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Towards Human-Like Table Tennis Serving: Preliminary Exploration with Simplified Serving Motion Using an Industrial Robotic Manipulator in NVIDIA Isaac Sim

Po-Chuan Chiou, Jing-Chen Hong

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AI summary

Key figure (auto-extracted from paper)
Multi-joint planning modestly increases serve velocity, but achieving human-like serves requires advanced biomimetic motion coordination beyond simplified kinematics.
Table tennis robotics Biomimetic motion planning NVIDIA Isaac Sim Digital twin Forward kinematics Robotic serve simulation

Problem

Current table tennis serving robots lack human-like motion planning, limiting their realism and utility for training and biomechanical research.

Approach

The authors built a digital twin in NVIDIA Isaac Sim and simulated simplified one-, two-, and three-joint forward kinematics to evaluate how joint coordination impacts ball trajectory and velocity.

Key results

  • Successful ball delivery to the opposite side across all joint configurations
  • Modest velocity increase with additional active joints
  • Peak end-effector speed achieved in three-joint planning
  • Identification of insufficient biomimetic coordination in simplified models

Why it matters

Provides a foundational simulation framework and kinematic baseline for developing human-like robotic table tennis servers, relevant to robotics, sports science, and AI training.

Abstract

In this report, we present our latest work-in- progress result of table tennis serving simulation. The ultimate goal for our research is realization of human-like table tennis serving with a 6-joint robotic arm. The preliminary evaluation indicates the potential of multi-joint bionic serve motion planning with extended topics and future directions discussed.

Index terms

Motion and Path Planning Constrained Motion Planning Simulation and Animation

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