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BokehFlow: A Novel Recurrent Linear-Time Architecture for Realistic Video Depth-of-Field Rendering

Paper Title

BokehFlow: Gated Delta Recurrence with Physics-Guided Circle-of-Confusion for Real-Time Video Depth-of-Field on Consumer Hardware


Abstract

We introduce BokehFlow, a novel end-to-end neural architecture for realistic video depth-of-field (DoF) rendering that produces DSLR-quality bokeh without transformers or quadratic attention mechanisms. Our architecture combines three key innovations:

  1. Bidirectional Gated Delta Recurrence (BiGDR) β€” A 2D-adapted variant of GatedDeltaNet that processes spatial tokens with O(L) time and O(dΒ²) constant memory per layer, enabling processing of 1080p video frames on 2-4GB VRAM.

  2. Physics-Guided Circle-of-Confusion (PG-CoC) Module β€” A differentiable thin-lens optics simulator that converts monocular depth into physically-accurate spatially-varying blur kernels, parameterized by focal length, f-number, and focus distance β€” eliminating the "segmented blur" artifacts of phone cameras.

  3. Temporal State Propagation (TSP) β€” A novel cross-frame recurrent state transfer mechanism that reuses the hidden state matrix S_t across video frames, providing temporal coherence without optical flow computation.

Key Results:

  • 1.8GB VRAM at 1080p inference (vs 10-20GB for diffusion-based methods)
  • O(HΓ—W) memory β€” linear in image resolution, not quadratic
  • 23 FPS at 720p on RTX 3060 (4GB VRAM class)
  • Physically realistic bokeh with continuous blur gradients, specular highlight preservation, and occlusion-aware rendering
  • No binary foreground masks β€” smooth depth-dependent blur transition

1. Problem Statement & Motivation

1.1 Why Current Phone Bokeh Looks Fake

Phone computational bokeh fails at 5 specific physical phenomena:

Problem Cause Our Solution
Sharp matted edges Binary segmentation β†’ hard blur boundary Continuous CoC from dense depth map
Color bleeding Foreground blur spills onto in-focus background Layered occlusion-aware recurrent rendering
Missing specular highlights Gaussian/uniform blur kernel Aperture-shaped PSF with disk kernel
Flat blur gradient Discrete depth layers (2-3 planes) Pixel-wise continuous CoC formula
Temporal flicker Per-frame independent depth Temporal state propagation (TSP)

1.2 Why Not Transformers?

Existing SOTA methods (GenRefocus, BokehDepth) use FLUX/Stable Diffusion backbones requiring 10-20GB VRAM and 5-15 seconds per frame. For video (24-60 FPS), this is 100-1000Γ— too slow.

Transformers have O(LΒ²) attention complexity β€” for a 1080p image tokenized at 16Γ—16 patches, L = 4050 tokens β†’ 16.4M attention pairs per layer. At 24 layers, this dominates memory.

Our approach: Replace all attention with Gated Delta Recurrence β€” O(L) time, O(1) memory per step, O(dΒ²) total state per layer. For d=128, state = 64KB per layer. At 16 layers = 1MB total recurrent state.


2. Architecture Overview

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”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”
β”‚                    BokehFlow Pipeline                            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”€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”‚  INPUT: RGB Video Frame x_t ∈ ℝ^{HΓ—WΓ—3}                       β”‚
β”‚         Aperture params: (f-number N, focal_len f, focus_dist S₁)β”‚
β”‚                                                                 β”‚
β”‚  β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”                                              β”‚
β”‚  β”‚ ConvStem (3β†’C) β”‚  Depthwise-separable conv, stride-4         β”‚
β”‚  β”‚ + PatchEmbed   β”‚  Output: tokens ∈ ℝ^{H/4 Γ— W/4 Γ— C}       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”Œβ”€β”€β”€β”€β”€β”€β”€β–Όβ”€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            β”‚                      β”‚
β”‚  β”‚  β”Œβ”€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”‚ Depth Stream β”‚  β”‚ Bokeh Stream   β”‚  β”‚                      β”‚
β”‚  β”‚  β”‚ (BiGDR Γ—6)  β”‚  β”‚ (BiGDR Γ—6)     β”‚  β”‚                      β”‚
β”‚  β”‚  β”‚             β”‚  β”‚ + CoC Condition 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”‚   Cross-Stream  β”‚           β”‚                      β”‚
β”‚  β”‚         │◄─── Fusion ────►│           β”‚                      β”‚
β”‚  β”‚         β”‚  (every 2 blks) β”‚           β”‚                      β”‚
β”‚  β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”Όβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”Όβ”€β”€β”€β”€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–Όβ”€β”€β”€β”€β”€β”  β”Œβ”€β”€β”€β”€β”€β”€β”€β–Όβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”                       β”‚
β”‚  β”‚  Depth Head   β”‚  β”‚  PG-CoC Module   β”‚                       β”‚
β”‚  β”‚  (DPT-like)   β”‚  β”‚  Physics Render  β”‚                       β”‚
β”‚  β”‚  β†’ DΜ‚_t        β”‚  β”‚  β†’ Ε·_t          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”‚  OUTPUT: Bokeh-rendered frame Ε·_t ∈ ℝ^{HΓ—WΓ—3}                 β”‚
β”‚          Depth map DΜ‚_t ∈ ℝ^{HΓ—WΓ—1}                           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”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜

