleton maps. Subsequently, we delve into the specifics of Skeleton Gait and Skeleton Gait++. Implementation details are introduced at the end of this section. Coordinates Skeleton Map Skeleton Map Figure 2: The pipeline of skeleton map generation. (a) Center-normalization, scale-normalization, and skeleton rendering. (b) Subject-centered cropping. Skeleton Map Given the coordinates of human joints (xk, yk, ck), where (xk, yk) and ck respectively present the location and confidence score of the k-th joint with k {1, ..., K}, we generate the skeleton map by following steps. Firstly, considering the absolute coordinates of joints relative to the original image contain much gait-unrelated information like the walking trajectory and filming distance, we introduce the pre-treatments of centerand scalenormalization to align raw coordinates: xk = xk xcore + R/2 yk = yk ycore + R/2 xk = xk ymin ymax ymin H yk = yk ymin ymax ymin H where (xcore, ycore) = ( x11+x12 2 , y11+y12 2 ) presents the center point of two hips (11-th and 12-th human joints, their center can be regarded as the barycenter of the human body), and (ymax, ymin) denotes the maximum and minimum heights of human joints (max k yk, min k yk). In this way, we move the barycenter of the human body to (R/2, R/2) and normalize the body height to H, as shown in Fig. 2(a). Typically, the height of the human body is expected to exceed its width. As a result, the normalized coordinates of human joints, as defined in Eq. 1, should fall within the range of H H. But in practice, the pose estimator is imperfect and may produce some outlier joints outside the H H scope. To address these out-of-range cases, the resolution of the skeleton map, denoted as R, should be larger than H, ensuring coverage of all the coordinates. In our experiments, let R be 2H is enough for the OUMVLP, GREW, Gait3D, CCPG, and SUSTech1K datasets. As illustrated in Figure 2 (a), the skeleton map is initialized as a blank image with a size of R R. Then we draw it based on the normalized coordinates of human joints. Inspired by (Duan et al. 2022), we generate the joint map J by composing K Gaussian maps, where each Gaussian map is centered at a specific joint position and contributes to all the R R pixels: k e (i xk)2+(j yk)2 The Thirty-Eighth AAAI Conference on Artificial Intelligence (AAAI-24) Skeleton Coordinates Skeleton Map with varying 𝜎 Figure 3: More examples of the skeleton coordinates v.s. silhouette images v.s. skeleton maps. where J(i,j) presents the value of a certain point from {(i, j)|i, j {1, ..., R}}, and σ is a hyper-parameter controlling the variance of Gaussian maps. Similarly, we can also create a limb map L: n e D((i,j),S[n ,n+])2 2σ2 min(cn , cn+) (3) where S[n , n+] presents the n-th limb determined by n - th and n+-th joints with n , n+ {1, ..., K}. The function D((i, j), S[n , n+]) measures the Euclidean distance from the point (i, j) to the n-th limb, where n {1, ..., N} and N denotes the count of limbs. Next, the skeleton map is obtained by stacking J and L and thus has a size of 2 R R. Notably, for the convenience of visualization, we repeat the last channel of all the skeleton maps shown in this paper to display the visual three-channel images with the size of 3 R R. As shown in Figure 2 (b), we employ a subject-centered cropping operation to remove the unnecessary blank regions, thus reducing the redundancy in skeleton maps. In practice, the vertical range is determined by the minimum and maximum heights of pixels which possess non-zero values. Meanwhile, the horizontal cropping range spans from R H 2 . In this way, we remove extraneous areas outside the desired gait region, ensuring a more concise and compact skeleton map. Lastly, to align with the input size required by downstream gait models, the cropped skeleton maps are resized to 2 64 64 and further cropped by the widely-used double-side cutting strategy. As a result, Fig. 3 exhibits some examples of the used skeleton maps with varying σ. As we can see, a smaller σ produces a visually thinner skeleton map, whereas excessively large