Improving static and dynamic registration in an optical see-through HMD
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
PingPongPlus: design of an athletic-tangible interface for computer-supported cooperative play
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Fast and Accurate Collision Detection for Virtual Environments
Dagstuhl '97, Scientific Visualization
An Adaptive Estimator for Registration in Augmented Reality
IWAR '99 Proceedings of the 2nd IEEE and ACM International Workshop on Augmented Reality
Fitness computer game with a bodily user interface
ICEC '03 Proceedings of the second international conference on Entertainment computing
Quick-CULLIDE: Fast Inter- and Intra-Object Collision Culling Using Graphics Hardware
VR '05 Proceedings of the 2005 IEEE Conference 2005 on Virtual Reality
Optimized visualization for tiled displays
EG PGV'06 Proceedings of the 6th Eurographics conference on Parallel Graphics and Visualization
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In this paper, we report on the realization of an immersive table tennis simulation. After describing the hardware necessities of our system, we give insight into different aspects of the simulation. In particular, the developed methods for collision detection and physical simulation are presented. The design of the virtual opponent is of crucial importance to realize an enjoyable game. Therefore, we report on the implemented game strategy and the animation of the opponent. Since table tennis is one of the fastest sports, the synchronization of the human player's movements and the visual output on the projection wall is a very challenging problem to solve. To overcome the latencies in our system, we designed a prediction method that allows high speed interaction with our application.