Tactile Mesh Saliency: A Brief Synopsis
Abstract
This work has previously been published [LDS 16] and this extended abstract provides a synopsis for further discussion at the UK CGVC 2016 conference. We introduce the concept of tactile mesh saliency, where tactile salient points on a virtual mesh are those that a human is more likely to grasp, press, or touch if the mesh were a real-world object. We solve the problem of taking as input a 3D mesh and computing the tactile saliency of every mesh vertex. The key to solving this problem is in a new formulation that combines deep learning and learning-to-rank methods to compute a tactile saliency measure. Finally, we discuss possibilities for future work.
BibTeX
@inproceedings {10.2312:cgvc.20161302,
booktitle = {Computer Graphics and Visual Computing (CGVC)},
editor = {Cagatay Turkay and Tao Ruan Wan},
title = {{Tactile Mesh Saliency: A Brief Synopsis}},
author = {Lau, Manfred and Dev, Kapil},
year = {2016},
publisher = {The Eurographics Association},
ISSN = {-},
ISBN = {978-3-03868-022-2},
DOI = {10.2312/cgvc.20161302}
}
booktitle = {Computer Graphics and Visual Computing (CGVC)},
editor = {Cagatay Turkay and Tao Ruan Wan},
title = {{Tactile Mesh Saliency: A Brief Synopsis}},
author = {Lau, Manfred and Dev, Kapil},
year = {2016},
publisher = {The Eurographics Association},
ISSN = {-},
ISBN = {978-3-03868-022-2},
DOI = {10.2312/cgvc.20161302}
}