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(SYS.08) — PERSONAL PRODUCT — WINDOWS PRESENTATION & SCREEN SHARING

SwitchCast

Seamless Windows screen sharing and presentation control without interrupting the audience-facing output.

YEAR: 2026ROLE: Creator & Windows Desktop Developer
SwitchCast Windows Presentation Management Application

(01) — System Overview

PROJECT
CONTEXT.

A native Windows desktop application built with C#, .NET 8, WinUI 3, and Direct3D 11. Presenters queue and switch between application windows, displays, and media through one dedicated output window without interrupting the audience stream.

The Operational Bottleneck / Problem

Presenters frequently need to switch between application windows, code editors, monitors, images, and video clips during meetings and webinars. Conventional workflows require stopping and restarting screen shares—causing disruption, awkward delays, and accidental exposure of personal desktop notifications or confidential windows.

Engineering Solution

Engineered a native Windows presentation utility with a dedicated, stable output window that remains the single shared target in meeting software, while SwitchCast manages and seamlessly switches between queued application windows, monitors, and media files through GPU-accelerated composition.

(02) — Architecture & Pipeline

SYSTEM
ARCHITECTURE.

WinUI 3 Fluent shell coordinating an MVVM presentation tier, delegating to a centralized CaptureEngineCoordinator that orchestrates Windows.Graphics.Capture Direct3D 11 frame pools and Windows.Media.Playback pipelines onto a dedicated DXGI swapchain output window.

Data & Execution Pipeline

01. WinUI 3 Shell & Floating Presenter Dock
→
02. Source Queue & Switch Coordinator
→
03. Windows.Graphics.Capture & Direct3D 11 FramePool
→
04. GPU Swapchain & Composition Visualizer
→
05. Stable Presentation Output Canvas (16:9)

(03) — Technical Focus

ENGINEERING
HIGHLIGHTS.

HL.01

Continuous Dedicated Output Window Architecture

Engineered a persistent 16:9 audience-facing presentation canvas shared once in conferencing software, eliminating stream interruptions, dead air, and desktop privacy exposure when transitioning across multiple applications.

HL.02

Direct3D 11 GPU-Backed Frame Composition

Implemented hardware-accelerated desktop capture via Windows.Graphics.Capture and DXGI swapchains, streaming window and display visual buffers directly in GPU memory at 60 FPS with minimal CPU overhead.

HL.03

Adaptive Rendering with Resilient WARP Fallback

Architected adaptive graphics initialization supporting Direct3D 11 hardware execution, automatic failover to the WARP software rasterizer for virtual/RDP environments, and automated device-loss recovery.

HL.04

Serialized Concurrency & Presenter Workflow Engine

Built a latest-request-wins switching coordinator with clean session teardown alongside an ultra-slim floating companion dock, system-wide hotkeys, three switching modes, freeze-frame, and blackout privacy curtain.

(04) — Implemented Capabilities

CORE
FEATURES.

01.

Dedicated 16:9 audience-facing presentation window

02.

Live application window and physical monitor capture

03.

Direct video and high-resolution image presentation queue

04.

Local video audio playback with atomic timeline scrubbing and volume controls

05.

Three switching modes: Live Only (L), Active + Live (A+L), and Active Only (A)

06.

Floating presenter companion dock with transport and timecode controls

07.

System-wide global keyboard shortcuts for seamless transitions

08.

Instant Pause / Freeze-Frame presentation control

09.

Blackout privacy curtain for immediate screen blanking

10.

Native borderless fullscreen and windowed presentation output

11.

Automatic 32-bit Windows icon extraction for queued sources

12.

100% offline, local-first execution with zero cloud telemetry

(05) — Technology Stack

STACK
ARCHITECTURE.

Desktop Core & MVVM

C# 12.NET 8.0WinUI 3Windows App SDK 1.5CommunityToolkit.MvvmMicrosoft.Extensions.DependencyInjection

Capture & Rendering Pipeline

Windows.Graphics.CaptureDirect3D 11 (GPU Swapchain)WinRT InteropWARP Software RasterizerWin32 GDI Fallbacks (PrintWindow / BitBlt)

Media & Presentation Output

Windows.Media.PlaybackMediaPlayerElementDedicated Output Window EngineMulti-Source Queue Coordinator

OS Interop & Distribution

Win32 User32 APIsGlobal Hotkeys (RegisterHotKey)Inno Setupx64 Standalone Unpackaged Assembly

(06) — Problem Solving

TECHNICAL
CHALLENGES.

CHALLENGE 01

Preventing Capture Session Race Conditions During Rapid Switching

Implemented a serialized latest-request-wins transition coordinator utilizing cancellation tokens and asynchronous frame pool disposal, ensuring rapid keyboard or dock switching never leaves orphaned Direct3D capture sessions or leaked graphics handles.

CHALLENGE 02

Decoupling Presenter Interaction From Audience Output

Designed three distinct switching workflows (Live Only, Active + Live, Active Only) and created an ultra-slim floating presenter dock with non-client caption dragging, allowing presenters to manage feeds and interact with local applications independently from the audience-facing stream.

(07) — Reliability & Governance

SECURITY & TESTING.

Privacy & Security Model

Engineered as a local-first Windows application with zero telemetry, zero analytics, and zero cloud backend requirements. Screen buffers and media playback stay strictly within local machine memory, and no meeting traffic or packet interception is performed.

Quality Assurance & Tests

Validated against published v1.5.0 stable release packages across Windows 10 (1809–22H2) and Windows 11 (21H2–24H2) x64 configurations, verifying Direct3D 11 device creation, WARP fallback paths, multi-monitor topologies, and standalone unpackaged installer distribution.