Book Image

Microsoft HoloLens By Example

By : Joshua Newnham
Book Image

Microsoft HoloLens By Example

By: Joshua Newnham

Overview of this book

Are you a developer who is fascinated with Microsoft HoloLens and its capabilities? Do you want to learn the intricacies of working with the HoloLens SDK and create your own apps? If so, this is the book for you. This book introduces and demystifies the HoloLens platform and introduces new ways you can interact with computers (Mixed Reality). It will teach you the important concepts, get you excited about the possibilities, and give you the tools to continue exploring and experimenting. You will go through the journey of creating four independent examples throughout the book, two using DirectX and two using Unity. You will learn to implement spatial mapping and gesture control, incorporate spatial sound, and work with different types of input and gaze. You will also learn to use the Unity 5 SDK for HoloLens and create apps with it. Collectively, the apps explore the major concepts of HoloLens, but each app is independent, giving you the flexibility to choose where to start (and end).
Table of Contents (16 chapters)
Title Page
Credits
About the Author
About the Reviewer
www.PacktPub.com
Customer Feedback
Preface
6
Interacting with Holograms Using Unity

Mapping our environment


As discussed in Chapter 1Enhancing Reality, spatial mapping is the process of scanning and mapping the physical environment, making it digitally accessible. Having access to the physical environment allows us to create experiences that better integrate with the real world, by creating a greater illusion of realism or utility through understanding the user's context better. In this chapter, we are interested in creating a more immersive experience by merging the virtual and real worlds.

Here, we will learn how to scan and visualize the environment and then use this mapping to place our bin onto a suitable surface, a place where one would expect to find a bin in the real world--on the floor.

Unity provides two ways we can perform spatial mapping; the first uses prebuild components and the second uses the low-level APIs from the UnityEngine.VR.WSA namespace. In the subsequent sections, we will explore both approaches, starting with the low-level APIs.

Just before jumping...