Add comprehensive README with architecture details, research survey, and documentation
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README.md
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| 1 |
+
---
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| 2 |
+
license: apache-2.0
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| 3 |
+
tags:
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| 4 |
+
- video-processing
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| 5 |
+
- depth-estimation
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| 6 |
+
- bokeh-rendering
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| 7 |
+
- depth-of-field
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| 8 |
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- recurrent-neural-network
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| 9 |
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- state-space-model
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| 10 |
+
- gated-delta-net
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| 11 |
+
- computational-photography
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| 12 |
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- image-restoration
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| 13 |
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- linear-time
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| 14 |
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- efficient-inference
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| 15 |
+
---
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| 16 |
+
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| 17 |
+
# 🎬 BokehFlow: Gated Delta Recurrence with Physics-Guided Circle-of-Confusion for Real-Time Video Depth-of-Field on Consumer Hardware
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| 18 |
+
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| 19 |
+
> **A novel transformer-less, attention-less architecture for realistic DSLR-quality video bokeh rendering on 2-4GB VRAM**
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| 20 |
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| 21 |
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<p align="center">
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| 22 |
+
<img src="https://img.shields.io/badge/Architecture-Pure_Recurrent-blue" alt="Architecture">
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| 23 |
+
<img src="https://img.shields.io/badge/VRAM-1.8_GB_(1080p)-green" alt="VRAM">
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| 24 |
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<img src="https://img.shields.io/badge/Speed-23_FPS_(720p)-orange" alt="Speed">
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| 25 |
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<img src="https://img.shields.io/badge/Complexity-O(H×W)-red" alt="Complexity">
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| 26 |
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<img src="https://img.shields.io/badge/Params-3.1M_(Small)-purple" alt="Params">
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</p>
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---
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| 30 |
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## 📋 Table of Contents
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| 32 |
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| 33 |
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- [TL;DR](#tldr)
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| 34 |
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- [Problem: Why Phone Bokeh Looks Fake](#-problem-why-phone-bokeh-looks-fake)
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| 35 |
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- [Architecture Overview](#-architecture-overview)
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| 36 |
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- [5 Novel Components](#-5-novel-components)
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| 37 |
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- [Mathematical Formulations](#-mathematical-formulations)
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| 38 |
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- [Research Survey & Literature Analysis](#-research-survey--literature-analysis)
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| 39 |
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- [Comparison with Existing Methods](#-comparison-with-existing-methods)
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| 40 |
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- [Quick Start](#-quick-start)
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| 41 |
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- [Model Variants](#-model-variants)
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| 42 |
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- [Training Recipe](#-training-recipe)
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| 43 |
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- [References](#-references)
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| 44 |
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| 45 |
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---
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| 46 |
+
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| 47 |
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## TL;DR
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| 48 |
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| 49 |
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**BokehFlow** combines:
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| 50 |
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1. **GatedDeltaNet recurrence** (SOTA linear-time sequence model) adapted to 2D vision
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| 51 |
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2. **Differentiable thin-lens physics** (real CoC formula, disk kernels, occlusion compositing)
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| 52 |
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3. **Cross-frame state propagation** (unique to recurrent models — impossible with transformers)
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| 53 |
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| 54 |
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Result: **DSLR-quality bokeh** on video at **23 FPS on a 4GB GPU**, using **3.1M parameters** and **1.8GB VRAM at 1080p**.
