Group f/64
en.wikipedia.org
en.wikipedia.org
The iPhone 6 has f=4.15mm, a lens with similar FOV on an 8x10 has f=200mm.
200mm / 64 = 3.1mm -> the size of an f/64 aperture on a 200mm lens.
4.15mm / 2.2 = 1.9mm -> the size of on f/2.2 aperture on the iPhone 6.
Although the 8x10 will often have less defocus due to movements (photographer control of focal plane).
I don’t know that sounds exactly like the Instagram and Snapchat generation to me.
Group f/64: In part, they formed in opposition to the pictorialist photographic style that had dominated much of the early 20th century, but moreover, they wanted to promote a new modernist aesthetic that was based on precisely exposed images of natural forms and found objects. (wikipedia from OP link)
These chaps where dealing with much larger formats and their corresponding larger lenses typically, the usual rules of thumb you might be familiar with from the majority of digital interchangeable lens systems or 35mm film don’t always apply. f64 would be fine on 8x10, as one example, and was often used on this format.
In computer graphics, simulating low depth of field (background and foreground blurred, while subject in focus) is a considered an advancement in realism.
Static graphics, rendered with non real-time methods, usually imitate photos, so depth of field is added too. They tend to look more realistic than games.
The effect has been imitated in static rendering (e.g. raytracing) long before it appeared in games and full length animations.
It is a real-world optical effect that requires extra work to simulate; when that is not included in the algorithms, you get wide depth of field by default. Everything going back to Gouraud-shaded polygons and wire-frame is effectively wide depth of field.
I kind of wonder if there are not other "actually realistic" avenues that haven't been pursued. For example, simulating floaters.
I also found it funny playing some first-person shooters in 3d and/or VR. Although it would make sense to have these effects when using a sniper rifle, you can use a sniper rifle without closing one eye! ha!
I suspect the VR game isn't correctly simulating what this actually looks like, though.
If you don't have good eye tracking, then rendering the entire scene in focus is most realistic, as whatever I look directly at will appear in focus and everything else is more peripheral and will be blurred a bit by my optical system anyway.
Games are trying to look more like movies, hence new technologies to simulate shallow DoF, lens flare, anamorphic lens artifacts etc. None of these really help make the game world look more like how a human might perceive them, they do all help make the game look like how a typical movie camera might have perceived the scene.
For sure shallow DoF simulation _could_ be used to try and make games more human perception like, but I don’t think I’ve ever seen the effect used this way - it’s virtually always used to simulate optical bokeh/out of focus areas to look more film like.
> Contemporary photographic convention denotes lens apertures with a slash, such as ƒ/22 or ƒ/64, but in its writings the group always used a dot or period instead (as in "f.64").
Edit: then again at another point the article says:
> A small poster at the exhibition said:
>> Group ƒ/64 — >> >> ...
Either I'm misunderstanding something or the article is a bit confused.