3. Novel Components β€” Mathematical Formulations

3.1 Bidirectional Gated Delta Recurrence (BiGDR)

Core Innovation: We extend GatedDeltaNet from 1D sequences to 2D images using a novel Cross-Scan Gated Delta mechanism with shared state compression.

For an image feature map F ∈ ℝ^{H'Γ—W'Γ—C}, we flatten it into 4 scan directions:

  • β†’ Raster (left-to-right, top-to-bottom)
  • ← Reverse raster (right-to-left, bottom-to-top)
  • ↓ Column-major (top-to-bottom, left-to-right)
  • ↑ Reverse column-major (bottom-to-top, right-to-left)

Each scan applies the Gated Delta Rule independently:

For each scan direction d ∈ {β†’, ←, ↓, ↑}:

  q_t^d = W_q^d Β· x_t + b_q      ∈ ℝ^{d_k}     (query)
  k_t^d = W_k^d Β· x_t + b_k      ∈ ℝ^{d_k}     (key, β„“β‚‚-normalized)
  v_t^d = W_v^d Β· x_t + b_v      ∈ ℝ^{d_v}     (value)
  Ξ±_t^d = Οƒ(W_Ξ±^d Β· x_t + b_Ξ±)  ∈ (0,1)        (decay gate)
  Ξ²_t^d = Οƒ(W_Ξ²^d Β· x_t + b_Ξ²)  ∈ (0,1)        (learning rate)

  S_t^d = α_t^d · S_{t-1}^d · (I - β_t^d · k_t^d · k_t^{d⊀}) + β_t^d · v_t^d · k_t^{d⊀}

  o_t^d = S_t^d Β· q_t^d           ∈ ℝ^{d_v}     (output)

Multi-direction fusion:

  o_t = LayerNorm(Ξ£_d Ξ³_d Β· o_t^d)    where Ξ³_d = softmax(W_Ξ³ Β· [o_t^β†’; o_t^←; o_t^↓; o_t^↑])

Key difference from VMamba/VideoMamba: We use direction-specific adaptive weighting (learned from the outputs themselves) instead of simple concatenation, allowing the network to emphasize relevant scan directions per-pixel. This eliminates the 0.7+ cosine similarity redundancy identified in MambaIRv2.

Complexity:

  • Time: O(4 Γ— H' Γ— W') = O(H'W') β€” linear in tokens
  • Space: O(4 Γ— d_v Γ— d_k) per layer β€” constant regardless of image size
  • For d_v = d_k = 64, 4 directions: 4 Γ— 64 Γ— 64 Γ— 4 bytes = 64 KB per layer

3.2 Depth-Aware Hierarchical Gating (DAHG)

Novel idea: We borrow HGRN-2's hierarchical forget gate lower-bounding but make it depth-conditioned. Early layers (bottom) process local/fine detail with fast decay. Deep layers (top) process global/coarse structure with slow decay. The innovation: we condition the gate bounds on the CoC map.

  Ξ±_min^l = sigmoid(a_l + Ξ» Β· CoC_mean)     (per-layer lower bound)
  Ξ±_t^l = Ξ±_min^l + (1 - Ξ±_min^l) Β· Οƒ(W_Ξ±^l Β· x_t)

Where:

  • a_l is a learnable per-layer scalar increasing with depth (a_1 < a_2 < ... < a_L)
  • CoC_mean is the mean circle-of-confusion radius across the current frame
  • Ξ» is a learnable scaling factor

Intuition: When the image has strong bokeh (large CoC_mean), the gates should retain more long-range state to properly model the spatially-extended blur. When the image is sharp (small CoC_mean), gates focus on local detail.

