This Article 
   
 Share 
   
 Bibliographic References 
   
 Add to: 
 
Digg
Furl
Spurl
Blink
Simpy
Google
Del.icio.us
Y!MyWeb
 
 Search 
   
V-Pong: An Immersive Table Tennis Simulation
July/August 2006 (vol. 26 no. 4)
pp. 10-13
Guido Brunnett, Chemnitz University of Technology, Germany
Stephan Rusdorf, Chemnitz University of Technology, Germany
Mario Lorenz, Chemnitz University of Technology, Germany
This article discusses the development of an immersive table tennis simulation. After describing the hardware necessities of the system, the authors delve into different aspects of the simulation. These include collision detection, physical simulation, and some aspects of the game design. Since table tennis a fast sports, the synchronization of the human player?s movements and the visual output on the projection wall is a challenging problem. The authors analyzed the latencies of all subcomponents of the system and designed a prediction method that allows for high speed interaction with the application.

1. M. Lorenz and G. Brunnett, "Optimized Visualization for Tiled Displays," Proc. 6th Eurographics Symp. Parallel Graphics and Visualization, Eurographics Assoc., 2006, pp. 127–136
2. S. Rusdorf et al., "Virtualiti3D: A System-Independent, Real Time-Animated, Three-Dimensional Graphical User Interface," Proc. IASTED Conf. Visualization, Imaging & Image Processing, Acta Press, 2003, pp. 955–960.
3. S. Rusdorf and G. Brunnett, "Real Time Tracking of High Speed Movements in the Context of a Table Tennis Application," Proc. ACM Symp. Virtual Reality Software and Technology, ACM Press, 2005, pp. 192–201.

Index Terms:
real-time interaction, table tennis simulation, prediction, tracking, tiled displays
Citation:
Guido Brunnett, Stephan Rusdorf, Mario Lorenz, "V-Pong: An Immersive Table Tennis Simulation," IEEE Computer Graphics and Applications, vol. 26, no. 4, pp. 10-13, July-Aug. 2006, doi:10.1109/MCG.2006.92
Usage of this product signifies your acceptance of the Terms of Use.