I'll try to sort it out a bit. 8-)
Just to make one thing very clear: Dolby (the company) has once again managed to make one of their proprietary products synonymous with a certain way to handle audio. People were constantly talking about "Dolby Surround" when they simply meant "multichannel", and they say "Atmos" when they are just talking about 3D audio. But there are quite a few "best practice" methods to deal with 3D audio - open source or closed. Atmos is only one of the latter, and quite frankly, it's not even the best choice for making music (in my very personal opinion).
3D audio is basically very simple to achieve and straight forward to handle. A tried-and-tested setup is a so-called 5.1.4 array, which is just the typical circular left/center/right/left surr/right surr speaker/(LFE) in the lower plain, and a more or less identical circle somewhere 30° to 45° above the listener's head (minus Center and of course minus the LFE, which is useless for music in 99% of all cases anyway). The beauty of this format is that you can actually record in it (e.g. Synchron Instruments!), and that you don't need any overly fancy devices to create it from individually recoded tracks either. It's just routing and/or panning between speakers. (Forget about Dolby's moving "Objects" for now, they are just causing trouble in our little world of music creation). And room, of course. 😉
Enter "Binauralisation": A setup like the one described above can be virtually reproduced on conventional stereo headphones to a certain degree, using clever psycho-acoustic tricks and something called "Head-related transfer function" (HRTF). This "model" of a human head is the decisive part: The better it matches your physical appearance, the more convincing the perceived effect will be. Implementing a "binaural encoder" to your DAW couldn't be simpler: You will most likely have a "3D Mix Bus" created somewhere in your project, like you would use a "Stereo Bus". Here you will insert the binauralisation processor (i.e. a plug-in), which will then output the virtual 3D (for headphones) like described above. Maybe you will find the possibility to load a personalised HRTF (e.g. Genelec's "Aural ID"), or special linearisation-EQs for certain headphone models (e.g. Dear VR Monitor), but that's about it.
Sidenote: The available binauralisation plug-ins mostly differ in the quality of their "generalised" HRTF. We at VSL just happen to like the one by Dear VR Monitor a lot, but there's nothing wrong when you prefer the one that comes with your DAW or freeware offerings which come mostly from an academical background.
... now you just have to route this signal to your cans, and you will listen to your mix in 3D! 😊 BTW: This of course is also valid for plain surround or even stereo mixes. Binauralisation first and foremost tries to get rid of the dreaded "in-head-imaging", and of course could be useful for trusty old stereo, too.
A final hint: Be aware that you have to mark any mix you print _with_ that processing as "Headphones Only" (or something like that), because it will sound pretty strange on speakers. *yikes*
Oh, and BTW: As you will understand now, it makes little sense to have binauralisation available _within_ MIR 3D directly, when it is your final mix that has to go binaural. 😉
Enjoy!
/Dietz - Vienna Symphonic Library