If you have access to Game Developer Magazine for April 2005, there is a very smart, very informative column by Steve Theodore explaining fundamental principles on Lighting Design in 3d rendering and real-time game engines.
It’s all about the importance of CONTRAST to human perception… and how an artist must calibrate relative contrast levels in renderings - using the same 256 gray levels to represent candle-lit environments and landscapes bathed in blazing sunlight - modulating light-to-dark ratios to represent every possible lighting situation. This was a lesson the old masters had to learn and it’s something contemporary artists must also understand to manage convincing renders.
Again, the Magazine: Game Developer, April 2005
the Article/column: (Pixel Pusher) Lighting Design: Contrast
the author: Steve Theodore
This is part two of his series on Color.
Several links he mentions at the end of the article:
HDRShop - High Dynamic Range Image Processing and Manipulation
Watercolorist Bruce McEvoy (everything you ever wanted to know about watercolor painting theory)