Nice! I wanted to do this sort of thing when I was playing around with 3D game programming in the late 90s / early 2000s, to capture how a wider FOV looks in movies. Alas, computers were too slow and I was too inexperienced anyway.
HYPER DEMON may be the best known and most extreme exception, it renders 180 degrees in front of you, then renders 180 degrees behind you as a red-tinted overlay, giving full 360 degree awareness if you can wrap your brain around it.
I would love for us to move past the idea that non-pinhole projections have "distortion", and we should strive to remove this "distortion" by reprojecting stuff to pinhole models. In practice, ALL projections distort straight lines and/or shapes and/or sizes, so if you use the pinhole projection everywhere, your images look like crap (see iphone wide-lens camera output for instance). Most of the normal non-pinhole projection functions work fine for wide lenses, while behaving like a pinhole lens with long lenses: https://en.wikipedia.org/wiki/Fisheye_lens#Mapping_function
There is also FOVO Dynamic Projection which claims projection like human vision. They have videos showing the projection in action in games https://www.fovotec.com/gaming
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[ 3.3 ms ] story [ 21.3 ms ] threadThey think the higher fov is a pure win as it allows them to see more but in reality it is a tradeoff making targets in front of them smaller.
https://dev.epicgames.com/documentation/en-us/unreal-engine/...
HYPER DEMON may be the best known and most extreme exception, it renders 180 degrees in front of you, then renders 180 degrees behind you as a red-tinted overlay, giving full 360 degree awareness if you can wrap your brain around it.
https://www.youtube.com/watch?v=ScglDSi9KUs
https://www.fovotec.com/
https://news.ycombinator.com/item?id=26795290
https://www.gamedeveloper.com/design/fovo-a-new-3d-rendering...