rendering – How to render a field of view of over 180 degrees?

In most 3D renderings, a view frustum is used.
This has the problem, that things get stretched out towards the edges.
At “normal” fov (field of view) of about 60 degrees, the effect is not very noticeable, unless compared side by side (example) but at a higher fov of something like 120 degrees it’s really noticeable by making things near the edge look way larger/closer (example).
A fov of anything near or over 180 degrees breaks the rendering completely.

So far, I couldn’t find anything on how to render in such a way that fixes this or even how it’s called.

The ultimate goal would be to be able to render up to 360 degrees (ignoring the hardware needed, to display it) without any distortion, relative to other parts of the image.

So, how would I approach rendering that? Is there already some open source software, I can take a look at?

Vector – Why rotating an object only around its local X axis causes sudden 180 degree changes in the rotation values โ€‹โ€‹of the Y and Z axes

With Euler angles it should be noted that it is a fiction that the engine generates for us if necessary. They're not the basic truth about how rotation is stored in the engine (which uses quaternions), and they're probably not a natural description of the reality of 3D rotation itself.

Each 3D orientation can be represented by one Infinite number from different Euler angle triples – simply add or subtract a multiple of 360 on any axis. Or combine rotations on different axes: {x: 180, y: 180, z: 0} corresponds to {x: 0, y: 0, z: 180}

So if you ask Unity to translate the current orientation into Euler angles, a standard version of these infinite return options must be selected. This means that there are discontinuities somewhere – e.g. Wrapping from {89.5, 0, 0} to {89.5, 180, 180} instead of {90.5, 0, 0}. There is simply no way to write a function that maps orientations to angles that go nowhere.

The good news is that these are still the orientation you were expecting, just spelled differently – for example, when a friend gives directions to a place that is different from the route you chose but still takes you there, where he is going to go. ๐Ÿ˜‰

This can cause problems if there is code that looks for certain Euler angle values. However, the more robust solution is not to write code that looks for certain Euler angle values. (I'm sorry, I know that sounds uncomfortable, but after answering Gamedev questions here for a few years, I found the code that almost checked or calculated Euler angles never does what its author intended for all cases that may occur in gameplay – Euler angles are very good at misleading Gamedev's intuition)

If a particular error occurs due to this wrapping behavior, ask how you can solve the gameplay consequences of that error – including the relevant code that reads these Euler angle values โ€‹โ€‹- and we may be able to recommend a more robust phrase to this code.

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Unity – Dealing with rotational interpolation at 180 degrees

I currently have a scene where 3D gentlemen move through a grid each time, choosing a random direction up, down, left, or right. You then turn in this direction Quaternion.Slerp. However, I noticed that there were some marginal cases where the agents were not moving at all, and I found that the problem was caused by rotating 180 degrees. When I read something about it, I found that Slerp and Lerp didn't handle rotations very well at this level, if at all, and now I don't know how to proceed. I tried transform.rotateAround() To rotate the character around the Y axis in the direction, the agents start rotating at 180 degrees in a circle forever.

Here is my current rotation code:

IEnumerator rotate(){      
        while(Quaternion.Angle(transform.rotation,direction) > 0.3){
            var tempRotation = Quaternion.Slerp(transform.rotation, direction, Time.deltaTime * rotateSpeed);
            this.transform.rotation = tempRotation;
            yield return null;
        }
        this.transform.rotation = direction;
    }

Here is the code that lets you choose where you want to go:

int choice = Random.Range(0,4);
        prevPos = pos;
        if((choice == 0) && pos.x < gs.maxX){
            pos.x += 1;
            direction = Quaternion.AngleAxis(-90,Vector3.up);
            }
            else if((choice == 1) && pos.x > 0){
            pos.x -= 1;
            direction = Quaternion.AngleAxis(90,Vector3.up);
            }
            else if((choice == 2)&& pos.y < gs.maxY){
            pos.y += 1;
            direction = Quaternion.AngleAxis(180,Vector3.up);
            }else if((choice == 3) && pos.y > 0){
            pos.y -= 1;
            direction = Quaternion.AngleAxis(0,Vector3.up);
        }

If someone could point me in the right direction on how I would handle it with dignity, I would really appreciate it!

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html – How can you rotate a symbol from right to left or have it rotated 180 degrees to the left?

I found this "โžค" symbol online for the next button on my website

For example, I've used

Next โžค (It's good)

Like that, I like to use it the other way around for Prevoius button,

โžค Previous (but this arrow must direct the opposite side)

I can't find the opposite side arrow of the same symbol.
Please share this arrow or how can it be rotated or rotated?