But also, although a lot of modern 3D renders are highly realistic there are certain levels of realism they don't bother to pursue, for both computational efficiency reasons and the fact a lot of users don't want them.
This chap had to simulate a lot of light rays, because only a small fraction of them ended up on the imaging plane. You can achieve effects like bokeh adequately with much less render time by using a conventional blender camera and a blur proportional to the Z buffer.
Meanwhile things like film grain, the corners of the image being darker, spherical aberration, chromatic aberration, parts of the image out of focus, lens flares etc aren't what everyone wants for their image.
No one normally implements a model of a cheap lens that has severe chromatic aberration due to poor focusing of different wavelengths in its poorly designed glass stack.
Did you expect this to be practical? It's a fantastic hack.