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Re:Behind the Tech with John Carmack: 5k Immersive Video by seanalltogether on Tuesday June 19, 2018 @01:29PM (#17348591)
I always wondered if HTM spheres are a worthwhile solution for lower sized textures. You start with 8 equilateral triangles that make up the sphere and subdivide as needed. You could possibly use a square texture made of 8 right triangles that each need minimal distortion (as opposed to an equirectangular texture).

https://arxiv.org/ftp/cs/papers/0701/0701164.pdf

Re:Behind the Tech with John Carmack: 5k Immersive Video by psurge on Tuesday June 19, 2018 @01:58PM (#17348883)
The WorldWide Telescope uses this exact idea: http://www.worldwidetelescope.org/docs/worldwidetelescopepro...

There are also other interesting spherical tessellations that could be used - one is implemented in Google's S2 geometry library, the other, HEALPix, is used for astronomical datasets:

http://s2geometry.io/resources/earthcube http://iopscience.iop.org/article/10.1086/427976/pdf

Re:Behind the Tech with John Carmack: 5k Immersive Video by FreeFull on Tuesday June 19, 2018 @02:57PM (#17349347)
Alternatively, you could maybe use a cube map. You would still have a bit of distortion, but that could be handled during the video generation anyway.
Re:Behind the Tech with John Carmack: 5k Immersive Video by samplatt on Tuesday June 19, 2018 @08:25PM (#17351420)
Distortion visible in cube maps goes doubly so when viewed in VR. Cube maps are easy but not optimal.
Re:Behind the Tech with John Carmack: 5k Immersive Video by slavik81 on Wednesday June 20, 2018 @02:14PM (#17358047)
What's the source of the distortion?
Re:Behind the Tech with John Carmack: 5k Immersive Video by Asooka on Tuesday June 19, 2018 @02:08PM (#17348971)
And you could use ptex textures to have a regular pixel density.