Pincushion distortion correction
This OpenGL program uses a fragment program to compensate for pincushion distortion in real time. This basic approach to pincushion distortion can be applied to eliminate or reduce pincushion distortion in head-mounted displays (HMDs) which have a significant amounts of pincushion distortion such as some nVis HMDs and the Oculus Rift.
Note: Although the images above are not antialiased, you can easily toggle antialiasing on and off in the OpenGL code.
Source code for real-time pincushion correction
If you improve this software and would like your changes to be considered for included in this code, please email me