You could try and put a very bright white plane behind the wooden planks that fades out when you get close to it using a pixeldepth material node.
Put the colours to 1,1,30 for example to get that cool blue/purple over-exposure.
This will not require an overbright sky and is in fact a method used in a lot of games where they have to fake HDR or an exit. (TES: Oblivion for example uses it)
Made you a crude example of how this works;
Check out this page if you want more fancy effects like soft rounded corners and what not if you're using it somewhere the player can see the edges of the "bloom-screen"
You can experiment with this and paint in masks for extra overbright areas such as in the photograph. Multiply the constant node with a custom texture for example.
(caveat with this material is that it doesn't go completely invisible until you're through it, it's because you divide with .0005 for min. opacity. You can try out different values to tweak it, it'll work for what you want though.)