Single-camera depth is inferred: glass and holes invert depth most often
`depth-map-simulation` explains blur driven by estimated depth maps for travel stills and product scenes. Clear bottles, glass tables, and specular metal often float mid-air or stick to the backdrop—sharp regions blur and soft regions stay crisp. Pointing fingers, crossed arms, and toddler carries create occlusions where forearms glue to wallpaper, yielding "floating hands". Open-weave chairs, railings, and leaf gaps leak distant texture through the wrong blur disk. Multiple layers along the lens axis should show monotonic falloff; patchy sharp islands on one plane signal map breakage. Video frames processed one-by-one can breathe when played back—outside this tool, watch temporal consistency for slideshows. E-commerce heroes need knife edges on product rims; any erosion on merchandise hurts conversion. Environmental storytelling may need gentler synthetic DOF than a real wide aperture so composition—not algorithm smell—leads. Review at 100% and at thumbnail scale; artifacts often appear at only one zoom level.
Depth-map blur QA workflow
- In `depth-map-simulation`, flag glass, holes, and thin fingers first and inspect at full resolution.
- Tune strength to keep falloff monotonic; break up slab-like sharp islands at one distance.
- Archive the source and parameters for print or recomposites.