You might find this interesting,

"Brian Karis links to my LogLUV post while pointing out that there’s
another kid in town: RGBM color encoding. In fact, we are using a
version of RGBM (different from Brian’s), not LogLUV, to represent HDR
in God of War III. A third version of RGBM is described by Malte
Clasen in HDR values in 8 bit RGBA pixels." (see the links in the
actual post)

http://realtimecollisiondetection.net/blog/?p=93#more-93

Lots of worthwhile reading...
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