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Issue No.04 - July/August (2006 vol.26)
pp: 10-13
Stephan Rusdorf , Chemnitz University of Technology, Germany
Guido Brunnett , Chemnitz University of Technology, Germany
ABSTRACT
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.
INDEX TERMS
real-time interaction, table tennis simulation, prediction, tracking, tiled displays
CITATION
Stephan Rusdorf, Guido Brunnett, "V-Pong: An Immersive Table Tennis Simulation", IEEE Computer Graphics and Applications, vol.26, no. 4, pp. 10-13, July/August 2006, doi:10.1109/MCG.2006.92
REFERENCES
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.
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