Bokeh can be simulated by convolving the image with a kernel that corresponds to the image of an out-of-focus point source taken with a real camera. Unlike conventional convolution, this convolution has a kernel that depends on the distance of each image point and – at least in principle – has to include image points that are occluded by objects in the foreground.[15] Also, bokeh is not just any blur. To a first approximation, defocus blur is convolution by a uniform disk, a more computationally intensive operation than the "standard" Gaussian blur; the former produces sharp circles around highlights whereas the latter is a much softer effect. Diffraction may alter the effective shape of the blur. Some graphics editors have a filter to do this, usually called "Lens Blur.