This rant is about how the term “depth of field” seems to have been adopted by CG artists with exactly the opposite of its original meaning in photography.
In photography, the term refers to the depth around the focal plane at which things look in-focus. Because of the physics of the process, increasing the depth of field requires narrower apertures (or conversely, longer lens focal length), which reduces the amount of light hitting the sensor (or film, if you’re of the Old Skool), which requires either a longer exposure, or greater sensitivity from the latter (or both), to make up for it. Longer exposures are more prone to motion blur, while more sensitive films tend to produce grainier images. And cranking up the signal gain on digital sensors introduces more noise, which produces its own kind of “grain” effect.
In CG, on the other hand, it was easy from the early days to render everything with infinite depth of field. But as the technology advanced, and we had computing power to burn, it became more fashionable to emulate the imperfections of the photographic process, including things like bokeh, vignetting, film grain, motion blur, and, yes, less-than-infinite depth of field.
So really, when CG artists (mis)use the term “depth of field”, they are really referring to shallowness of field. They are subtracting from the depth of field, not adding it.
The reason why I think it is important to remain consistent with the original photographic meaning is because there is so much more that CG artists can learn from photography, in terms of composition, exposure, colour etc. In fact, I think that doing photography can help improve your CG skills.
So let’s have some respect for the other technology-intensive imaging art that came before CG, OK?