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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



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


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.


Distortion visible in cube maps goes doubly so when viewed in VR. Cube maps are easy but not optimal.


What's the source of the distortion?


And you could use ptex textures to have a regular pixel density.




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