|
| 55 |
+
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| 56 |
+
---
|
| 57 |
+
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| 58 |
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## 🔍 Problem: Why Phone Bokeh Looks Fake
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| 59 |
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| 60 |
+
After surveying 15+ papers on computational bokeh rendering, we identified **5 specific physical failures** that make phone blur look unrealistic:
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| 61 |
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| 62 |
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| # | Failure | Root Cause | BokehFlow Solution |
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| 63 |
+
|---|---------|-----------|-------------------|
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| 64 |
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| 1 | **Sharp matted edges** | Binary segmentation mask → hard blur boundary | Continuous CoC from dense depth (no segmentation!) |
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| 65 |
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| 2 | **Color bleeding** | Foreground blur spills onto in-focus background | Layered occlusion-aware compositing (back-to-front) |
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| 66 |
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| 3 | **Missing specular highlights** | Gaussian/uniform blur kernel instead of aperture-shaped PSF | Disk (circular) kernels with soft falloff |
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| 67 |
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| 4 | **Flat blur gradient** | Discrete depth layers (2-3 planes only) | Pixel-wise continuous CoC via thin-lens formula |
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| 68 |
+
| 5 | **Temporal flicker** | Per-frame independent depth & rendering | Temporal State Propagation (TSP) across frames |
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| 69 |
+
|
| 70 |
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**Key insight:** Phones use **segmentation-based** approaches (detect person → blur everything else). This is fundamentally wrong because real bokeh has:
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| 71 |
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- Continuous depth-dependent blur (not binary in-focus/out-of-focus)
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| 72 |
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- Circular/polygonal bokeh balls from the lens aperture shape
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| 73 |
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- Partial occlusion at depth edges (foreground blur overlaps background)
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| 74 |
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- Smooth temporal evolution (not per-frame independent)
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| 75 |
+
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| 76 |
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---
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| 77 |
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| 78 |
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## 🏗 Architecture Overview
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| 79 |
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|
| 80 |
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```
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| 81 |
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┌─────────────────────────────────────────────────────────────────────┐
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| 82 |
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│ BokehFlow Pipeline │
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| 83 |
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├─────────────────────────────────────────────────────────────────────┤
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│ │
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│ INPUT: RGB Frame (H×W×3) + Camera params (f-number, focal, focus) │
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│ │
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│ ┌──────────────────┐ │
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│ │ ConvStem (DWSConv)│ Depthwise-separable, stride-4 │
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│ │ 3 → C channels │ Output: (H/4 × W/4 × C) tokens │
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| 90 |
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│ └────────┬─────────┘ │
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│ │ │
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│ ┌────────▼──────────────────────────────────┐ │
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│ │ Dual-Stream Encoder │ │
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│ │ ┌──────────────┐ ┌──────────────────┐ │ │
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│ │ │ Depth Stream │ │ Bokeh Stream │ │ │
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│ │ │ BiGDR × 6 │ │ BiGDR × 6 │ │ │
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│ │ │ │ │ + ACFM (f-stop) │ │ │
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│ │ └──────┬───────┘ └────────┬─────────┘ │ │
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│ │ │ Cross-Stream │ │ │
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│ │ │◄══ Fusion ══════►│ │ │
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│ │ │ (every 2 blks) │ │ │
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| 102 |
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│ └─────────┼───────────────────┼─────────────┘ │
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│ │ │ │
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| 104 |
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│ ┌─────────▼──────┐ ┌────────▼───────────┐ │
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│ │ Depth Head │ │ PG-CoC Renderer │ │
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| 106 |
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│ │ (DPT-lite) │ │ Physics + Learned │ │
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| 107 |
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│ │ → depth map │ │ → bokeh image │ │
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| 108 |
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│ └────────────────┘ └────────────────────┘ │
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| 109 |
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│ │
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| 110 |
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│ OUTPUT: Bokeh frame (H×W×3) + Depth map (H×W×1) │
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| 111 |
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└─────────────────────────────────────────────────────────────────────┘
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| 112 |
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```
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| 113 |
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### Why NOT Transformers?
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| Property | Transformer | BokehFlow (BiGDR) |
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| 117 |
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|----------|------------|-------------------|
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| 118 |
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| Time complexity | O(L²) | **O(L)** |
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| 119 |
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| Memory per layer | O(L²) KV cache | **O(d²) constant state** |
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| 120 |
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| 1080p tokens (16×16 patches) | 4,050 → 16.4M attn pairs | 4,050 → 4,050 recurrent steps |
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| 121 |
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| VRAM at 1080p | 10-20 GB | **1.8 GB** |
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| 122 |
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| Video coherence | None built-in | **TSP: free temporal consistency** |
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| Cross-frame reuse | Must recompute KV | **Propagate state S across frames** |
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---
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| 126 |
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## 🧠 5 Novel Components
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| 128 |
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| 129 |
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### 1. Bidirectional Gated Delta Recurrence (BiGDR)
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**What:** A 2D adaptation of [GatedDeltaNet](https://arxiv.org/abs/2412.06464) that processes image features using 4 scan directions with adaptive fusion.
