I hacked up an example of doing depth-of-field in Processing, based in part on the Bloom example that comes with the GLGraphics library, and heavily in part on Memo’s pervious experiment with DOP. It does depth-of-field based solely on the brightness of the pixels, and relies on the fact that the background is white, but heck it’s decent. I’ll use this for an upcoming black-and-white realtime Processing project. Note: this won’t run on an old minimac or Macbook or netbook, I tried and it fails because of lack of OpenGL shader support.