Understanding software-side distortion correction

This is the place where it all started, and is the forum for VR enthusiasts interested in Palmer Luckey's Oculus Rift.
Binocular Vision CONFIRMED!
Posts: 262
Joined: Wed Aug 29, 2012 12:36 pm

Re: Understanding software-side distortion correction

Post by MaterialDefender »

I'm not sure whether you will gain any real world speed benefit from lookup tables in this case, the Brown algorithm can be simplified heavily, if you only take first order (in our case barrel-) distortion into account. And even including second order distortion is no challenge for modern graphics hardware. But if you are really after the fastest possible solution or just want to do it for the fun of it, why not? Sounds good to me.

Post Reply

Return to “Oculus Rift”