An experiment in creating an approximation to a depth-of-field effect in a real-time patch. It's a simple enough method of swapping in increasingly blurred textures as the objects get further away from the 'focal point' of the camera, which would be simple enough if the transparency didn't cause problems with depth sorting. This is what I've currently got, which leaves a lot to be desired, but is an encouraging start. Runs at 25fps on my Mac Pro with 2500 particles.

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