Process and Documentation

Downloads and Resources

Prior to starting this project, I had reviewed the Microsoft Mixed Reality courses involving immersive headsets. They indicated to download 2017 version of Visual studio, HoloLens Emulator, 2017.4 version of Unity, HoloLens Emulator, and have the Universal Module build for Unity. The Mixed Reality courses I had followed was 250: HoloLens and immersive headsets (chapter 2). In this chapter there is a template master package that I used with the preset cameras, spatial mapping scripts, and interaction script prebuilt.


3D Gallery Model Sketchup

Using sketchup I had 3D model of the black gallery to scale using the actual dimensions. This is to illustrate how make gallery would be setup upon execution. The rosaries depict the virtual holograms I would use and the night stand and rug are actual real objects I would bring into the gallery space. The plinth with the monitor depicts how I would live stream the hololen. The 3D model of the figure depicts how someone would experience this gallery upon interacting with the holograms.

3D Model and Sculpting

The models used for this project are abstration variations of rosaries. To create the models, I used sculptris to sculpt these various shapes. Then I exported these models as OBJ's and then imported them into Maya where I used the hypershader to add materials so that I can UV map my models. With Maya, the abstract models are rearanged to encompass the shape of a rosary. In some cases, I used

Unity

As I UV mapped and added materials to my objects, I exported my assets to Unity as either FBX, OBJ or Maya Binary. In Unity,I used the HoloLens 250 course Master package as a starting point to get the scripts and HoloLens custom camera. I added specific components that would enable Mixed Reality interaction on models. These included adding a HoloLens Custom camera, Mesh Collider, a stablization script and a Tap-to-Place interaction script. In build settings, I changed target device to HoloLens, build type to D3D, and Unity C# projects enabled. In player settings, I had enabled XR settings. In other settings, I changed scripting backend to .NET. After that, I click buid in build settings which build a visual studio app in a folder.


Visual Studio Deploy

In visual studio within the top menu bar, I set the build to Release, 86x and Device. The HoloLens was then plugged into my laptop via micro-USB, where I would click deploy under the Build menu. This would deploy the Unity app to the device. Visual studio asked for a pin which is displayed on the HoloLens upon being deployed. This enable the HoloLens to deploy the Unity app and immediately.

HoloLens App Deployment

Before my gallery I was able to run my app and live stream it through my iPad using the HoloStream app. To do this, I enabled my phone as a mobile hotspot and connected both the HoloLens and iPad to my phone. I then used an iPad HDMI adapter to display the stream on a PC monitor. Click here for VIDEO OF LIVE STREAM TEST Click her for VIDEO OF PROTOTYPE