Yes, this would be camera mapping. You set a camera's position and orientation to where the viewer would be positioned, and assign a Camera Map modifier to the geometry. That way, the viewport and render will display the map as projected from the projection camera.
Another camera can then move freely and the image still projects from the projection camera.
Some problems with this - Your geometry needs to be subdivided in order to get distortion-free mapping in the viewport... but there always will be some distortion.
2 ways to overcome this:
1) Use a Camera Map per Pixel and nest the projection bitmap in there. Specify a camera, that's it. This will make the projection distortion-free, but only in rendering.
2) Use OSL's Projection Map, but that's only available with Max 2019+. This one should display correctly in the viewports (without the Camera Map modifier on the geometry) and should render correctly, too.
If you need to supply the individual elements to the printer you'll have to either bake the map (not sure how hassle-free baking will be and if it works well with OSL...), or to render each facade element individually from an ortho camera placed and oriented towards each respective facade element.
Hope this helps.