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The short answer is: yes, it is possible, but since the projection you desire is nonlinear, you must do one of two things: Subdivide the geometry finely and implement the projection math in the vertex shader (or domain shader if using hardware tessellation), or Render a standard environment map (e.g. cubemap) first and then resample it to the desired ...


In practice, even when a scene is built to minimise problems, a 360-degree-FOV camera tends to introduce so much distortion in some directions that its results are useless for most purposes. If you want to avoid the expense of rendering a full texture cube, you can get a similar effect by using dual paraboloid environment maps, in which you render two ...

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