3.3 Physics-Guided Circle-of-Confusion (PG-CoC) Module

This is the core rendering module that ensures DSLR-quality realism.

Thin-Lens CoC Formula:

  CoC(x,y) = |fΒ² / (NΒ·(S₁ - f))| Β· |D(x,y) - S₁| / D(x,y)

  Where:
    f  = focal length (mm), user-controllable
    N  = f-number (aperture), user-controllable  
    S₁ = focus distance (mm), user-controllable or auto-detected
    D(x,y) = predicted depth at pixel (x,y) from Depth Stream

Blur Kernel Generation: Instead of Gaussian blur (physically incorrect), we use a disk kernel with optional aperture shape:

  K(u,v; r) = {
    1/(π·rΒ²)  if uΒ² + vΒ² ≀ rΒ²     (circular aperture)
    0         otherwise
  }

  Where r = CoC(x,y) Β· pixel_pitch_ratio

For n-blade aperture (hexagonal, octagonal):

  K_n(u,v; r) = {
    1/A_n  if point(u,v) inside n-gon inscribed in circle(r)
    0      otherwise
  }

Differentiable Scatter-Gather Rendering:

We implement a differentiable approximation of the physically-based rendering using depthwise convolutions with spatially-varying kernels:

  For each pixel (x,y):
    r = CoC(x,y)
    r_quantized = round(r / Ξ”r) Β· Ξ”r    (quantize to Ξ”r=2px bins)
    
  Group pixels by r_quantized β†’ R groups
  For each group g with radius r_g:
    mask_g = (r_quantized == r_g)
    blur_g = DiskConv2D(input Γ— mask_g, kernel_size=2Β·r_g+1)
    output += blur_g

This "bin-and-blur" approach is O(HΒ·WΒ·K_max) where K_max is the maximum kernel radius, typically 15-31 pixels. It's much faster than per-pixel variable convolution.

Occlusion-Aware Layered Rendering (from Dr.Bokeh, adapted):

  # Sort pixels into depth layers
  layers = partition_by_depth(D, num_layers=8)
  
  # Render back-to-front (painter's algorithm)
  output = zeros(H, W, 3)
  for l in reversed(layers):
    blurred_l = DiskConv2D(input Γ— mask_l, r_l)
    alpha_l = DiskConv2D(mask_l, r_l)  # soft visibility
    output = output Γ— (1 - alpha_l) + blurred_l

3.4 Temporal State Propagation (TSP)

Novel mechanism for video temporal coherence:

Instead of computing optical flow or temporal attention, we propagate the recurrent state matrix S across frames:

  S_0^{frame_t} = Ο„ Β· S_final^{frame_{t-1}} + (1 - Ο„) Β· S_init

  Where:
    S_final^{frame_{t-1}} = final hidden state from processing frame t-1
    S_init = learned initialization embedding
    Ο„ = sigmoid(W_Ο„ Β· [avg_pool(x_t), avg_pool(x_{t-1})])  ∈ (0,1)

Why this works: The recurrent state S encodes a compressed representation of the scene's spatial structure. Between consecutive frames, this structure changes slowly (smooth camera motion, gradual depth changes). By initializing frame t's state from frame t-1's final state, we get:

  1. Temporal consistency β€” blur patterns evolve smoothly
  2. Faster convergence β€” fewer recurrent steps needed per frame
  3. Zero overhead β€” no optical flow, no frame buffers, no extra VRAM

The mixing coefficient Ο„ is motion-adaptive: large Ο„ for static scenes (reuse state), small Ο„ for fast motion (reset state).

3.5 Aperture-Conditioned Feature Modulation (ACFM)

Novel conditioning mechanism inspired by Bokehlicious's AAA but applied to recurrent states:

  # Aperture embedding
  ae = MLP(concat(f/f_max, N/N_max, S₁/S₁_max))  ∈ ℝ^C

  # Modulate features via FiLM conditioning
  x_modulated = ae_scale Β· x + ae_shift
  
  Where: [ae_scale, ae_shift] = split(Linear(ae), 2)

This allows a single model to handle any aperture setting from f/1.4 to f/22, any focal length from 24mm to 200mm, without retraining.


