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Tactile mesh saliency: A brief synopsis

Research output: Chapters, Conference Papers, Creative and Literary WorksRGC 32 - Refereed conference paper (with host publication)peer-review

Abstract

This work has previously been published [LDS16] 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.
Original languageEnglish
Title of host publicationComputer Graphics and Visual Computing, CGVC 2016 - Eurographics UK Chapter Proceedings
PublisherEurographics Association
Pages95-96
ISBN (Print)9783038680222
DOIs
Publication statusPublished - 2016
Externally publishedYes
Event34th Annual Conference on Computer Graphics and Visual Computing, CGVC 2016 - Bournemouth, United Kingdom
Duration: 15 Sept 201616 Sept 2016

Publication series

NameComputer Graphics and Visual Computing, CGVC 2016 - Eurographics UK Chapter Proceedings

Conference

Conference34th Annual Conference on Computer Graphics and Visual Computing, CGVC 2016
PlaceUnited Kingdom
CityBournemouth
Period15/09/1616/09/16

Bibliographical note

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