G3Ego: Gaze-Guided Graphs for Egocentric Action Understanding
Authors: Marko Haralović, Akash Ramakrishnan, Estefania Talavera Martinez
Organizations: University of Zagreb, Faculty of Electrical Engineering and Computing, Zagreb, Croatia · University of Twente, Enschede, The Netherlands
Egocentric action understanding is often addressed using large video models pretrained on extensive exocentric datasets. However, many first-person actions depend on a small number of hand-object interactions involving only a few relevant entities. We propose G3Ego, a graph-based framework for egocentric action understanding that uses gaze as a structural cue to identify action-relevant entities in the scene. From sparsely sampled frames, G3Ego constructs action scene graphs from vision-language descriptions, grounded objects, and hand cues, and then prunes irrelevant entities using the camera wearer's gaze. The resulting graph embeddings are temporally aggregated for action recognition and anticipation. Unlike prior work that uses gaze primarily as an auxiliary modality or attention signal, G3Ego incorporates gaze directly into graph construction, producing efficient and interpretable representations focused on action-relevant interactions. Experiments on EGTEA Gaze+ and MECCANO show that G3Ego achieves competitive performance compared with video-based approaches and consistently improves Macro-F1 under class-imbalanced evaluation, while avoiding reliance on computationally expensive video pretraining. These results demonstrate the effectiveness of gaze-guided graph representations for egocentric action understanding.
Figures & tables
Figure 1: Motivational overview of gaze-guided graph construction. Given an input egocentric frame and the camera wearer’s gaze coordinates, a vision-language model generates a caption describing the camera wearer’s interactions with the scene. Gaze is used to prune the caption, retaining only action-relevant objects. In this example, the gaze falls on the piece of bread. An action scene graph is then constructed using the global image descriptors from the image encoder as node features for the main verb, and local descriptors from the object detector, including bounding-box features, for the retained objects.
Figure 2: Overview of the proposed G3Ego framework. Given a clip of N frames, we extract global, object, and hand features, construct a graph of the camera wearer’s interactions with the scene, and prune it using gaze. The resulting graph descriptors are temporally aggregated for action recognition.
Graph Type
Temporal Modeling
N Frames
Global
Object
Gaze Pruning
Hand
Top-1
Top-5
Macro F1
Effect of Object Features
FG
LSTM
10
✓
✗
✗
✗
25.58
60.75
8.29
FG
LSTM
10
✓
✓
✗
✗
37.34
70.39
8.61
Effect of Gaze-Guided Graph Pruning
FG
LSTM
10
✓
✓
✗
✗
37.34
70.39
8.61
G3Ego
LSTM
10
✓
✓
✓
✗
37.90
70.88
10.63
Table 1: Component-wise ablation of G3Ego on MECCANO. Global, Object, and Hand denote DINOv3 frame features, Grounding-DINO object-region features, and a 20-dimensional hand/hand–object interaction descriptor, respectively. Gaze is used only for graph pruning, not as a recognition feature. FG denotes the full graph. Macro-F1 is the primary selection metric.
Method
Venue
Modality
Top-1
Top-5
Macro-F1
Train. Params
Majority class baseline
–
–
27.31
51.22
0.72
–
SlowFast [ 28 ]
CVPRW’23
RGB
45.16
73.75
18.91
68M
SlowFast [ 28 ]
CVPRW’23
RGB+Depth+Gaze
49.66
77.82
–
68M
LUBECK UniFormer ens. [ 28 ]
CVPRW’23
RGB+Depth
51.82
83.35
–
540M
UCF Swin3D-B [ 28 ]
CVPRW’23
RGB+Depth
52.82
83.85
–
176M
UNIBZ 8-model ens. [ 8 ]
ISIEA’24
RGB+Depth
52.57
81.53
–
194M
Table 2: Performance comparison with SOTA on MECCANO action recognition task. AH: action history; HOCL: hand-object contact labels; OSL: object state labels.
Method
Venue
Modality
S1
S2
S3
Avg mAcc
Avg Top-1
Two Stream [ 68 ]
NeurIPS’14
RGB + Optical Flow
43.78
41.47
40.28
41.84
–
EgoIDT+Gaze [ 36 ]
CVPR’15
RGB + IDT + Gaze
42.55
37.30
37.60
39.13
–
I3D+EgoConv [ 69 ]
CVPR’16
RGB + Hands + Head + Gaze
54.19
51.45
49.41
51.68
–
TSN [ 75 ]
ECCV’16
RGB + Optical Flow
58.01
55.01
54.78
55.93
–
Sudhakaran et al. [ 71 ]
ECCVW’18
RGB
52.40
50.09
49.11
50.53
–
LSTA [ 70 ]
CVPR’19
RGB + Optical Flow
53.00
–
–
–
–
Table 3: EGTEA Gaze+ action-recognition results on the official three splits. S1–S3 report mAcc when available; otherwise they report per-split Top-1/overall accuracy. MTL: multi-task learning; IDT:improved dense trajectories.