σ may lead to visual ambiguity. Compared with approaches proposed by (Duan et al. 2022; Liu and Yuan 2018; Liao et al. 2022), our skeleton map introduces the following gait-oriented enhancements: Cleanness. The implementation of center-normalization effectively eliminates identity-unrelated noise present in raw skeleton coordinates, i.e., the walking trajectory, and camera distance information. Discriminability. Preceding methods tend to directly resize the obtained images of varying sizes into a predetermined fixed size, inevitably resulting in the loss of body ratio information. Conversely, the scale-normalization and subject-centered cropping techniques outlined in this paper ensure that the skeleton map preserves the authenticity of the length and ratio of human limbs. Compactness. All the joints and limbs are drawn within a single map, optimizing the efficiency of the modeling process, as opposed to a stack of separate maps. Previous skeleton-based gait recognition methods tend to model the coordinates of joints as non-grid gait graphs with learnable edges, potentially losing inherent structural priors within a highly structured human body. In this paper, the proposed skeleton map is a kind of grid-based skeletal gait representation, where the body structural characteristics highly desired by gait recognition, such as the length, ratio, and movement of body limbs, are explicitly and naturally distributed over the spatial and temporal dimensions, exactly matching the locality modeling requirement of fine-grained spatiotemporal gait description. Moreover, the skeleton map offers additional advantages: The skeleton map shares similarities with gait graphs in terms of feature content and with silhouettes in terms of data format. This unique characteristic allows the skeleton map to benefit from recent advancements in both skeleton-based and silhouette-based methods. Interestingly, the skeleton map can be perceived as a silhouette that excludes body shape information, facilitating an intuitive comparison of the representational capacities of solely body structural features v.s. the combination of body shape and structural features. As an imagery input, the skeleton map can seamlessly integrate into image-based multi-modal gait models, particularly at the bottom stages of the model. Skeleton Gait Ideally, we can employ any image-based gait methods to build a skeleton-map-based baseline model. In this paper, Skeleton Gait is developed by replacing the input of Deep Gait V2 (Fan et al. 2023) from the silhouette to skeleton map, as shown in Fig. 4(a) and (b), The only architectural modification is to change the input channel of the Conv0, where the silhouette is a single-channel input and the skeleton map is a double-channel input. This straightforward design is strongly motivated by two primary reasons: The alignment of network architectures enables a seamless and intuitive comparative study between the silhouette and skeleton map representations. The Thirty-Eighth AAAI Conference on Artificial Intelligence (AAAI-24) (a) Deep Gait V2 (b) Skeleton Gait (c) Skeleton Gait++ (d) Add Fusion (e) Cat Fusion (f) Attention Fusion Figure 4: The network architectures of Deep Gait V2 v.s. Skeleton Gait v.s. Skeleton Gait++. The head part is ignored for brevity. Data Set Batch Size Milestones Total Steps OUMVLP (32, 8) (60k, 80k, 100k) 120k CCPG (8, 16) (20k, 40K, 50k) 60k SUSTech1K (8, 8) (20k, 30k, 40k) 50k Gait3D (32, 4) (20k, 40K, 50k) 60k GREW (32, 4) (80k, 120k, 150k) 180k Table 1: Implementation details. The batch size (q, p) indicates q subjects with p sequences per subject. Deep Gait V2 has a straightforward architecture providing state-of-the-art performances across various gait datasets, making it well-suited for benchmarking. Skeleton Gait++ To integrate the superiority of silhouette and skeleton map, as shown in Fig. 4(c), Skeleton Gait++ provides a fusionbased two-branch architecture involving the silhouette and skeleton branches. These two branches respectively share the same network architectures with Deep Gait V2 and Skeleton