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Editorial Team
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Editorial Team
Asked: May 16, 20262026-05-16T02:23:04+00:00 2026-05-16T02:23:04+00:00

I am trying to write an optimized code that renders a 3D scene using

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I am trying to write an optimized code that renders a 3D scene using OpenGL onto a sphere and then displays the unwrapped sphere on the screen ie producing a planar map of a purely reflective sphere. In math terms, I would like to produce a projection map where the x axis is the polar angle and y axis is the azimuth.

I am trying to do this by placing the camera at the center of the sphere probe and taking planar shots around so as to approximate spherical quads with planar tiles of the frustum. Then I can use this as texture to apply to a distorted planar patch.

Seems to me this is pretty tedious approach. I wonder if there is way to take this on using shaders or some GPU-smart method.

Thank you

S.

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  1. Editorial Team
    Editorial Team
    2026-05-16T02:23:05+00:00Added an answer on May 16, 2026 at 2:23 am

    I can give you two solutions.

    The first is to make a standard render-to-texture, but with a cubemap attached as the destination buffer. If your hardware is recent enough, it can be done in a single pass. This will deal with all the needed math in HW for you, but data repartition of cubemaps aren’t ideal (quite a lot of distortion if the corners). In most cases, it should be enough though.

    After this, you render a quad to the screen, and in a shader you map your UV coordinates to xyz vectors using staightforwad spherical mapping. The HW will compute for you which side of the cubemap to take, at which UV.

    The second is more or less the same, but with a custom deformation and less HW support : dual paraboloids. Two paraboloids may not be enough, but you are free to slightly modify the equations and make 6 passes. The rendering pass is the same, but this time you’re all by yourself to choose the right texture and compute the UVs.

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