Book Image

Microsoft HoloLens Developer???s Guide

By : Dennis Vroegop
Book Image

Microsoft HoloLens Developer???s Guide

By: Dennis Vroegop

Overview of this book

HoloLens, Microsoft’s innovative augmented reality headset, overlaps holograms into a user’s vision of their environment. Your ideas are closer to becoming real when you can create and work with holograms in relation to the world around you. If you are dreaming beyond virtual worlds, beyond screens, beyond pixels, and want to take a big leap in the world of augmented reality, then this is the book you want. Starting off with brainstorming and the design process, you will take your first steps in creating your application for HoloLens. You will learn to add gestures and write an app that responds to verbal commands before gradually moving on creating sounds in the app and placing them in a 3D space. You will then communicate between devices in the boundaries of the UWP model.
Table of Contents (16 chapters)
Title Page
Credits
About the Author
Acknowledgments
About the Reviewer
www.PacktPub.com
Customer Feedback
Preface

Summary


This chapter was the hardest of them all. We have looked at surface mapping, the technique that allows the HoloLens to understand what the actual, real world looks like. We have seen how the device does this investigation with its sensors. We spent most of our time creating the code in DirectX that allows us to read the data from the depth sensors and map it into a grid. This resulted in a sort of superpower that gave us the ability to look through walls. Along with that, we looked into the Unity3D code to do more or less the same.

We also learned how to draw wireframes, and we learned a bit more about optimizing apps when drawing more than one figure; our wireframes consist of many polygons, so we had to make our code a bit smarter. We did not spend any time working on RockOn, but we will deal with that later on.