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Stephan Rusdorf

dblp:74/4547 · DBLP profile ↗
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2ranked-venue papers
2as first author
0since 2021 · last 2007
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Virtual and augmented reality · 77% Geometric modeling and processing · 23%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › virtual environment
immersive simulation
0.112007
Real-Time Interaction with a Humanoid Avatar in an Immersive Table Tennis Simulation · IEEE Trans. Vis. Comput. Graph. 2007
Geometric modeling and processing
collision detection
0.012007
Real-Time Interaction with a Humanoid Avatar in an Immersive Table Tennis Simulation · IEEE Trans. Vis. Comput. Graph. 2007

Methods — techniques the papers use, named apart from their topics

motion prediction · 0.1game strategy · 0.1
YearPublicationVenuePosition
2007 Real-Time Interaction with a Humanoid Avatar in an Immersive Table Tennis Simulation
abstract
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.
Stephan Rusdorf, Guido Brunnett, Mario Lorenz 0003, Tobias Winkler 0001
IEEE Trans. Vis. Comput. Graph.1
2005 Real time tracking of high speed movements in the context of a table tennis application
abstract
In this paper we summarize the experiences we made with the implementation of a table tennis application. After describing the hardware necessities of our system we give insight into different aspects of the simulation. These include collision detection, physical simulation and some aspects of the design of the virtual opponent.Since table tennis is one of the fastest sports the synchronization of the player's movements and the visual output on the projection wall is the most challenging problem to solve. Therefore we analysed the latencies of all subcomponents of our system and designed a prediction method that allows high speed interaction with our application.
Stephan Rusdorf, Guido Brunnett
VRST1