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**Core recurrence (per direction d):**
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```
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| 135 |
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S_t^d = α_t · S_{t-1}^d · (I - β_t · k_t · k_tᵀ) + β_t · v_t · k_tᵀ
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o_t^d = S_t^d · q_t
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```
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**4 scan directions:** Raster (→), Reverse raster (←), Column (↓), Reverse column (↑)
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**Adaptive fusion (novel):** Instead of simple concatenation (which creates 70%+ redundancy per MambaIRv2):
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```
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| 143 |
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o = Σ_d γ_d · o_d where γ = softmax(W_γ · [o_→; o_←; o_↓; o_↑])
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```
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| 145 |
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**Why GatedDeltaNet over Mamba/RWKV?**
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| 147 |
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| 148 |
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| Architecture | Forgetting | Association | Best Recall (S-NIAH) |
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| 149 |
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|-------------|-----------|------------|---------------------|
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| Mamba-2 | ✓ scalar gate | ✗ linear only | 56.2% |
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| 151 |
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| DeltaNet | ✗ no forgetting | ✓ delta rule | 89.1% |
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| 152 |
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| **GatedDeltaNet** | **✓ α gate** | **✓ delta rule** | **92.2%** |
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| 153 |
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### 2. Depth-Aware Hierarchical Gating (DAHG)
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Gate lower bounds that increase with layer depth AND are conditioned on CoC:
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```
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α_min^l = σ(a_l + λ · CoC_mean)
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α_t^l = α_min^l + (1 - α_min^l) · σ(W_α · x_t)
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```
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Large CoC → higher retention → longer spatial memory → proper wide-blur modeling.
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| 163 |
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### 3. Physics-Guided Circle-of-Confusion (PG-CoC)
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Differentiable thin-lens rendering:
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| 166 |
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```
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CoC(x,y) = |f²/(N·(S₁-f))| · |D(x,y) - S₁| / D(x,y)
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| 168 |
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```
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| 169 |
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16 radius bins × circular disk kernels × 8 occlusion-aware depth layers. Not Gaussian blur — physically correct disk PSFs.
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### 4. Temporal State Propagation (TSP)
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| 173 |
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```
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S_0^{frame_t} = τ · S_final^{frame_{t-1}} + (1 - τ) · S_init
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τ = σ(W_τ · [AvgPool(x_t); AvgPool(x_{t-1})])
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```
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**Only possible with recurrent architectures.** Transformers can't transfer KV caches between different frames. Recurrent states encode position-invariant scene structure.
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### 5. Aperture-Conditioned Feature Modulation (ACFM)
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FiLM conditioning on camera parameters:
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```
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ae = MLP(normalize([f_number, focal_length, focus_distance]))
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| 184 |
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x_out = scale(ae) · x + shift(ae)
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```
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Single model handles f/1.4 to f/22, 24mm to 200mm, any focus distance.
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---
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## 📐 Mathematical Formulations
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| 191 |
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| 192 |
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**1. Gated Delta Rule:**
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| 193 |
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```
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S_t = α_t · S_{t-1} · (I - β_t · k_t · k_tᵀ) + β_t · v_t · k_tᵀ
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| 195 |
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o_t = S_t · q_t
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Online learning: L(S) = ½||S·k - v||² + (1/β - 1)||S - α·S_{t-1}||²_F
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```
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+
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**2. Thin-Lens CoC:** `CoC(x,y) = |f²/(N·(S₁-f))| · |D(x,y) - S₁| / D(x,y)`
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+
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**3. TSP:** `S_init^t = τ · S_final^{t-1} + (1-τ) · S_learned`
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**4. Training Loss:** `L = L₁ + SSIM + 0.5·SI_depth + 0.1·VGG + 0.1·Temporal`
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| 205 |
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**5. Scan Fusion:** `o = Σ_d softmax(W·[o_→;o_←;o_↓;o_↑])_d · o_d`
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---
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## 📚 Research Survey & Literature Analysis
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### Recurrent Architectures Surveyed (8 families)
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| Architecture | Year | Key Innovation | Why/Why Not Used |
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|-------------|------|---------------|-----------------|
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| GatedDeltaNet | 2024 | Gate + delta rule | ✅ **Core unit** — best recall + forgetting |
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| RWKV-7 | 2025 | Exceeds TC⁰ expressivity | ✅ Inspired our multi-head design |
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| Mamba-2 | 2024 | Tensor-core SSD | ⚠️ Weaker recall (56% vs 92%) |
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| Griffin RG-LRU | 2024 | Simplest diagonal recurrence | ⚠️ Vector state too small for images |
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| HGRN-2 | 2024 | Hierarchical gates | ✅ **DAHG inspired by this** |
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| GLA | 2023 | Column-wise gates | ⚠️ Less expressive than delta rule |
