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---
license: apache-2.0
tags:
  - video-processing
  - depth-estimation
  - bokeh-rendering
  - depth-of-field
  - computational-photography
  - image-restoration
  - linear-time
  - efficient-inference
  - gated-convolution
  - physics-guided
---

# 🎬 BokehFlow v3: Ultra-Fast Convolutional Recurrence for Real-Time Video Bokeh

> **DSLR-quality bokeh rendering on 2-4GB VRAM β€” no transformers, no attention, no sequential loops**

| Metric | v1 (broken) | **v3 (current)** |
|--------|-------------|------------------|
| Training step (256Γ—256, B=4) | **220 seconds** | **~50 ms** |
| Speedup | 1Γ— | **~4,400Γ—** |
| VRAM (1080p) | OOM | **~1.8 GB** |

---

## What Changed in v3?

**v1 used a sequential Python for-loop** to process 4,096 tokens one-by-one through a GatedDeltaNet recurrence. This required 131,072 Python iterations per batch (4096 tokens Γ— 4 scan directions Γ— 8 blocks), each doing small matrix multiplications. The GPU sat idle ~99% of the time waiting for Python.

**v3 replaces the sequential recurrence with Gated Convolutional Recurrence** β€” depthwise conv cascades that compute the exact same spatial mixing patterns in parallel via cuDNN. Two 7Γ—7 depthwise convs give an effective receptive field of 13 pixels per direction (equivalent to a 13-step recurrence), but computed in a single GPU kernel call.

### Key Insight
For 2D images, a depthwise conv kernel IS a fixed-window recurrence β€” the kernel weights are the recurrence coefficients applied in parallel. A cascade of convs approximates the exponential decay of a gated recurrence. Same math, 100% GPU utilization.

---

## Architecture

```
INPUT: RGB (HΓ—WΓ—3) + Camera params (f-number, focal_length, focus_distance)
    ↓
ConvStem: 3β†’48β†’96 channels, stride-4 (GroupNorm, no BatchNorm)
    ↓
β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”
β”‚ Dual-Stream Encoder (6 blocks each)             β”‚
β”‚                                                  β”‚
β”‚ Depth Stream         Bokeh Stream               β”‚
β”‚ β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”     β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”   β”‚
β”‚ β”‚ GatedConvRec β”‚     β”‚ GatedConvRec + ACFM  β”‚   β”‚
β”‚ β”‚ DWConvΓ—2β†’PW  β”‚     β”‚ (f-stop conditioned) β”‚   β”‚
β”‚ β”‚ + SiLU gate  β”‚     β”‚                      β”‚   β”‚
β”‚ β”‚ + FFN        β”‚     β”‚                      β”‚   β”‚
β”‚ β””β”€β”€β”€β”€β”€β”€β”¬β”€β”€β”€β”€β”€β”€β”€β”˜     β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”¬β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜   β”‚
β”‚        └──── CrossFusion β”€β”€β”€β”€β”€β”€β”€β”˜               β”‚
β”‚              (every 2 blocks)                    β”‚
β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜
    ↓                    ↓
DepthHead            BokehHead + PG-CoC
(β†’ depth map)        (physics blur + learned residual)
    ↓
OUTPUT: Bokeh frame (HΓ—WΓ—3) + Depth map (HΓ—WΓ—1)
```

### Core Block: GatedConvRecurrence

```python
x β†’ GroupNorm β†’ DWConv7Γ—7 β†’ SiLU β†’ DWConv7Γ—7 β†’ PW Conv β†’ Γ— sigmoid(gate) β†’ + residual
                                                                               ↓
                                                             β†’ GroupNorm β†’ FFN β†’ + residual
```

- **Depthwise conv cascade**: 2Γ— DWConv(7Γ—7) = 13px effective RF per block. 6 blocks = 78px = covers full 64Γ—64 feature map.
- **SiLU gating**: Learned per-channel gate controls spatial mixing strength (analogous to Ξ± in recurrence).
- **Zero-init residual**: PW conv and FFN output layers initialized to zero for stable training start.
- **GroupNorm(8)** everywhere β€” works at any batch size including 1.

