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I always wondered why Zorin's original work [1] didn't make it to photography nor 3D rendering/gaming; we basically had 2 decades of ugly perspective distortions everybody got used to.

[1] http://graphics.stanford.edu/~dzorin/perception/sig95/index....



I can't quite see why this is a hard problem. Surely simply converting to a spherical projection would do the job?


But then straight lines become curves. This maintains straight lines.




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