Distortion Correction Factor Calculator
Compute the per-pixel radial correction factor 1 + k1·r² + k2·r⁴ used to undistort headset lens output.
Description
Compute the per-pixel radial correction factor 1 + k1·r² + k2·r⁴ used to undistort headset lens output.
Distortion Correction Factor Calculator is a focused tool for the following task. Compute the per-pixel radial correction factor 1 + k1·r² + k2·r⁴ used to undistort headset lens output. It reports Correction factor from the values you provide rather than inventing measurements, coefficients, or professional judgment that are not part of the input.
When to use Distortion Correction Factor
Use this virtual-reality calculation for a first-order display, optics, tracking, rendering, or latency estimate when all stages and units are explicitly defined.
- Radius fraction
- Required number. Normalized radius fraction between zero and one.
- K1 coefficient
- Required number. First radial distortion coefficient.
- K2 coefficient
- Required number. Second radial distortion coefficient.
The cited overview of Distortion (optics) supplies background for the terminology and domain context used by this tool.1
How Distortion Correction Factor works
Compute the per-pixel radial correction factor 1 + k1·r² + k2·r⁴ used to undistort headset lens output. Inputs are interpreted exactly in the displayed units and the calculation returns the following fields without presentation rounding.
- Correction factor
- Returned number. Multiplier applied to the undistorted radius.
Limitations and assumptions
- Lens calibration, per-eye geometry, display scanout, asynchronous pipelines, tracking filters, workload variation, user anatomy, and device firmware can make measured VR behavior differ from a serial model.
- Radius fraction must be at least 0.
- Radius fraction must be no greater than 1.
- Use finite inputs in the displayed units, preserve source measurements and assumptions, and independently verify consequential decisions.
Alternative or Complementary approaches
Validate the estimate on the target headset with calibrated motion, optical, frame-timing, and latency measurements under a representative workload.
References
-
Distortion (optics) — Wikipedia contributors
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