u/frozenmistadventure

Image 1 — [FM Godot] Real Time 360 Stereoscopic Omni-Directional Panorama 3D Rendering based on Godot Engine
Image 2 — [FM Godot] Real Time 360 Stereoscopic Omni-Directional Panorama 3D Rendering based on Godot Engine
Image 3 — [FM Godot] Real Time 360 Stereoscopic Omni-Directional Panorama 3D Rendering based on Godot Engine
Image 4 — [FM Godot] Real Time 360 Stereoscopic Omni-Directional Panorama 3D Rendering based on Godot Engine
▲ 27 r/GodotEngine+1 crossposts

[FM Godot] Real Time 360 Stereoscopic Omni-Directional Panorama 3D Rendering based on Godot Engine

Github: https://github.com/FMGodot/FMGodot
Full Explanation Video: https://youtu.be/b8zXncL1XCo

Achieving high-fidelity, real-time omnidirectional stereoscopic (ODS) rendering has traditionally been a brute-force endeavor. Rendering a scene for VR, domed projections, or immersive video usually requires massive computational overhead to avoid visual artifacts.

Recently, I’ve been developing a purely mathematical approach to 360 stereoscopic rendering that bypasses these traditional bottlenecks. The theory is engine-agnostic—originally tested in Unreal Engine 5.7 as a lightweight alternative to NDisplay—but for this proof-of-concept, I’ve implemented it directly into a custom source build of Godot, which I’m calling FMGodot.

Here is a look at how this mathematical approximation works, why it outperforms traditional stitching, and how it handles 12K resolutions in real-time.

Developer: Leoson Cheong (CHEONG Tai Leong)

u/frozenmistadventure — 10 days ago