In computer graphics, simulating low depth of field (background and foreground blurred, while subject in focus) is a considered an advancement in realism.
In computer graphics, simulating low depth of field (background and foreground blurred, while subject in focus) is a considered an advancement in realism.
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.
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.
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.
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.