Method
Venue
Modality
Top-1
Top-5
Macro-F1
Train. Params
Majority class baseline
–
–
27.21
51.15
0.71
–
TempAgg [ 65 ]
ECCV’20
OHG
19.69
25.37
3.11
123M
AVT [ 16 ]
ICCV’21
OHG
27.43
53.38
3.68
392M
RULSTM [ 28 ]
CVIU’23
OHG
24.08
58.23
2.47
67M
VLMAH [ 44 ]
ICCV-W’23
OHG
28.90
58.13
0.72
45M
MMTF-RU [ 49 ]
T-ASE’25
OHG
29.75
64.46
–
33.2M
Table 4: MECCANO next-action prediction results for reported methods and our graph-based models. Results are reported for action anticipation at ta=1 s before the next action. Bold values indicate the best result across the full table.
Dataset
Graph
Nodes ↓
Edges ↓
Avg. max distance ↓
Global Efficiency ↑
MECCANO
FG
13.57
8.13
3.29
0.257
G3Ego
3.75
2.75
2.00
0.771
EGTEA
FG
4.51
3.41
2.03
0.703
G3Ego
3.77
2.77
2.00
0.769
Table 5: Full graphs (FG) versus G3Ego graphs efficiency statistics. EGTEA values denote averages over the three official splits.
Figure 3: Qualitative examples of action classification predictions with the ground-truth labels. For each sample, we visualize the full action scene graph (FG) and the corresponding gaze-guided graph. Gaze-guided pruning preserves action-relevant entities and relationships while removing irrelevant context, yielding more discriminative graph representations and improved action recognition.
Appendix figures & tables3 assets
Supplementary material from the paper’s appendix.
Appendix
Component
Output
Params
GFLOPs
Memory
Qwen3-VL-32B
160 tokens
33.36B
27,500.8
63.91 GiB
DINOv3 ViT-L/16
1024-D
303.13M
121.76
1,176.52 MiB
GroundingDINO
256-D
232.90M
1,312.93
2,160.50 MiB
TempAgg, pruned
352-D
105M
0.435
421.84 MiB
TempAgg, full
352-D
105M
0.47
422.44 MiB
Appendix
Table 6: Computational metrics of the frozen feature extraction components and the trainable temporal model. Latency is measured per frame for the frozen visual components and per graph sequence for the temporal model. Peak memory denotes measured peak allocated GPU memory.
Input Representation
Object Selection
Gaze Aux.
Temporal Model
N Frames
Top-1
Top-5
F1
Effect of VLM Semantic Prior
Majority class baseline
–
✗
–
–
27.31
51.22
0.72
VLM caption CLIP [ 58 ] embeddings
–
✗
LSTM
10
3.86
24.76
0.46
Effect of Pruning Strategy
FG
–
✗
LSTM
10
37.34
70.39
8.61
G3Ego
Random-2
✗
LSTM
10
21.22
57.07
7.95
Appendix
Table 7: Additional ablations on MECCANO action recognition. All variants use an LSTM over the same 10 uniformly sampled frames and exclude hand features. VLM caption embeddings are obtained using the CLIP [ 58 ] text encoder. Random-2 retains two randomly selected object nodes per frame. Gaze Aux. indicates that gaze coordinates are explicitly provided as an additional recognition feature.
Method
Venue
Pretraining
Modality / Supervision
S1
S2
S3
Avg mAcc
Avg Top-1
Two Stream [ 68 ]
NeurIPS’14
–
RGB + Optical Flow
43.78
41.47
40.28
41.84
–
EgoIDT+Gaze [ 36 ]
CVPR’15
–
RGB + IDT + Gaze
42.55
37.30
37.60
39.13
–
I3D+EgoConv [ 69 ]
CVPR’16
–
RGB + Hands + Head Motion + Gaze
54.19
51.45
49.41
51.68
–
TSN [ 75 ]
ECCV’16
–
RGB + Optical Flow
58.01
55.01
54.78
55.93
–
Sudhakaran et al. [ 71 ]
ECCVW’18
–
RGB
52.40
50.09
49.11
50.53
–
LSTA [ 70 ]
CVPR’19
–
RGB + Optical Flow
53.00
–
–
–
–
Appendix
Table 8: EGTEA Gaze+ action-recognition results on the official three splits. S1–S3 report mAcc when available; otherwise, they report per-split Top-1 or overall accuracy. The upper block contains methods without exocentric video pretraining, while the lower block contains methods using Kinetics [ 9 ] or EPIC-KITCHENS-100 [ 10 ] pretraining. Results across these blocks are provided for context and are not directly comparable because of differences in pretraining data, backbone design, and supervision.
Egocentric video understanding studies how AI interprets first-person video to recognize actions, track interactions, reason about space and time, and assist users.