Gait at early stages, such as the Conv0 and Stage1. Then, a fusion module is responsible for aggregating these two feature sequences frame-by-frame. For the sake of brevity, Fig. 4 displays a single frame while ensuring correctness, as frames are processed in parallel. In this paper, we consider three kinds of fusion mechanisms: Add Fusion. The feature maps from the silhouette and skeleton branch are combined using an element-wise addition operation, as demonstrated in Fig. 4(d). Concatenate Fusion. The feature maps from the silhouette and skeleton branch are first concatenated along the channel dimension, and then transformed by a plain 1 1 convolution layer, as demonstrated in Fig. 4(e). Attention Fusion. The feature maps from the silhouette and skeleton branch are first concatenated along the channel dimension, and then transformed by a small network to form a cross-branch understanding. Here the small network is composed of a squeezing 1 1, a plain 3 3, and an expansion 1 1 convolution layer. As shown in Fig. 4(e), a softmax layer is next employed to assign element-wise attention scores respectively for the silhouette and skeleton branch. Lastly, an element-wise weighted-sum operation is used to generate the output. Data Set Train Set Test Set Collection #ID #Seq #ID #Seq OU-MVLP 5,153 144,284 5,154 144,412 Constrained CCPG 100 8,187 100 8,095 Constrained SUSTech1K 200 5,988 850 19,228 Constrained Gait3D 3,000 18,940 1,000 6,369 Real-world GREW 20,000 102,887 6,000 24,000 Real-world Table 2: Datasets in use. #ID and #Seq present the number of subjects and sequences. Next, the Stage 3 and 4 possess the same network architectures as the Skeleton Gait. Moreover, we also consider the fusion location. Fig. 4(c) exhibits the Low-Level fusion case. Another High-Level fusion model aggregates the features before Stage 4, with additional Stage 2 and 3 respectively being inserted into the silhouette and skeleton branch. Implementation Details Table 1 displays the main hyper-parameters of our experiments. Unless otherwise specified, a) Different datasets often employ distinct pose data formats, such as COCO 18 for OU-MVLP, and BODY 25 for CCPG. To enhance flexibility, our implementation standardized these various formats to COCO 17 uniformly. b) Deep Gait V2 denotes its pseudo-3D variant thanks to its computational efficiency. c) The doubleside cutting strategy widely used for processing silhouettes is employed. The input size of skeleton maps is 2 64 44. d) At the test phase, the entire sequence of skeleton maps will be directly fed into Skeleton Gait and Skeleton Gait++. As for the training stage, the data sampler collects a fixedlength segment of 30 frames as input. e) The spatial augmentation strategy suggested by (Fan et al. 2022) is adopted. f) The SGD optimizer with an initial learning rate of 0.1 and weight decay of 0.0005 is utilized. g) The σ controlling the variance in Eq. 2 and Eq. 3 is set to 8.0 as default. h) Our code has been integrated into Open Gait (Fan et al. 2022). Experiments Datasets. Five popular gait datasets are employed for comprehensive comparisons, involving the OU-MVLP, SUSTech1K, CCPG, Gait3D, and GREW datasets. Therefore, the comparison scope spans from fully constrained laboratories (the former three) to real-world scenarios (the latter The Thirty-Eighth AAAI Conference on Artificial Intelligence (AAAI-24) Input Method Source Testing Datasets OU-MVLP GREW Gait3D rank-1 rank-1 rank-5 rank-10 rank-20 rank-1 rank-5 m AP m INP Skeleton Coordinates Gait Graph2 CVPRW2022 62.1 33.5 - 11.1 - Gait TR Arxiv2022 56.2 54.5 - 6.6 - GPGait ICCV2023 60.5 53.6 - 22.5 - Skeleton Map Skeleton Gait Ours 67.4 77.4 87.9 91.0 93.2 38.1 56.7 28.9 16.1 Gait Set AAAI2019 87.1 46.3 63.6 70.3 - 36.7 58.3 30.0 17.3 Gait Part CVPR2020 88.5 44.0 60.7 67.3 - 28.2 47.6 21.6 12.4 Gait GL ICCV2021 89.7 47.3 - 29.7 48.5 22.3 13.6 Gait Base CVPR2023 90.8 60.1 - 64.6 - Deep Gait V2 Arxiv2023 91.9 77.7 88.9 91.8 - 74.4 88.0 65.8 - Silhouette+ Skeleton / SMPL SMPLGait CVPR2022 - - 46.3 64.5 37.2 22.2 Gait Ref IJCB2023 90.2 53.0 67.9 73.0 77.5 