While attempting to clean-up my collection of graphics related papers and such, I re stumbled across “Uncharted 2: HDR Lighting at GDC 2010”.
It’s nice as it gives an easy to read overview (if you will) of rendering in gamma vs. linear space, tone-mapping (high dynamic range -> displayable) and (screen space) ambient occlusion. So it you might find it interesting even if you’re not interested in implementing any of this stuff.