为虚拟对象添加逼真的光照
使用集合让一切井井有条
根据您的偏好保存内容并对其进行分类。
了解如何使用测光
。
前提条件
确保您了解 AR 基础概念
以及如何在继续之前配置 ARCore 现场录像。
针对要使用的模式,在每次会话中配置一次光照估计。
环境 HDR
// Configure the session's lighting estimation mode for
// AR_LIGHT_ESTIMATION_MODE_ENVIRONMENTAL_HDR.
ArConfig* config = NULL;
ArConfig_create(session, &config);
ArSession_getConfig(session, config);
ArConfig_setLightEstimationMode(session, config,
AR_LIGHT_ESTIMATION_MODE_ENVIRONMENTAL_HDR);
ArSession_configure(session, config);
ArConfig_destroy(config);
环境强度
// Configure the session's lighting estimation mode for
// AR_LIGHT_ESTIMATION_MODE_AMBIENT_INTENSITY.
ArConfig* config = NULL;
ArConfig_create(session, &config);
ArSession_getConfig(session, config);
ArConfig_setLightEstimationMode(session, config,
AR_LIGHT_ESTIMATION_MODE_AMBIENT_INTENSITY);
ArSession_configure(session, config);
ArConfig_destroy(config);
已停用
// Disable the session's lighting estimation mode.
ArConfig* config = NULL;
ArConfig_create(session, &config);
ArSession_getConfig(session, config);
ArConfig_setLightEstimationMode(session, config,
AR_LIGHT_ESTIMATION_MODE_DISABLED);
ArSession_configure(session, config);
ArConfig_destroy(config);
使用通过光照估计获得的值
要使用通过光照估计获得的值,请获取每一帧的光照估计值。
// Get the current frame.
ArFrame* ar_frame = NULL;
if (ArSession_update(session, ar_frame) != AR_SUCCESS) {
LOGE("ArSession_update error");
return;
}
// Get the light estimate for the current frame.
ArLightEstimate* ar_light_estimate = NULL;
ArLightEstimate_create(session, &ar_light_estimate);
ArFrame_getLightEstimate(session, ar_frame, ar_light_estimate);
ArLightEstimateState ar_light_estimate_state;
ArLightEstimate_getState(session, ar_light_estimate,
&ar_light_estimate_state);
// Check that the light estimate is valid before proceeding.
if (ar_light_estimate_state != AR_LIGHT_ESTIMATE_STATE_VALID) {
LOGE("ArLightEstimateState is not valid.");
ArLightEstimate_destroy(ar_light_estimate);
return;
}
然后获取当前配置的环境 HDR 照明组件:
环境 HDR
// Get intensity and direction of the main directional light from the current
// light estimate.
float direction[3];
ArLightEstimate_getEnvironmentalHdrMainLightDirection(
session, ar_light_estimate, direction);
float intensity[3];
ArLightEstimate_getEnvironmentalHdrMainLightIntensity(
session, ar_light_estimate, intensity);
// Get ambient lighting as spherical harmonics coefficients.
float ambient_spherical_harmonics[27];
ArLightEstimate_getEnvironmentalHdrAmbientSphericalHarmonics(
session, ar_light_estimate, ambient_spherical_harmonics);
// Get HDR environmental lighting as a cubemap in linear color space.
ArImageCubemap cubemap_textures;
ArLightEstimate_acquireEnvironmentalHdrCubemap(session, ar_light_estimate,
cubemap_textures);
int width = -1;
int height = -1;
int32_t format = -1;
for (int i = 0; i < 6; ++i) {
ArImage* image_ptr = cubemap_textures[i];
// We can access the cubemap texture data through ArImage APIs.
ArImage_getWidth(session, image_ptr, &width);
ArImage_getHeight(session, image_ptr, &height);
ArImage_getFormat(session, image_ptr, &format);
// Acquired image must be released with ArImage_release once it is no
// longer needed.