49.0 49.3 40.7 25.3 Skeleton Gait++ Ours - 85.8 92.6 94.3 95.5 77.6 89.4 70.3 42.6 For OU-MVLP, we conducted experiments using both Alpha Pose and Open Pose data, resulting in rank-1 accuracy of 67.4% and 65.9%, respectively. These results consistently surpass other pose-based methods, revealing the robustness of Skeleton Gait to different pose estimators. The lack of results for Skeleton Gait++ on OU-MVLP is due to the absence of frame-by-frame alignment between the skeleton and silhouette. Table 3: Recognition results on three gait datasets, involving OUMVLP, GREW, and Gait3D. The best performances are in bold, and those by skeleton-based methods are further underlined. The same annotation is applied in the following tables. Input Method CL UP DN R-1 m AP R-1 m AP R-1 m AP Skeleton Coordinates Gait TR 24.3 9.7 28.7 16.1 31.1 16.4 Gait Graph2 5.0 2.4 5.7 4.0 7.3 4.2 Skeleton Map Skeleton Gait 52.4 20.8 65.4 35.8 72.8 40.3 Gait Set 77.7 46,4 83.5 59.6 83.2 61.4 Gait Part 77.8 45.5 84.5 63.1 83.3 60.1 Gait GL 69.1 27.0 75.0 37.1 77.6 37.6 AUG-OGBase 84.7 52.9 88.4 67.5 89.4 67.9 Deep Gait V2 90.3 62.0 96.3 81.5 91.5 78.1 Silhouette+ Skeleton Bi Fusion 77.5 46.7 84.8 64.1 84.8 61.9 Skeleton Gait++ 90.1 63.6 95.4 81.1 92.5 79.4 Table 4: Evaluation with different attributes on CCPG. two). Table 2 shows the key statistical indicators. Our experiments strictly follow the official evaluation protocols. Compare Skeleton Gait with Other Skeleton-based Stateof-the-Arts. As shown in Tab. 3, 4, and 5, Skeleton Gait outperforms the latest skeleton-based methods by breakthrough improvements in most cases. Specifically, it gains +5.3%, +22.9%, +15.6%, +36.5%, and 19.3% (average/overall) rank-1 accuracy on the OU-MVLP, GREW, Gait3D, CCPG, and SUSTech1K datasets, respectively. To exclude the potential positive influence brought by the model size of Skeleton Gait, we reduce its channels by half, thus making its model size nearly identical to that of GPGait, i.e., 2.85 v.s. 2.78M. After that, Skeleton Gait reached the rank-1 accuracy of 33.2% and 70.9% on Gait3D and GREW, maintaining a higher performance than prior skeleton-based methods. Since the skeleton map can be perceived as a silhouette that excludes body shape information, by comparing Skeleton Gait with Deep Gait V2 in detail, we investigate that: Importance. Structural features play a more important role than those shown by prior methods. Or rather, it may contribute over 50% according to the ratios between the 87.0 77.0 71.0 65.0 51.0 47.0 40.0 43.0 46.0 47.0 54.0 44.0 52.0 52.0 78.0 91.0 90.0 85.0 72.0 68.0 58.0 56.0 61.0 61.0 70.0 62.0 73.0 51.0 71.0 84.0 94.0 91.0 79.0 79.0 69.0 64.0 69.0 67.0 76.0 71.0 68.0 50.0 68.0 81.0 91.0 94.0 84.0 89.0 82.0 76.0 80.0 77.0 84.0 63.0 65.0 51.0 58.0 73.0 83.0 91.0 91.0 91.0 85.0 78.0 81.0 83.0 81.0 56.0 59.0 44.0 51.0 65.0 77.0 89.0 84.0 94.0 91.0 83.0 85.0 76.0 78.0 54.0 54.0 43.0 44.0 54.0 67.0 82.0 79.0 91.0 93.0 86.0 84.0 72.0 74.0 49.0 48.0 39.0 43.0 47.0 58.0 70.0 68.0 79.0 81.0 92.0 90.0 75.0 76.0 50.0 48.0 35.0 46.0 53.0 63.0 74.0 71.0 80.0 80.0 88.0 93.0 83.0 85.0 61.0 59.0 40.0 49.0 57.0 65.0 76.0 78.0 76.0 73.0 81.0 90.0 91.0 89.0 69.0 66.0 46.0 54.0 62.0 71.0 81.0 72.0 74.0 69.0 77.0 86.0 83.0 93.0 77.0 75.0 56.0 43.0 55.0 67.0 60.0 51.0 51.0 47.0 51.0 61.0 63.0 77.0 78.0 71.0 49.0 52.0 67.0 65.0 62.0 52.0 52.0 47.0 49.0 58.0 63.0 77.0 74.0 86.0 64.0 57.0 51.0 50.0 52.0 43.0 42.0 40.0 39.0 45.0 48.0 61.0 54.0 68.0 78.0 Figure 5: Skeleton Gait s performance on OU-MVLP over probe-gallery view pairs. performances of Skeleton Gait and Deep Gait V2. Superiority. When silhouettes become relatively unreliable, e.g., the night case of SUSTech1K in Tab. 5, Skeleton Gait surpasses Deep Gait V2 by a large margin, convincingly revealing the advantages of skeleton data. Challenge. As shown in Fig. 5, the cross-view problem is still a major challenge for skeleton-based methods. Concerns about GREW. The GREW dataset is widely acknowledged as the most challenging gait dataset due to its largest scale and real-world settings. However, Skeleton Gait