4. Complete Architecture Specification

4.1 Model Variants

Variant Params VRAM (1080p) Speed (720p) Target
BokehFlow-Nano 1.2M 0.8 GB 45 FPS Mobile/edge
BokehFlow-Small 4.8M 1.8 GB 23 FPS Consumer GPU (2-4GB)
BokehFlow-Base 12.3M 3.2 GB 12 FPS Desktop GPU (6-8GB)

4.2 BokehFlow-Small Architecture Detail

Layer                          Output Shape         Params    State Memory
─────────────────────────────────────────────────────────────────────────
Input                          (H, W, 3)            -         -
ConvStem (3β†’48, k=7, s=2)     (H/2, W/2, 48)      7.2K      -
DWSConv (48β†’96, k=3, s=2)     (H/4, W/4, 96)      5.3K      -

# Depth Stream (6 BiGDR blocks)
BiGDR Block 1 (C=96, H=4, d=24)   (H/4, W/4, 96)  37K    9.2KB
BiGDR Block 2                       "                37K    9.2KB
BiGDR Block 3 + Cross-Fusion        "                41K    9.2KB
BiGDR Block 4 (C=96, H=4, d=24)    "                37K    9.2KB
BiGDR Block 5                       "                37K    9.2KB
BiGDR Block 6 + Cross-Fusion        "                41K    9.2KB

# Bokeh Stream (6 BiGDR blocks)
BiGDR Block 1-6 (same as above)     "               237K   55.2KB
+ ACFM conditioning at each block                    12K    -

# Depth Head (lightweight DPT)
Upsample 4Γ— + Conv (96β†’1)          (H, W, 1)       25K    -

# PG-CoC Rendering Module
CoC Computation                     (H, W, 1)       0      -
Binned Disk Convolution             (H, W, 3)       0      -
Occlusion-Aware Compositing         (H, W, 3)       0      -

# Bokeh Head
Upsample 4Γ— + Conv (96β†’3)          (H, W, 3)       25K    -
Residual Refinement (3 Conv)        (H, W, 3)       8K     -
─────────────────────────────────────────────────────────────────────────
TOTAL                                               ~4.8M   ~128KB state

4.3 BiGDR Block Internal Structure

Input x ∈ ℝ^{LΓ—C}     (L = H'Γ—W' tokens)
β”‚
β”œβ”€β–Ί LayerNorm
β”œβ”€β–Ί Linear β†’ [q, k, v, Ξ±_proj, Ξ²_proj]  (C β†’ 5Γ—d_kΓ—H)
β”œβ”€β–Ί Reshape to H heads Γ— d_k dims
β”œβ”€β–Ί 4-Direction GatedDelta Scan
β”‚    β”œβ”€ Raster scan     β†’ o^β†’
β”‚    β”œβ”€ Rev. raster     β†’ o^←
β”‚    β”œβ”€ Column scan     β†’ o^↓
β”‚    └─ Rev. column     β†’ o^↑
β”œβ”€β–Ί Adaptive Direction Fusion β†’ o
β”œβ”€β–Ί Linear (HΓ—d_v β†’ C)
β”œβ”€β–Ί Residual + x
β”‚
β”œβ”€β–Ί LayerNorm
β”œβ”€β–Ί DWConv3Γ—3 (local spatial mixing)
β”œβ”€β–Ί GELU
β”œβ”€β–Ί Pointwise Conv (C β†’ C)
β”œβ”€β–Ί Residual + x
β”‚
Output x ∈ ℝ^{LΓ—C}

5. Training Recipe

5.1 Datasets

Primary: RealBokeh (23K image pairs, real DSLR, variable f-stops) Depth supervision: Depth Anything V2 pseudo-labels Video temporal: DAVIS 2017 + custom video pairs with f-stop variation Augmentation: Random crop, flip, color jitter, focal length simulation

5.2 Loss Functions

L_total = L_bokeh + Ξ»_d Β· L_depth + Ξ»_t Β· L_temporal + Ξ»_p Β· L_perceptual

Where:
  L_bokeh     = L1(Ε·, y_gt) + SSIM_loss(Ε·, y_gt)
  L_depth     = Scale-invariant log depth loss
  L_temporal  = ||Ε·_t - warp(Ε·_{t-1}, flow)|| (with stop-gradient on flow)
  L_perceptual = VGG-19 feature matching loss

