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$\begingroup$ The principles by which orthographic and perspective cameras work are cuboid and frustrum volumes, expressed as transform matrices. For panoramics it would be a cylinder or sphere. It's basic 3D low level programming, pick up The Red Book and it will go over it in detail. To define a camera by a Bezier is to alter the shape of that enclosing view volume, and would allow for things like turning the view more than 180 degrees, which invalidates your proposed approach. $\endgroup$– Michael MachaCommented Dec 20, 2018 at 18:56
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$\begingroup$ Panoramic cameras are 360 degrees in any direction. You can deform images rendered with them. $\endgroup$– Martynas ŽiemysCommented Dec 20, 2018 at 19:10
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$\begingroup$ Go ahead - tell me a scenario in which you cannot deform an image mapped onto geometry with nodes :) $\endgroup$– Martynas ŽiemysCommented Dec 20, 2018 at 19:14
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$\begingroup$ You're assuming that your panoramic camera is of infinite resolution, which it isn't and if it was would still be a massive inefficiency. Please don't make this personal. $\endgroup$– Michael MachaCommented Dec 20, 2018 at 19:20
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$\begingroup$ If you are talking about manipulating the volume that is rendered, it still cannot be defined by a curve. The question needs clarification in that case. $\endgroup$– Martynas ŽiemysCommented Dec 20, 2018 at 19:27
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