DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/MCG.2006.92
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
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. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||