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

  1. Distortion (optics) — Wikipedia contributors

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