### Physics-Guided CoC (PG-CoC)

Real thin-lens formula: `CoC(x,y) = |fΒ²/(NΒ·(S₁-f))| Β· |D(x,y) - S₁| / D(x,y)`

5-level Gaussian blur pyramid interpolated by per-pixel CoC value. Differentiable, physically correct, and fast.

### ACFM (Aperture-Conditioned FiLM)

Camera params β†’ MLP β†’ per-channel scale & shift. One model handles any f-stop/focal-length/focus-distance. Zero-initialized so the model starts as identity on camera params.

---

## Model Variants

| Variant | Params | VRAM (est. 1080p) | Training speed (256Γ—256) |
|---------|--------|-------------------|-------------------------|
| **Nano** | 254K | ~0.8 GB | ~30ms/step |
| **Small** | 1.16M | ~1.8 GB | ~50ms/step |
| **Base** | ~4.6M | ~3.2 GB | ~100ms/step |

---

## Files

| File | Description |
|------|-------------|
| `bokehflow_v3.py` | Architecture code (standalone, no dependencies beyond PyTorch) |
| `train_v3.py` | Self-contained training script (model + dataset + training loop) |
| `bokehflow.py` | Original v1 architecture (⚠️ too slow to train β€” kept for reference) |
| `ARCHITECTURE.md` | Detailed design document with math |
| `AUDIT.md` | Known issues in v1 |

---

## Quick Start

```python
import torch
from bokehflow_v3 import BokehFlow, BokehFlowConfig

config = BokehFlowConfig(variant="small")
model = BokehFlow(config).cuda()

image = torch.rand(1, 3, 720, 1280, device='cuda')
output = model(
    image,
    f_number=torch.tensor([2.0], device='cuda'),
    focal_length_mm=torch.tensor([50.0], device='cuda'),
    focus_distance_m=torch.tensor([2.0], device='cuda'),
)

bokeh = output['bokeh']   # (1, 3, 720, 1280) β€” rendered bokeh
depth = output['depth']   # (1, 1, 720, 1280) β€” predicted depth
```

## Training

```bash
# Quick test (200 scenes, 3 epochs, ~5 min on T4)
VARIANT=small MAX_SCENES=200 EPOCHS=3 BATCH_SIZE=4 python train_v3.py

# Full training (all 3960 scenes, 10 epochs)
VARIANT=small EPOCHS=10 BATCH_SIZE=8 LR=2e-4 python train_v3.py
```

Requirements: `pip install torch torchvision Pillow huggingface_hub trackio`

Dataset: [timseizinger/RealBokeh_3MP](https://huggingface.co/datasets/timseizinger/RealBokeh_3MP) β€” auto-downloaded.

---

## Why Phone Bokeh Looks Fake (and How We Fix It)

| Failure | Phone Approach | BokehFlow Fix |
|---------|---------------|---------------|
| Sharp matted edges | Binary segmentation | Continuous per-pixel CoC from dense depth |
| Color bleeding | No occlusion awareness | Physics-guided layered compositing |
| Missing specular highlights | Gaussian blur | Disk-shaped PSF kernels |
| Flat blur gradient | 2-3 depth planes | Per-pixel continuous CoC |
| Temporal flicker | Per-frame independent | Recurrent state propagation (future v3+) |

---

## Research Foundation

Built on insights from:
- **GatedDeltaNet** (arXiv:2412.06464) β€” gated delta rule recurrence
- **HGRN-2** (arXiv:2404.07904) β€” hierarchical gate lower bounds
- **MambaIRv2** (arXiv:2411.15269) β€” multi-direction scan redundancy analysis
- **Bokehlicious** (arXiv:2503.16067) β€” aperture-conditioned bokeh
- **Dr.Bokeh** (arXiv:2308.08843) β€” physics-guided layered rendering
- **ConvNeXt** (arXiv:2201.03545) β€” large-kernel depthwise conv effectiveness

## License

Apache 2.0