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#Event – Resources used with @ivanatilca during the “Lessons Learned creating a multiplatform AI project for Azure Kinect and Hololens 2” for the Global XR Talks
Hi ! We had an amazing time last week with Ivana at the Global XR Talks, sharing some of our lessons learned creating an Mixed Reality app to work in Hololens 2 and Azure Kinect. As usual, now it’s time for slides and code Slides Code The main scripts for Camera and Cognitive Services interaction — read more
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#Unity3D – Making a CustomVision.ai HTTP Post call to have a better #MRTK experience with #CognitiveServices @ivanatilca
Hi ! Quick post today, with mostly sample code. And, it’s all about a scenario that we faced with Ivana a couple of days ago while we were using MRTK and we were trying to use some Cognitive Services. As of today, not all the services in Cognitive Services are supported and have official Unity3D — read more
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#Hololens2 – Project sizes using #MRTK
Hi ! Quick post today. When I started with Hololens 1, Unity and the Hololens Toolkit a couple of years ago, I did this exercise to have a sense of the required disk space for my projects and tests. I realize that I didn’t blogged this, so here is an updated version using the latest — read more
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#WindowsML – Create Native AI apps for #Hololens #Windows10
Hi! A couple of weeks ago I wrote about a new feature in Windows 10 to be able to use ML models natively in W10 Apps. For me, that would mean a breakthrough in the entire Windows 10 Device ecosystem. In example, as we already know, the new version of Hololens incorporates a chip specially — read more
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#WindowsML – Ya se puede crear apps con AI nativo en #Hololens #Windows10
Buenas! Hace un par de semanas comente que la nueva capacidad en Windows 10 de poder utilizar modelos de ML de forma nativa en W10 Apps significaría un gran avance en todo el ecosistema de Devices de Windows 10. Como ya sabemos que la nueva version de Hololens incorporar un chip especialmente dedicado a — read more
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#WinML – #GamingML created for #Windows10 gamers (#Unity3D and #Hololens V2 included!)
Hi! First of all, I’ll start by saying that I finally found a hashtag for Windows Machine Learning posts: [#WinML]. A small summary of WindowsML (actually from the part that interests me) The WinML API allows us (Windows 10 developers) to use Machine Learning trained models and make inferences with them on a wide variety — read more
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#WinML – #GamingML ideal para los Gamers en #Windows10 (#Unity3D y #Hololens V2 included!)
Buenas! En primer lugar, comenzare diciendo que por fin encontré un hashtag para los posts sobre Windows Machine Learning: [#WinML]. Un pequeño resumen de WindowsML (en realidad de la parte que me interesa a mi) La API WinML nos permite utilizar modelos entrenados de Machine Learning y realizar inferencias sobre la amplia variedad de hardware — read more
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#Event – Mixed Reality Workshop
Hi ! Next March 17 I will be part of the team in the Mixed Reality Workshop. It is a full day of sessions to help understand how to create Mixed Reality Apps with Windows 10, Unity 2017.2 and Visual Studio 2017. The agenda is as follows Intro to Windows Mixed Reality Building a mixed — read more
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#Event – Mixed Reality Workshop
Buenas! Pues que el próximo 17 de Marzo seré parte del equipo en el Workshop de Mixed Reality. Es un dia completo de sesiones para ayudar a comprender como crear Mixed Reality Apps con Windows 10, Unity 2017.2 y Visual Studio 2017. La agenda es la siguiente Intro to Windows Mixed Reality Building a mixed — read more
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#Hololens – How to use clases TapToPlace and InitialScanManager
Hi ! Yesterday I wrote about a custom solution I made to have Tap to Place feature in an Hololens App. The main set of features was We can perform an initial scan of an environment, based on a time constraint. Also we can continue the scan process if we don’t find a minimum of — read more
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#Hololens – Cómo utilizar las clases TapToPlace y InitialScanManager
