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The span of distance along the shot axis in which objects will be in focus. Determined by UsefulNotes/FocalLength and iris aperture. Basically, the smaller the aperture, the deeper the [[TitleDrop depth-of-field]]; pinhole cameras can often produce a razor-sharp picture at the expense of longer, darker exposures. A more open aperture lets in more light, but since it's less directed, as the hole gets wider, the picture overall gets fuzzier (warped, actually). Also note that the closer the subject is, the smaller the depth-of-field will be (especially important in [[https://en.wikipedia.org/wiki/Macro_photography Macro photography]]) and that the depth-of-field decreases as one increases the focal length.

Skillful management of this property is a requirement for RackFocus and an important part of creating the illusion of three-dimensionality; i.e., UsefulNotes/GraphicalPerspective.

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The span of distance along the shot axis in which objects will be in focus. Determined by UsefulNotes/FocalLength MediaNotes/FocalLength and iris aperture. Basically, the smaller the aperture, the deeper the [[TitleDrop depth-of-field]]; pinhole cameras can often produce a razor-sharp picture at the expense of longer, darker exposures. A more open aperture lets in more light, but since it's less directed, as the hole gets wider, the picture overall gets fuzzier (warped, actually). Also note that the closer the subject is, the smaller the depth-of-field will be (especially important in [[https://en.wikipedia.org/wiki/Macro_photography Macro photography]]) and that the depth-of-field decreases as one increases the focal length.

Skillful management of this property is a requirement for RackFocus and an important part of creating the illusion of three-dimensionality; i.e., UsefulNotes/GraphicalPerspective.
MediaNotes/GraphicalPerspective.



Modern VideoGames attempt to emulate the depth-of-field effect of a real camera via a number of PostProcessingVideoEffects. More traditional {{art}} forms can play about with it using UsefulNotes/GraphicalPerspective. {{Manga}}, however, relies on the so-called [[MangaEffects screen tones]] to equate but not mimic what would be close-up shots and shifts in the depth of field.

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Modern VideoGames attempt to emulate the depth-of-field effect of a real camera via a number of PostProcessingVideoEffects. More traditional {{art}} forms can play about with it using UsefulNotes/GraphicalPerspective.MediaNotes/GraphicalPerspective. {{Manga}}, however, relies on the so-called [[MangaEffects screen tones]] to equate but not mimic what would be close-up shots and shifts in the depth of field.
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* ''VideoGame/Hitman3'': There's a [[VideoGameTools camera item]] that serves as a first-person view PhotoMode necessary for passing the last level. It includes a depth-of-field filter to blur the background that can get as shallow as a 4x {{zoom}}.

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* ''VideoGame/Hitman3'': There's a [[VideoGameTools camera item]] that serves as a first-person view PhotoMode necessary for passing the last level. It includes a depth-of-field filter to blur the background that can get as shallow as a 4x {{zoom}}.zoom.
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SuperTrope of RackFocus (focusing on something from the foreground to something in the background or vice versa) and BladeOfGrassCut (cutting from an emotionally intense {{scene|s}} to a still, small object). Related to FunnyBackgroundEvent (when the camera focuses on a comedic situation in the backgroudn). Contrast ForcedPerspective and MotionParallax, other CameraTricks meant to create the illusion of depth. This trope is commonly used in BackToCameraPose compositions.

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SuperTrope of RackFocus (focusing on something from the foreground to something in the background or vice versa) and BladeOfGrassCut (cutting from an emotionally intense {{scene|s}} to a still, small object). Related to FunnyBackgroundEvent (when the camera focuses on a comedic situation in the backgroudn). background). Contrast ForcedPerspective (adjusting the apparent size of an object or person by moving it closer or further away from the camera) and MotionParallax, MotionParallax (emulating the distance/perception of movement dichotomy --farther=slower-- through layers), other CameraTricks meant to create the illusion of depth. This trope is commonly used in BackToCameraPose compositions.
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SuperTrope of RackFocus and BladeOfGrassCut (cutting from an emotionally intense {{scene|s}} to a still, small object). Related to FunnyBackgroundEvent. Contrast ForcedPerspective and MotionParallax, other CameraTricks meant to create the illusion of depth. This trope is commonly used in BackToCameraPose compositions.

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SuperTrope of RackFocus (focusing on something from the foreground to something in the background or vice versa) and BladeOfGrassCut (cutting from an emotionally intense {{scene|s}} to a still, small object). Related to FunnyBackgroundEvent.FunnyBackgroundEvent (when the camera focuses on a comedic situation in the backgroudn). Contrast ForcedPerspective and MotionParallax, other CameraTricks meant to create the illusion of depth. This trope is commonly used in BackToCameraPose compositions.
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* ''Film/StrangersOnATrain'': In the final scene, Barba and Anne await for Guy's call. Since the phone is the key element of the scene, it's placed in the foreground, occupying a great portion of the screen. However, the limited depth of field of the time couldn't clearly focus both the phone and the women at the same time, so the scene was shot using an [[ForcedPerspective oversized]] phone prop.

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* ''Film/StrangersOnATrain'': In the final scene, Barba and Anne await for Guy's call. Since the phone is the key element of the scene, it's placed in the foreground, occupying a great portion of the screen. However, the limited depth of field of the time couldn't clearly focus both the phone and the women at the same time, so the scene was shot using an [[ForcedPerspective oversized]] phone prop.

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