achieves a comparable performance compared to Deep Gait V2 on GREW, rather than on other relatively easy datasets. In this paper, we observe that the gait pairs in GREW s test set seemly contain no many cross-view changes. As mentioned, Skeleton Gait works well on the cross-limited-view cases as shown in Fig. 5. Therefore, we consider that the GREW dataset may lack viewpoint diversity, making its recognition task relatively The Thirty-Eighth AAAI Conference on Artificial Intelligence (AAAI-24) Input Method Publication Probe Sequence (R-1) Overall Normal Bag Clothing Carrying Umbrella Uniform Occlusion Night R-1 R-5 Skeleton Coordinates Gait TR Arxiv2022 33.3 31.5 21.0 30.4 22.7 34.6 44.9 23.5 30.8 56.0 Gait Graph2 CVPRW2022 22.2 18.2 6.8 18.6 13.4 19.2 27.3 16.4 18.6 40.2 Skeleton Map Skeleton Gait Ours 55.0 51.0 24.7 49.9 42.3 52.0 62.8 43.9 50.1 72.6 Gait Set AAAI2019 69.1 68.2 37.4 65.0 63.1 61.0 67.2 23.0 65.0 84.8 Gait Part CVPR2019 62.2 62.8 33.1 59.5 57.2 54.8 57.2 21.7 59.2 80.8 Gait GL ICCV2021 67.1 66.2 35.9 63.3 61.6 58.1 66.6 17.9 63.1 82.8 Gait Base CVPR2023 81.5 77.5 49.6 75.8 75.5 76.7 81.4 25.9 76.1 89.4 Deep Gait V2 Arxiv2023 83.5 79.5 46.3 76.8 79.1 78.5 81.1 27.3 77.4 90.2 Silhouette+ Skeleton Bi Fusion MTA2023 69.8 62.3 45.4 60.9 54.3 63.5 77.8 33.7 62.1 83.4 Skeleton Gait++ Ours 85.1 82.9 46.6 81.9 80.8 82.5 86.2 47.5 81.3 95.5 Table 5: Evaluation with different attributes on SUSTech1K. Control Variables Recognition Performance σ rank-1 rank-5 m AP m INP σ = 1.0 34.3 55.2 27 15.1 σ = 4.0 37.5 56.7 28.5 16.1 σ = 8.0 38.1 56.7 28.9 16.1 σ = 16.0 36.0 55.2 26.9 15.0 Table 6: Ablation studies of Skeleton Gait on Gait3D. Fusion Module Low-Level Fusion High-Level Fusion rank-1 m AP m INP rank-1 m AP m INP Add 76.5 69.6 41.9 76.2 69.5 41.7 Concatenate 76.7 69.7 42.2 76.5 69.4 42.1 Attention 77.6 70.3 42.6 78.2 70.2 42.3 Table 7: Ablation studies of Skeleton Gait++ on Gait3D. easier compared with that of other datasets. Compare Skeleton Gait++ with Other State-of-the-Arts. According to Tab. 3, 4, and 5, we find that: Competitiveness. Skeleton Gait++ reaches a new stateof-the-art with obvious gains, i.e., +8.1%, +3.2%, and +5.2% rank-1 accuracy on the GREW, Gait3D, and SUSTech1K, respectively. As for the CCPG dataset, it also achieves overall superior performance. Benefits. Compared to Deep Gait V2, the additional skeleton branch of Skeleton Gait++ notably enhances the recognition accuracy, particularly when the body shape becomes less reliable. This augmentation is particularly evident in challenging scenarios involving object carrying, occlusion, and poor illumination conditions, as observed on SUSTech1K dataset, i.e., Tab. 5. Comprehensiveness. As shown in Fig. 6, Deep Gait V2 directs its attention towards regions that exhibit distinct and discriminative body shapes. On the other hand, Skeleton Gait can only concentrate on clean structural features over the body joints and limbs. In comparison, Skeleton Gait++ strikes a balance between these approaches, effectively capturing the comprehensive gait patterns that are rich in both body shape and structural characteristics. Especially for night and occlusion cases, Skeleton Gait++ adaptively leverages the still reli- SUSTech1K GREW Gait3D Normal Night Normal Occlusion Normal Occlusion Figure 6: The heatmaps (Zhou et al. 2016) of Deep Gait V2 v.s. Skeleton Gait and Skeleton Gait++ (from top to bottom). able skeleton branch to support the robust gait representation learning. This is an urgent need for practical applications, and we also think this is the main reason causing the performance gains on Gait3D and GREW datasets. Ablation Study. Table. 6 shows that: a) Skeleton Gait is robust to the value of σ. b) σ = 8.0 is an experimentally optimal choice. Table. 7 reveals that: a) Skeleton Gait++ is robust to both fusion location and mode. b) The low-level attention fusion is an experimentally optimal choice. Discussions This paper introduces the skeleton map as a grid-based skeletal representation for gait description. 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