Continuing my series of posts on Holographic App Development Using Microsoft HoloLens, here is one more addition to the series. This should have been the very first post of the series, given the fact it talks about a little background on where holographic app development stands.
In this article, you will learn, how we can construct a basic 3D Model using Paint 3D app and then use it as a Holograms for your holographic application. This is a state forward process, but the creativity is in designing the 3D model. We will learn it through three different steps. To start with, construct the 3D Model in Paint 3D, import the model into Unity 3D and finally publish your Unity 3D project as Holographic application.
I am very pleased to announce the availability of my second book, and our first book HoloLens Blueprints – co-authored by Manish Sharma, Mallikarjuna Rao, and Myself. This book introduces and demystifies the HoloLens platform. You will start your mixed-reality journey by understanding different types of digital reality. You will learn to build your first holographic app. Also, you will understand holographic application integration possibilities within Line of Business (LOB) Applications using Azure. Moving ahead, you will create Integrated Solutions using IoT with HoloLens. Gradually you’ll learn how to create and deploy apps on a device. You will learn to publish application to the store; if you are an enterprise developer, you will also manage and distribute applications for enterprise-enabled or domain-joined HoloLens.
Holographic Remoting is a new features of Unity (v5.5), that reduces your development iteration during deployment of Holographic Apps from Unity. Using Holographic Remoting, we don’t need to build project as Universal Windows Apps and run it from Visual Studio separately. Holographic Remoting allows you to run your apps directly from the Unity Editor after connecting to Microsoft HoloLens.
Here is the 8th post in the series of Holographic App Development Using Microsoft HoloLens. In this post we are going to learn about Spatial Mapping and how to render Spatial Mapping Mesh of a real space in your holographic app . Spatial Mapping is one of the most important aspects of the HoloLens and Holographic app development. The Spatial mapping is to know where it is in the real space, how is the real space surface, where are different objects and how you can make holograms interact with the real space. Spatial mapping provides a detailed representation of real-world surfaces in the environment around HoloLens. This allows developers to mix holograms into the world around you.
Here is the seventh post in the series of Holographic App Development Using Microsoft HoloLens. In this post, we are going to learn how to integrate Gesture into your Holographic App. In the previous post, we discussed Understanding the Gaze and Adding a Gaze Input Cursor into your Unity 3D Holographic App. The gesture works in conjunction with Gaze. You Gaze on some object, then take action by using Gesture. Gesture in HoloLens is similar to the mouse click on a desktop application or tapping on some item on the touch based app.
This is the sixth post in the series of Holographic App Development Using Microsoft HoloLens. In one of my previous post, we have discussed How to build a Holographic Apps with Unity 3D and Microsoft HoloLens. Now let’s try to interact with the same holographic app we made so far. To start with, we will focus on Gaze Input. Like we use a mouse to move a cursor, it is now Gaze for the HoloLens. Gaze is one form of input on HoloLens. Gaze Input in HoloLens indicates where the user is currently focusing. A cursor is used to indicates the direction of the Gaze. The cursor follows the point of attention as users heads move in the scene.
The HoloLens Emulator allow us to simulate room or a space for projecting our app. The simulated room are displayed in the form of spatial mapping mesh created from real objects. With this simulated view you can see how the HoloLens interprets your surrounding objects when it is real. You can control this by using Emulator Tools and HoloLens Device Portal
This is the fourth post in the series of Holographic App Development Using Microsoft HoloLens. In the past few posts you have seen how to getting started with HoloLens app development by setting up your dev. environment and developing a Universal Windows App for HoloLens. While Universal Apps that we have learned was 2D, it is now time to take it forward toward next step. In this post I am going to discuss how to build your first 3D application for HoloLens using Visual Studio 2015 and Unity 3D.
The Universal Windows Platform (UWP) enables one app to run on every Windows devices running on Windows 10. In my previous post – “Bringing Your Universal Windows Apps to Microsoft HoloLens”, you have seen how we can create and run a new Universal Windows Apps in HoloLens. Now you may wondering, do we always need to create and run new Apps ? or is there any way that we can run our existing Universal Apps packages in HoloLens emulator? . Well, the answer is Yes ! we can easily do that Using “Windows Device Portal” for HoloLens.
The Universal Windows Platform (UWP) enables one app to run on every Windows devices running on Windows 10 – could be a desktop, tablet, Phone, Xbox, IoT device like Raspberry Pi2 or even on Microsoft HoloLens. That means that all the Universal Windows Platform (UWP) apps built for phone or desktop /devices can work on HoloLens too. These will be projected and rendered on a 2D surface.
Windows Holographic is a mixed reality platform for developers. Developer can leverage the Holographic API with Windows 10 to built the apps through holographic experience. Microsoft HoloLens is the holographic device that lets you create holograms, objects made of light and sound that appear in the world around you.