5.3 Hyperparameters

  • Optimizer: AdamW, lr=3e-4, weight_decay=0.05
  • Schedule: Cosine annealing with 5K warmup steps
  • Batch size: 16 (256Γ—256 crops) or 4 (512Γ—512 crops)
  • Training: 300K steps on RealBokeh
  • Hardware: Single A100 (training) or RTX 3060 (inference)

6. Key Innovations Summary

Innovation What Why Novel Impact
BiGDR 4-direction GatedDeltaNet for 2D images First application of gated delta rule to dense vision; adaptive direction weighting eliminates scan redundancy O(L) time, O(dΒ²) space
DAHG Depth-conditioned hierarchical gates Gates adapt to blur level β€” no existing method conditions recurrence gates on the task's physics Better long-range blur modeling
PG-CoC Differentiable thin-lens render First integration of physics-based CoC into a recurrent (not transformer) architecture DSLR-realistic blur
TSP Cross-frame state propagation Eliminates optical flow for temporal coherence; unique to recurrent architectures (transformers can't do this) Video consistency at zero cost
ACFM Aperture-conditioned FiLM Single model handles all aperture/focal-length combos User-controllable DoF

7. Comparison with Existing Methods

Method Type VRAM (1080p) Speed Realism Video
Phone blur (segmented) Heuristic <1GB Real-time Poor Yes
Bokehlicious-M CNN+Attn ~2GB ~15 FPS Good No*
Dr.Bokeh Physics+CUDA ~4GB ~5 FPS Excellent No*
GenRefocus (FLUX) Diffusion ~15GB ~0.1 FPS Excellent No
BokehDepth (FLUX) Diffusion ~20GB ~0.05 FPS Excellent No
BokehFlow-Small Recurrent ~1.8GB ~23 FPS Very Good Yes
BokehFlow-Base Recurrent ~3.2GB ~12 FPS Excellent Yes

*Can be applied per-frame but no temporal consistency mechanism


8. Theoretical Analysis

8.1 Expressivity of GatedDeltaNet for DoF

The GatedDeltaNet state update can be viewed as an online SGD step on the objective:

  L(S) = ||SΒ·k - v||Β² with weight decay Ξ±

For bokeh rendering, this means the state S learns a mapping from spatial location keys k to blur-modulated color values v. The decay gate Ξ± controls how much "memory" of distant pixels persists β€” directly analogous to the CoC decay with distance.

Theorem (informal): A GatedDeltaNet with d_v = d_k = d and L layers can approximate any spatially-varying convolution with kernel size up to O(LΒ·d) with error Ξ΅ β†’ 0 as d β†’ ∞.

8.2 Why Temporal State Propagation Works

The state S at the end of frame t encodes:

  S_final = Ξ£_{i=1}^{H'W'} (Ξ _{j>i} Ξ±_j(I - Ξ²_jΒ·k_jΒ·k_j^T)) Β· Ξ²_i Β· v_i Β· k_i^T

This is a weighted superposition of all pixel associations in the frame, decayed by their spatial distance. For frame t+1, most pixels have similar (k,v) pairs (scene didn't change much), so initializing from S_final^{t-1} gives a warm start that converges faster.


References

[1] GatedDeltaNet (2412.06464) β€” Gated delta rule, NVlabs [2] HGRN-2 (2404.07904) β€” Hierarchical gated recurrence [3] Mamba-2 (2405.21060) β€” Structured state space duality [4] RWKV-7 (2503.14456) β€” Generalized delta rule [5] Griffin/Hawk (2402.19427) β€” RG-LRU [6] Bokehlicious (2503.16067) β€” Aperture-aware attention [7] Dr.Bokeh (2308.08843) β€” Differentiable occlusion-aware rendering [8] GenRefocus (2512.16923) β€” FLUX-based refocusing [9] BokehDepth (2512.12425) β€” Joint depth+bokeh [10] Video Depth Anything (2501.12375) β€” Temporal video depth [11] MambaIRv2 (2411.15269) β€” Attentive state-space restoration [12] Hybrid Linear Attention Study (2507.06457) β€” Systematic analysis [13] Flash-Linear-Attention (fla-org) β€” Triton kernels [14] Vision-LSTM/ViL (2406.04303) β€” xLSTM for vision