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Ambisonics
A full-sphere spatial audio format using spherical harmonics โ€” the standard for professional dome audio.
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Binaural Headphones
Regular stereo headphones with HRTF-processed audio to simulate 3D spatial sound for dome preview.
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Channel-Based Audio
Traditional multichannel surround (5.1, 7.1) โ€” fixed tracks for fixed speakers. The dome standard.
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Cross-Reflectance
The light bounce problem in projection domes where bright areas wash out dark areas across the curved screen.
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Digistar
Evans & Sutherland's planetarium platform โ€” from the first digital planetarium (1983) to Digistar 2025.
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DLP Projection
Digital Light Processing โ€” micro-mirror projector technology dominant in fulldome venues.
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Domemaster
The square fisheye frame format for fulldome content โ€” circular projection within a 1:1 image.
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Equirectangular
The 2:1 panoramic projection mapping the full sphere to a rectangle โ€” standard for 360ยฐ video and VR.
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Fisheye Lens
Ultra-wide-angle optics that capture or project a hemispherical field of view.
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Frame Rate
Temporal resolution โ€” why 60 fps is becoming the LED dome standard over traditional 30 fps.
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Fulldome
Immersive dome-based video that fills the entire hemispherical surface โ€” the format itself.
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Higher Order Ambisonics (HOA)
3rd order+ Ambisonics (16+ channels) โ€” the professional standard for precise dome spatial audio.
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โœจ
Laser Projection
Laser-phosphor and RGB laser illumination replacing lamp-based projectors in modern domes.
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LED Dome
Direct-view LED display technology replacing projection โ€” Cosm CX, MSG Sphere, RSA Cosmos.
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Object-Based Audio
Dolby Atmos, d&b Soundscape โ€” sounds positioned as spatial objects rendered to any speaker layout.
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Planetarium
A dome theater originally for projecting the night sky โ€” now an immersive canvas for science, art, entertainment.
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Projection Blending
Multi-projector edge blending to create seamless imagery across the dome surface.
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Real-Time Rendering
Live visual generation using TouchDesigner, Unreal Engine, Unity for interactive dome content.
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Resolution
Spatial resolution in domes โ€” pixel density, human eye limits, what matters on a curved screen.
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Spatial Audio
The umbrella term for all 3D audio in domes โ€” Ambisonics, WFS, object-based, channel-based.
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TouchDesigner
Node-based visual programming for real-time fulldome content and live dome performances.
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Unreal Engine for Dome
Using Epic Games' Unreal Engine for fulldome content โ€” highest visual fidelity available.
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Wave Field Synthesis
Dense speaker arrays that physically reconstruct sound waves โ€” creating acoustic holograms in space.
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