First, anything that is rendered is automatically 2D. Even something rendered for Stereo “3D” viewing with 3D glasses is just two versions of the image, and both are 2D only.
There are only three ways to do what you are looking for.
1) have the model generated in real time by a 3D system (Dataton’s Watchout system or Green Hippo, Unity, among others). The real world camera must be linked to the virtual camera in the 3D system. This is a real time render so you may be limited in the kinds of reflections or textures or realism you can have.
2) render many frames withing the range you want to view the object from. Kind of like a VR render array. Then you write an algorithm that picks the right frame (or the closest frame) based on where the real world camera is located. This way all the frames are still 2D but because the frame that is picked is oriented as it would be if the camera had moved a little, it gives the illusion that the object is fixed in space and the camera has moved to see another side of it. There is only one sweet spot for viewing and that spot is the camera.
3) render the scene with camera data from a motion controlled camera that has already been programmed with a move. You are in essence rendering from the point of view of the real world camera because you are using its position all the way through the render. See link. If you watched this scene unfold as a bystander it wouldn’t look right. It only looks right in the camera.
https://www.youtube.com/watch?v=lX6JcybgDFo
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