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.