When we are working with 360-degree files there are a number of terminologies and formats we need to be aware of. Whilst many of these terms may seem self-explanatory the formats we output are very dependent on the end use case. Depending on the cameras used the file formats tend to be bespoke to the camera manufacturer with .insv being the most common, in order to use these formats we may need to convert them to .mp4 or .mov, .avi e.t.c first in the supplied programs/tools for that camera make and model.
Stereoscopic 3D 360 Video
Stereoscopic 3D is more costly to implement than monoscopic 360 captures as each eye sees a slight offset image giving the illusion of depth to the image. The image is split into Left and Right perspectives and is how content is rendered and displayed on VR headsets for example.
CubeMap
A Cubemap is a collection of six square textures that represent the reflections on an environment. The six squares form the faces of an imaginary cube that surrounds an object; each face represents the view along the directions of the world axes (up, down, left, right, forward, and back).
Cubemaps are frequently used for game skyboxes and in CAD programs for specular lighting and reflections.
Monoscopic 360 Video
Monoscopic images are prominently used for 360 video playback and are typically converted to a 2:1 aspect ratio equirectangular format. When we say mono, we mean the video is a single channel, but it does actually display to both eyes in the VR headset, only a fraction of the screen is viewed at anyone time within a 16:9 window as such the higher the captured image/video pixel density the higher the end product displayed per eye.
Equirectangular
This describes the method in which an image is flattened in order to be wrapped within a sphere with the top and bottoms being distorted c/ pinched so perspective appears as expected in a similar manner to how the world maps work in comparison to a globe.
When these files are exported depending on the device you may need to export as either Monoscopic, Top/Bottom, or Side by Side these all essentially do the same job but adjust the manner in which the content is displayed to suit particular devices rendering operations. This tends to be required for the majority of VR headsets.
Stitch Lines
When working with 360 footage we are always considering where the joins are between each lenses and how we can eliminate and minimise the visibility of these blind spots and overlap points. The more lenses the camera has the more stitch lines that need to be managed and ideally removed.
Mise-en-scène
Defines the arrangement of the scenery, props, actors, cameras, lighting e.t.c on a set and how these elements express a filmic vision by setting a mood and scene. When we are looking at this within 360 scenes this arrangement is more critical as it is harder to hide elements such as lighting that otherwise could be more controllable in traditional stage or 16:9 productions.