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by kazinator 2609 days ago
Narrow depth of field occurs in human vision, like when looking at very close objects under well-lit conditions. (We have flexible lenses in our eyes for a reason, and when they don't work well, we have corrective lenses for a reason.)

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.