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FM Godot

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[Research] FMGodot Real Time 360 Stereoscopic Omni-Directional Panorama

· 9 min read
Leoson Cheong
Lead Software Engineer

FM Godot


Breaking the Stitching Barrier: Real-Time 12K 360 Stereoscopic Rendering in Godot

FMODS_Demo

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.

- Omnidirectional Result Projected onto a Planar Surface

Camera3D (Left Eye)Camera3D (Right Eye)
FMODS_Demo_Godot_EditorFMODS_Demo_Godot_Editor
exaggerated 80cm IPDexaggerated 80cm IPD

- Github repository: FMGodot

Work-in-progress...