   Tone-Mapping and Auto-Adaption
  This is a little problem which annoys me since quite some time in my HDRR code. I'm using Reinhard modified (with white point value) for the tone mapping and simple light adaption over time. The main problem is that light adaption is very jumpy especially in situations involving dark pixels.For example you have a monitor with a black screen (pixels rgb=0,0,0) sitting on a wall hit by sun-light. I'm using 1 as intensity for a lit room and 200 for the sun light. Now let's assume we place ourself in a way that the monitor screen fills 1/4 of the screen (half the width and height of it in the center). Using the log-method to get the average scene luminance the value becomes very small and light adaption cranks up like hell whiting out anything outside the screen. So far I've not found a way to counter this problem.How do other games handle such a situation? Or do you set the scene by "using your artist"?This entire light adaption doesn't make sense to me mathematically if done automatically since dark pixels as they are common totally ruin the calculation. Using a history to smooth adaption out won't work either. I'm toying with the thought to call it a goner and force the artists to set the scene key himself.Another question which interest me is what kind of light value ranges are used. Right now, as mentioned above, I use 1 for a well lit room, 200 for day light and 0.001 for moon light. I got these values from some lux table adding a factor. These values might be realistic values but they are (for my taste) distributed a bit on a large scale.   