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Re:Games Look Bad: HDR and Tone Mapping by tripzilch on Saturday October 28, 2017 @06:46AM (#15574675)
Good thing in real life there's no such thing as truly zero photons, then (which is a detail the article actually shortly touches upon).

Also, if that type of "wonky" throws off your rendering pipeline, you're bound to get something else wrong.

Such as ever having a linear scale with a small number of bits in your pipeline. The linear scaled brightness stays afloat all the way through (cause floats have this handy feature of being transparently sorta-logarithmic in the way they use their bits, even 16-bit floats beat 20-bit ints for that purpose), only at the very end you apply the tonemap+gamma function(s), then dither, then truncate to fixed (8) bit integer.

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