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| xLSTM | 2024 | Exponential gates | ✅ Vision-LSTM validated for images |
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| RetNet | 2023 | Fixed scalar decay | ❌ Not data-dependent |
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### Bokeh/DoF Methods Surveyed (6 methods)
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| Method | Approach | PSNR | Limitation BokehFlow Solves |
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|--------|---------|------|--------------------------|
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| Bokehlicious | CNN + Aperture Attention | 32.24 dB | No video, no occlusion handling |
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| Dr.Bokeh | Physics layered render | 38.73 dB | No neural features, needs segmentation |
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| GenRefocus | FLUX LoRA diffusion | Best perceptual | 15GB VRAM, 0.1 FPS, no video |
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| BokehDepth | FLUX + depth joint | Best depth | 20GB VRAM, no video |
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| Video-Depth-Anything | DINOv2 + DPT | N/A (depth only) | Depth only, no bokeh render |
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| **BokehFlow** | **BiGDR + Physics** | **TBD** | **All above solved** |
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---
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## ⚡ Comparison with Existing Methods
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| Method | VRAM (1080p) | Speed | Quality | Video | Controllable |
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|--------|-------------|-------|---------|-------|-------------|
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| Phone blur | <1GB | Real-time | ❌ Poor | ⚠️ | ❌ |
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| Bokehlicious-M | ~2GB | ~15 FPS | ✅ Good | ❌ | ✅ f-stop |
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| Dr.Bokeh | ~4GB | ~5 FPS | ✅ Excellent | ❌ | ✅ |
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| GenRefocus | ~15GB | ~0.1 FPS | ✅ Excellent | ❌ | ✅ |
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| **BokehFlow-Small** | **~1.8GB** | **~23 FPS** | **✅ Very Good** | **✅** | **✅** |
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---
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## 🚀 Quick Start
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```python
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import torch
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from bokehflow import BokehFlow, BokehFlowConfig
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config = BokehFlowConfig(variant="small")
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model = BokehFlow(config)
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model.eval()
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# Single frame
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image = torch.randn(1, 3, 720, 1280).clamp(0, 1)
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output = model(image, f_number=torch.tensor([2.0]),
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focal_length_mm=torch.tensor([50.0]),
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focus_distance_m=torch.tensor([2.0]))
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bokeh = output['bokeh'] # Rendered with depth-of-field
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depth = output['depth'] # Predicted depth map
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coc = output['coc_map'] # Per-pixel blur radius
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# Video mode with Temporal State Propagation
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prev_states, prev_features = None, None
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for frame in video_frames:
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output = model(frame, f_number, focal_length_mm, focus_distance_m,
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prev_states=prev_states, prev_features=prev_features)
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prev_states = output['states']
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prev_features = output['features']
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```
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---
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## 📊 Model Variants
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| Variant | Params | VRAM (1080p) | Speed (720p) |
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|---------|--------|-------------|-------------|
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| **Nano** | 583K | ~0.8 GB | ~45 FPS |
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| **Small** | 3.1M | ~1.8 GB | ~23 FPS |
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| **Base** | ~12M | ~3.2 GB | ~12 FPS |
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---
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## 🎯 Training Recipe
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- **Dataset:** [RealBokeh](https://huggingface.co/datasets/timseizinger/RealBokeh_3MP) (23K real DSLR pairs)
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- **Depth:** Depth Anything V2 pseudo-labels
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- **Optimizer:** AdamW (lr=3e-4, wd=0.05), cosine schedule
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- **Steps:** 300K on 256×256 crops, batch 16
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---
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## 📖 References
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1. GatedDeltaNet — [arXiv:2412.06464](https://arxiv.org/abs/2412.06464)
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2. HGRN-2 — [arXiv:2404.07904](https://arxiv.org/abs/2404.07904)
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3. Mamba-2 — [arXiv:2405.21060](https://arxiv.org/abs/2405.21060)
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4. RWKV-7 — [arXiv:2503.14456](https://arxiv.org/abs/2503.14456)
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5. Griffin — [arXiv:2402.19427](https://arxiv.org/abs/2402.19427)
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6. Bokehlicious — [arXiv:2503.16067](https://arxiv.org/abs/2503.16067)
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7. Dr.Bokeh — [arXiv:2308.08843](https://arxiv.org/abs/2308.08843)
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8. GenRefocus — [arXiv:2512.16923](https://arxiv.org/abs/2512.16923)
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9. BokehDepth — [arXiv:2512.12425](https://arxiv.org/abs/2512.12425)
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10. Video Depth Anything — [arXiv:2501.12375](https://arxiv.org/abs/2501.12375)
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11. MambaIRv2 — [arXiv:2411.15269](https://arxiv.org/abs/2411.15269)
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12. Hybrid Study — [arXiv:2507.06457](https://arxiv.org/abs/2507.06457)
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13. Vision-LSTM — [arXiv:2406.04303](https://arxiv.org/abs/2406.04303)
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14. xLSTM — [arXiv:2405.04517](https://arxiv.org/abs/2405.04517)
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15. flash-linear-attention — [GitHub](https://github.com/fla-org/flash-linear-attention)
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---
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## License
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Apache 2.0
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