dc.contributor.author | Lau, Manfred | en_US |
dc.contributor.author | Dev, Kapil | en_US |
dc.contributor.editor | Cagatay Turkay and Tao Ruan Wan | en_US |
dc.date.accessioned | 2016-09-15T09:05:57Z | |
dc.date.available | 2016-09-15T09:05:57Z | |
dc.date.issued | 2016 | |
dc.identifier.isbn | 978-3-03868-022-2 | |
dc.identifier.issn | - | |
dc.identifier.uri | http://dx.doi.org/10.2312/cgvc.20161302 | |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.2312/cgvc20161302 | |
dc.description.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. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | I.3.5 [Computer Graphics] | |
dc.subject | Computational Geometry and Object Modeling | |
dc.subject | Modeling Packages | |
dc.title | Tactile Mesh Saliency: A Brief Synopsis | en_US |
dc.description.seriesinformation | Computer Graphics and Visual Computing (CGVC) | |
dc.description.sectionheaders | Geometry and Surfaces | |
dc.identifier.doi | 10.2312/cgvc.20161302 | |
dc.identifier.pages | 95-96 | |