Analytical methods for dynamic simulation of non-penetrating rigid bodies
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
CHI '99 Extended Abstracts on Human Factors in Computing Systems
Interactive Common Illumination for Computer Augmented Reality
Proceedings of the Eurographics Workshop on Rendering Techniques '97
Photorealistic rendering for augmented reality using environment illumination
ISMAR '03 Proceedings of the 2nd IEEE/ACM International Symposium on Mixed and Augmented Reality
DART: a toolkit for rapid design exploration of augmented reality experiences
Proceedings of the 17th annual ACM symposium on User interface software and technology
Rapid Development of Expressive AR Applications
ISMAR '04 Proceedings of the 3rd IEEE/ACM International Symposium on Mixed and Augmented Reality
International Journal of Computer Games Technology
Creating interactive physics education books with augmented reality
Proceedings of the 24th Australian Computer-Human Interaction Conference
Physically interactive tabletop augmented reality using the Kinect
Proceedings of the 27th Conference on Image and Vision Computing New Zealand
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Physics simulation is becoming more common in computing. We have developed a comprehensive toolkit to connect the physical and virtual world within Augmented Reality (AR) using rigid body simulation. Unlike existing techniques of embedding physics simulations into 3D environments, the use of rigid body simulations within AR requires a different approach. To demonstrate our approach we developed an edutainment game based on the concept of chain reactions and physical contraptions. In this paper we elaborate on the constraints introduced by mixing AR and rigid body simulation, and how it subsequently effects the visual richness and perceptual appearance of an AR simulation. We describe our implementation approach and provide an analysis of additional scenarios which would be enriched by physical simulation.