AnamorphicDOF

['Graphics', 'Unreal Engine']

This is a project I’ve been working on for my current company, and I’m super grateful they’ve given me the freedom to experiment with things like this. It’s a custom screen pass for an anamorphic lens depth of field (DOF) in Unreal Engine. The implementation combines several techniques: TAA (temporal anti-aliasing) to keep stability across frames. Gather DOF for high-quality blurring. A custom anamorphic lens simulation, giving that stretched cinematic bokeh look. Everything is built on top of UE’s newer Render Graph (RDG) system, and I kept it very modular — most of the code lives in a plugin. At the time I did make some small engine source edits, but with the way UE has evolved, this could now run without any engine modifications at all. It was a great mix of R&D and production-quality code, and one of my favorite rendering features I’ve developed so far.