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Comment by ansgri

5 years ago

One of the limiting factors for modeling bokeh and flare-like effects is dynamic range limitation. You need extreme HDR capturing to accurately reproduce these effects, as they often play the largest part with bright, especially colored, light sources. I did work on flare simulation and while many effects can be modeled by a rather simple convolution (in the spectral space of course -- you cannot make a rainbow out of RGB straightforwardly), the problem is that kernels (PSFs, point spread functions) for these convolutions have very long tails and it's the shape of these tails that gives most of the 'natural' artistic feel.

The thing is, these tails become apparent only when you convolve with a very very bright source -- which on a typical 12-bit level linear raw image would amount to something like 10⁵-10⁶, i.e. needing 4-8 additional bits of HDR.

Here are some useful links on the topic of flare simulation, I believe bokeh has mahy similar aspects:

https://web.archive.org/web/20200119024053/http://simonwinde...

http://resources.mpi-inf.mpg.de/hdr/TemporalGlare/