/// <summary>
 /// This event will be raised every time the effect processes a preview frame, to deliver information about the current scene in the camera preview.
 /// </summary>
 /// <param name="sender">The effect raising the event.</param>
 /// <param name="args">The event data.</param>
 private async void SceneAnalysisEffect_SceneAnalyzed(SceneAnalysisEffect sender, SceneAnalyzedEventArgs args)
 {
     await Dispatcher.RunAsync(CoreDispatcherPriority.Normal, () =>
     {
         // Create a graphical representation of how much detail could be recovered through an HDR capture, ranging
         // from 0 ("everything is within the dynamic range of the camera") to CERTAINTY_CAP ("at this point the app
         // strongly recommends an HDR capture"), where CERTAINTY_CAP can be any number between 0 and 1.
         HdrImpactBar.Value = Math.Min(CERTAINTY_CAP, args.ResultFrame.HighDynamicRange.Certainty);
     });
 }
 /// <summary>
 /// This event will be raised every time the effect processes a preview frame, to deliver information about the current scene in the camera preview.
 /// </summary>
 /// <param name="sender">The effect raising the event.</param>
 /// <param name="args">The event data.</param>
 private async void SceneAnalysisEffect_SceneAnalyzed(SceneAnalysisEffect sender, SceneAnalyzedEventArgs args)
 {
     await Dispatcher.RunAsync(CoreDispatcherPriority.Normal, () =>
     {
         // Create a graphical representation of how much detail could be recovered through an HDR capture, ranging
         // from 0 ("everything is within the dynamic range of the camera") to CERTAINTY_CAP ("at this point the app
         // strongly recommends an HDR capture"), where CERTAINTY_CAP can be any number between 0 and 1.
         HdrImpactBar.Value = Math.Min(CERTAINTY_CAP, args.ResultFrame.HighDynamicRange.Certainty);
     });
 }