
Depth of Field with
Bokeh Rendering
Charles de Rousiers and Matt Pettineo
15.1 Introduction
In order to increase realism and immersion, current games make frequent use of
depth of field to simulate lenticular phenomena. Typical implementations use screen-
space filtering techniques to roughly approximate a camera’s circle of confusion for
out-of-focus portions of a scene. While such approaches can provide pleasing results
with minimal performance impact, crucial features present in real-life photography
are still missing. In par ticular, lens-based cameras produce a phenomenon known
as bokeh (blur in Japanese). Bokeh manifests as distinctive geometric