ArImage_release(image_ptr);
}
ArLightEstimate_destroy(ar_light_estimate);
环境强度
// Get the pixel intensity of AR_LIGHT_ESTIMATION_MODE_AMBIENT_INTENSITY mode.
float pixel_intensity;
ArLightEstimate_getPixelIntensity(session, ar_light_estimate,
&pixel_intensity);
// Get the pixel color correction of
// AR_LIGHT_ESTIMATION_MODE_AMBIENT_INTENSITY mode.
float color_correction[4];
ArLightEstimate_getColorCorrection(session, ar_light_estimate,
color_correction);
ArLightEstimate_destroy(ar_light_estimate);
通过 Environmental HDR API 确保节能
节能原则是指从物体表面反射的光线
它的强度从未像表面一样。此规则
在基于物理的渲染中会强制执行,但旧版中通常会省略
视频游戏和移动应用中使用的渲染管道
如果您将基于物理的渲染管道与 Environmental HDR 搭配使用
只需确保所用的材料是基于物理材料
虚拟对象。
但是,如果您不使用基于物理的流水线
选项:
如未另行说明,那么本页面中的内容已根据知识共享署名 4.0 许可获得了许可,并且代码示例已根据 Apache 2.0 许可获得了许可。有关详情,请参阅 Google 开发者网站政策。Java 是 Oracle 和/或其关联公司的注册商标。
最后更新时间 (UTC):2025-07-26。
[null,null,["最后更新时间 (UTC):2025-07-26。"],[[["\u003cp\u003eThis guide explains how to use Lighting Estimation in your ARCore apps to enhance realism by incorporating real-world lighting.\u003c/p\u003e\n"],["\u003cp\u003eBefore proceeding, ensure you have a foundational understanding of AR concepts and ARCore session configuration.\u003c/p\u003e\n"],["\u003cp\u003eChoose from three lighting estimation modes: Environmental HDR for detailed lighting information, Ambient Intensity for basic lighting, or Disabled if not needed, configuring it once per session.\u003c/p\u003e\n"],["\u003cp\u003eAccess lighting data by retrieving the light estimate for each frame, then extract relevant components like main light direction, intensity, ambient spherical harmonics, or pixel intensity and color correction depending on the chosen mode.\u003c/p\u003e\n"],["\u003cp\u003eWhen using Environmental HDR, consider energy conservation principles to ensure physically accurate lighting in your virtual objects, either by using a physically-based rendering pipeline or adjusting material properties accordingly.\u003c/p\u003e\n"]]],[],null,["# Realistically light virtual objects in a scene\n\nLearn how to use [Lighting Estimation](/ar/develop/c/light-estimation)\nin your own apps.\n\nPrerequisites\n-------------\n\nMake sure that you understand [fundamental AR concepts](/ar/develop/fundamentals)\nand how to [configure an ARCore session](/ar/develop/c/session-config) before proceeding.\n\nConfigure the API once per session with the appropriate mode\n------------------------------------------------------------\n\nConfigure Lighting Estimation once per session for the mode you want to use. \n\n### Environmental HDR\n\n\n```c\n// Configure the session's lighting estimation mode for\n// AR_LIGHT_ESTIMATION_MODE_ENVIRONMENTAL_HDR.\nArConfig* config = NULL;\nArConfig_create(session, &config);\nArSession_getConfig(session, config);\nArConfig_setLightEstimationMode(session, config,\n AR_LIGHT_ESTIMATION_MODE_ENVIRONMENTAL_HDR);\nArSession_configure(session, config);\nArConfig_destroy(config);\n```\n\n\u003cbr /\u003e\n\n### Ambient Intensity\n\n\n```c\n// Configure the session's lighting estimation mode for\n// AR_LIGHT_ESTIMATION_MODE_AMBIENT_INTENSITY.\nArConfig* config = NULL;\nArConfig_create(session, &config);\nArSession_getConfig(session, config);\nArConfig_setLightEstimationMode(session, config,\n AR_LIGHT_ESTIMATION_MODE_AMBIENT_INTENSITY);\nArSession_configure(session, config);\nArConfig_destroy(config);\n```\n\n\u003cbr /\u003e\n\n### Disabled\n\n\n```c\n// Disable the session's lighting estimation mode.\nArConfig* config = NULL;\nArConfig_create(session, &config);\nArSession_getConfig(session, config);\nArConfig_setLightEstimationMode(session, config,\n AR_LIGHT_ESTIMATION_MODE_DISABLED);\nArSession_configure(session, config);\nArConfig_destroy(config);\n```\n\n\u003cbr /\u003e\n\nUse values obtained from Lighting Estimation\n--------------------------------------------\n\nTo use values obtained from Lighting Estimation, get the light estimate for each frame. \n\n```c\n// Get the current frame.