# Wiimote Project

### Author Topic: Wiimote radial distortion  (Read 8493 times)

#### brantlew

• Posts: 3
• Karma: +0/-0
on: January 19, 2012, 04:05:44 PM
Hi, I'm new to this forum but I got a Wiimote VR project going on over at MTBS3D.
http://www.mtbs3d.com/phpBB/viewtopic.php?f=120&t=14069

First I have a little tidbit of info to add.  I found several estimates of the Wiimote FOV on the Web but attempting to debug some tracking problems, I manually measured the FOV and came up with these values.
Horizontal FOV = 41.36462 degrees
Vertical FOV = 31.67174 degrees

which are pretty close to others' measurements but work out more precisely for my application.

Now for my question.  Has anybody computed out how much radial distortion the Wiimote camera has?  I am having some computational errors and I need to rule out the camera optics as the culprit.  Just seeing if the info is already out there before I start the grueling process of measurement.  Thanks.
« Last Edit: January 20, 2012, 12:43:04 AM by brantlew »

#### zainey

• Posts: 64
• Karma: +2/-0
Reply #1 on: January 19, 2012, 08:24:15 PM
Hi,

I cannot help you with radial distortions as that is a second order effect.

The Wii Remote camera seems to be quite linear as it works accurately in whiteboard applications based on linear perspective projections.

Look at this article on Wii Camera optical parameters that I worked on.

http://www.glovepie.org/forum/viewtopic.php?f=6&t=650&p=1890&hilit=camera#p1890

Unless you are good with advanced linear algebra, then this might be sufficient.

Thanks.
« Last Edit: January 19, 2012, 08:29:27 PM by zainey »

#### brantlew

• Posts: 3
• Karma: +0/-0
Reply #2 on: January 20, 2012, 12:50:46 AM
Thanks.  That's a good point.  I don't remember any compensation for lens effects in the Whiteboard application and it seems quite accurate over the entire range.