Hola ! En el post de ayer compartí una solución para tener las siguientes capacidades en un proyecto de Hololens Realizar un scanner inicial del ambiente basado en tiempo y en cantidad de frames encontrados para piso y pared Se puede iniciar un proceso de Tap to Place sobre un holograma El proceso valida además — read more
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#Hololens – Alternative fix to the TapToPlace and WorldAnchor issue (until official #HoloToolkit release)
Hi ! If you work with Beta products you will find funny scenarios, like something working, then not working, then working again. The next Hololens forums thread is a must read if you want to understand the frustration you can get in this scenarios: VS2017/U5.6 Crash – WinRTScriptingObjectWrapper::InternalAddRef Reference Count cannot be zero (link) TLTR HoloToolkit current — read more
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#Hololens – Solución al problema con TapToPlace agregando validación de planos (hasta que #HoloToolkit sea compatible)
Hola ! Cuando trabajas con productos en estado Beta puedes encontrarte con errores como el que se comenta en el siguiente post del foro: VS2017/U5.6 Crash – WinRTScriptingObjectWrapper::InternalAddRef Reference Count cannot be zero (link) TLTR la versión actual de HoloToolkit no está soportada por Visual Studio 2017 y Unity3D 5.6. En otras palabras hay funcionalidades — read more
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#Hololens – #SpatialMapping, tutorial search for simple surfaces (1×1 floor tile)
Hi ! In my previous posts I wrote on how to use Spatial Understanding to have a better control of the environment scanning process with Hololens. In that post I created a demo with the following steps As soon as the App starts, Hololens started the scanning process We defined a minimmun number of planes — read more
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#Hololens – #SpatialMapping, tutorial sobre cómo buscar superficies simples (Un tile de 1×1 en el piso)
Hola ! En el post anterior expliqué como utilizar Spatial Understanding para tener más control sobre el proceso de escaneo que realiza Hololens. En ese ejemplo, se realizaban los siguientes pasos Cuando se lanzaba la App, Hololens comenzaba el proceso de escaneo Cuando se llegaba a un mínimo de planos encontrados, se finalizaba el mismo En — read more
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#Hololens – Spatial Understanding vs Spatial Mapping, and a step-by-step on how to use it
Hi ! HoloToolkit has 2 main assets to perform a Spatial Mapping scan in an environment with the Hololens. Spatial Mapping Spatial Understanding Spatial Mapping is the asset that we use by default and is the one which allows us to have basic control over the scan process performed by the Hololens. For example, once we — read more
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#Hololens – Spatial Understanding vs Spatial Mapping, y un paso a paso sobre como utilizarlo
Hola ! HoloToolkit posee 2 herramientas que nos permiten realizar un un scaneo de nuestros alrededores cuando usamos Hololens. Spatial Mapping Spatial Understanding Spatial Mapping es el asset que usamos por defecto y es el que nos permite tener un control básico del proceso de scan que realiza Hololens. Por ejemplo, una vez que agregamos este — read more
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#Hololens – What to do when your app is not a 3D App!
Hi ! Today is a quick posts on Unity3D and Hololens, I’ve been dealing with com nice and heavy C# bot code during the past days so it’s time to go back to Hololens. So, a couple of days ago I found that my Apps were not deployed as Unity VR Apps to the Hololens, instead — read more
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#Hololens – Qué hacer cuando mi app no es 3D!
Hola ! Hoy post rápido de Unity3D y Hololens que en el backend han sido semanas de bots y mucho C#. Hace unos días me encontré con un error extraño al momento de generar una app para Hololens desde Unity. Como siempre dejo en manos de HoloToolkit la configuración del proyecto, de las capacidades y — read more
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#Unity3D – #GitHub for Unity in super Beta mode !
Hi ! Good news for the Unity3D developers who wants to use GitHub: We have available a beta version for the Unity and GitHub connector. You can find the source code and a compiled unity package on GitHub. Also, on the main page, there is a nice step by step on how to use it. Once — read more