\nArFrame* ar_frame = NULL;\nif (ArSession_update(session, ar_frame) != AR_SUCCESS) {\n LOGE(\"ArSession_update error\");\n return;\n}\n\n// Get the light estimate for the current frame.\nArLightEstimate* ar_light_estimate = NULL;\nArLightEstimate_create(session, &ar_light_estimate);\nArFrame_getLightEstimate(session, ar_frame, ar_light_estimate);\n\nArLightEstimateState ar_light_estimate_state;\nArLightEstimate_getState(session, ar_light_estimate,\n &ar_light_estimate_state);\n\n// Check that the light estimate is valid before proceeding.\nif (ar_light_estimate_state != AR_LIGHT_ESTIMATE_STATE_VALID) {\n LOGE(\"ArLightEstimateState is not valid.\");\n ArLightEstimate_destroy(ar_light_estimate);\n return;\n}\n```\n\nThen get the environmental HDR lighting components for the current configuration: \n\n### Environmental HDR\n\n\n```c\n// Get intensity and direction of the main directional light from the current\n// light estimate.\nfloat direction[3];\nArLightEstimate_getEnvironmentalHdrMainLightDirection(\n session, ar_light_estimate, direction);\n\nfloat intensity[3];\nArLightEstimate_getEnvironmentalHdrMainLightIntensity(\n session, ar_light_estimate, intensity);\n\n// Get ambient lighting as spherical harmonics coefficients.\nfloat ambient_spherical_harmonics[27];\nArLightEstimate_getEnvironmentalHdrAmbientSphericalHarmonics(\n session, ar_light_estimate, ambient_spherical_harmonics);\n\n// Get HDR environmental lighting as a cubemap in linear color space.\nArImageCubemap cubemap_textures;\nArLightEstimate_acquireEnvironmentalHdrCubemap(session, ar_light_estimate,\n cubemap_textures);\nint width = -1;\nint height = -1;\nint32_t format = -1;\nfor (int i = 0; i \u003c 6; ++i) {\n ArImage* image_ptr = cubemap_textures[i];\n // We can access the cubemap texture data through ArImage APIs.\n ArImage_getWidth(session, image_ptr, &width);\n ArImage_getHeight(session, image_ptr, &height);\n ArImage_getFormat(session, image_ptr, &format);\n // Acquired image must be released with ArImage_release once it is no\n // longer needed.\n ArImage_release(image_ptr);\n}\nArLightEstimate_destroy(ar_light_estimate);\n```\n\n\u003cbr /\u003e\n\n### Ambient Intensity\n\n\n```c\n// Get the pixel intensity of AR_LIGHT_ESTIMATION_MODE_AMBIENT_INTENSITY mode.\nfloat pixel_intensity;\nArLightEstimate_getPixelIntensity(session, ar_light_estimate,\n &pixel_intensity);\n\n// Get the pixel color correction of\n// AR_LIGHT_ESTIMATION_MODE_AMBIENT_INTENSITY mode.\nfloat color_correction[4];\nArLightEstimate_getColorCorrection(session, ar_light_estimate,\n color_correction);\nArLightEstimate_destroy(ar_light_estimate);\n```\n\n\u003cbr /\u003e\n\nEnsuring *energy conservation* with Environmental HDR APIs\n----------------------------------------------------------\n\n*Energy conservation* is the principle that light reflected from a surface will\nnever be more intense than it was before it hit the surface. This rule is\nenforced in physically-based rendering, but is usually omitted from legacy\nrendering pipelines used in video games and mobile apps.\n\nIf you're using a physically-based rendering pipeline with Environmental HDR\nlight estimation, simply ensure physically-based materials are used in your\nvirtual objects.\n\nIf you aren't using a physically-based pipeline, however, you have a couple of\noptions:\n\n- The most ideal solution for this is to migrate to a physically-based pipeline.\n\n- If that isn't possible, however, a good workaround is to multiply the\n albedo value from a non-physically-based material by an energy conservation\n factor. This can make sure at least the [BRDF shading model](https://en.wikipedia.org/wiki/Bidirectional_reflectance_distribution_function)\n can be converted into physically-based. Each BRDF has a different factor --\n for example, for a diffuse reflection it is 1/Pi."]]