ABSTRACT

Current and upcoming Direct3D 11 engines, e.g., CryENGINE, Unreal Engine 3, Lost Planet 2 Engine, have recently demonstrated new techniques for simulating bokeh depth of field, which reflects a rising interest in reproducing such effects in real time. However, these techniques have performance requirements that can potentially relegate them to high-end GPUs. The precise implementation details of these techniques also aren’t publicly available, making it difficult to integrate these techniques into existing engines. Consequently, it remains an active area of research, as there is still a need for implementations that are suitable for a wider range of hardware.