Xiao, JianyeTang, JingtaoZhang, XinyuLee, Jehee and Theobalt, Christian and Wetzstein, Gordon2019-10-142019-10-1420191467-8659https://doi.org/10.1111/cgf.13843https://diglib.eg.org:443/handle/10.1111/cgf13843360° VR videos provide users with an immersive visual experience. To encode 360° VR videos, spherical pixels must be mapped onto a two-dimensional domain to take advantage of the existing video encoding and storage standards. In VR industry, standard cubemap projection is the most widely used projection method for encoding 360° VR videos. However, it exhibits pixel density variation at different regions due to projection distortion. We present a generalized algorithm to improve the efficiency of cubemap projection using polynomial approximation. In our algorithm, standard cubemap projection can be regarded as a special form with 1st-order polynomial. Our experiments show that the generalized cubemap projection can significantly reduce the projection distortion using higher order polynomials. As a result, pixel distribution can be well balanced in the resulting 360° VR videos. We use PSNR, S-PSNR and CPP-PSNR to evaluate the visual quality and the experimental results demonstrate promising performance improvement against standard cubemap projection and Google's equi-angular cubemap.Humancentered computingVirtual realityComputing methodologiesVirtual realityImage representationsA Generalized Cubemap for Encoding 360° VR Videos using Polynomial Approximation10.1111/cgf.13843359-367