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Dive into the research topics where Stephan Rusdorf is active.

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Featured researches published by Stephan Rusdorf.


IEEE Transactions on Visualization and Computer Graphics | 2007

Real-Time Interaction with a Humanoid Avatar in an Immersive Table Tennis Simulation

Stephan Rusdorf; Guido Brunnett; Mario Lorenz; Tobias Winkler

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 players 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


IEEE Computer Graphics and Applications | 2006

V-Pong: an immersive table tennis simulation

Guido Brunnett; Stephan Rusdorf; Mario Lorenz

Most applications for immersive virtual environments (VEs) allow slow-or medium-speed user interaction. Examples of this kind of interaction include changing an objects position, triggering an action, or setting a control parameter. To broaden the application range for VR systems, we need to integrate technologies that allow for faster VE-user movements. This raises the question, What response times can we achieve with VR systems built from standard recent hardware components? To answer this question, we created a table tennis simulation as this game involves fast user movements and has moderate space requirements. In this article we report on the realization of our immersive table tennis simulation, V-Pong


virtual reality software and technology | 2005

Real time tracking of high speed movements in the context of a table tennis application

Stephan Rusdorf; Guido Brunnett

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 players 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.


articulated motion and deformable objects | 2010

Data-Driven On-Line Generation of Interactive Gait Motion

Liang Zhang; Stephan Rusdorf; Guido Brunnett

In this paper, we present a novel constraint-based method that is able to adapt captured gait motions to new paths while preserving the original gait style. Foot-plant constraints are ensured automatically and no post-processing for foot-skate removal is necessary. The main contribution of the paper is an analytical algorithm that is able to move the avatar without violating foot-plant constraints. The algorithm works with few dependencies, which allows other motion controllers to be easily integrated to fulfill other tasks.


IEEE Computer Graphics and Applications | 2011

Virtual Prototyping of Shoes

T. Kühnert; Stephan Rusdorf; Guido Brunnett

Industrial product design usually involves two phases: artistic design and technical design. Because artistic designers are concerned mainly with integrating aesthetics and functionality, design concepts usually must be modified to satisfy technical constraints. Whereas technical design commonly employs a digital prototype, artistic design might not require a digital model. Although todays modeling systems offer many possibilities to create virtual models, their interfaces differ too much from traditional approaches to gain great acceptance from artistic designers. So, early design phases often suffer from inefficient workflows because of the lack of digital models; for ex ample, designers might need to recreate the artistic model several times. A proposed 3D user interface mimics a shoe designers conventional work style. The methods and concepts developed for this interface are applicable to other areas- for example, designing car interiors or cockpits.


Archive | 2003

Virtualiti3D (V3D): A SYSTEM-INDEPENDENT, REAL TIME-ANIMATED, THREE- DIMENSIONAL GRAPHICAL USER INTERFACE

Stephan Rusdorf; Mario Lorenz; Steven Wölk; Guido Brunnett


international conference on virtual augmented and mixed reality | 2014

Matching Levels of Task Difficulty for Different Modes of Presentation in a VR Table Tennis Simulation by Using Assistance Functions and Regression Analysis

Daniel Pietschmann; Stephan Rusdorf


JVRB - Journal of Virtual Reality and Broadcasting | 2011

Real-time Human Motion Capture with Simple Marker Sets and Monocular Video

Liang Zhang; Guido Brunnett; Stephan Rusdorf


Archive | 2004

A Simple VR-Control Device Using Marker-Based Tracking of the Human Hand

Stephan Rusdorf; Guido Brunnett


VR/AR | 2012

Verbesserung des Kollisionsverhaltens des Position-Based-Dynamics-Verfahrens bei Kleidungssimulation über Animationsconstraints.

Vincent Küszter; Stephan Rusdorf; Guido Brunnett

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Guido Brunnett

Chemnitz University of Technology

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Mario Lorenz

Chemnitz University of Technology

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Liang Zhang

Chemnitz University of Technology

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Daniel Pietschmann

Chemnitz University of Technology

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Steven Wölk

Chemnitz University of Technology

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T. Kühnert

Chemnitz University of Technology

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Tobias Winkler

Chemnitz University of Technology

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Tom Kühnert

Chemnitz University of Technology

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Vincent Küszter

Chemnitz University of Technology

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