Hmm, sounds like a lot of sales talk around what seems to be a "nice fisheye effect".
The first gif of that room in the article shows exactly the problem: rasterizing works by transforming a bunch of triangles from world space to view space.
This works with rectilinear projection because each triangle can be transformed into a different shaped triangle, based on the perspective of the camera. You can't transform a triangle into a "bendy" triangle. And the screenshots show "bendy" lines.
So, if you want a "fisheye" effect in rasterization, you first need to render a rectilinear image, and then distort it, leaving you with a blurry center due to a lack of resolution.
I only skimmed the article, but knowing previous solutions, there were attempts to use real subdivision and displacement of the original geometry.
The article does mention this line:
> These subtle adjustments of the 3D space are being applied volumetrically, as can be seen from the way the occlusion paths in the scene are changing. This demonstrates that the FOVO process is not simply ‘warping’ a 2D render in screen space but is applying nonlinear transformations to the entire 3D geometry.
I'm not sure how to interpret this in real terms, but it does seem to suggest at least it might be more than a simple 2d transform
The first gif of that room in the article shows exactly the problem: rasterizing works by transforming a bunch of triangles from world space to view space.
This works with rectilinear projection because each triangle can be transformed into a different shaped triangle, based on the perspective of the camera. You can't transform a triangle into a "bendy" triangle. And the screenshots show "bendy" lines.
So, if you want a "fisheye" effect in rasterization, you first need to render a rectilinear image, and then distort it, leaving you with a blurry center due to a lack of resolution.