Virtuelle Objekte in einer Szene realistisch beleuchten
Mit Sammlungen den Überblick behalten
Sie können Inhalte basierend auf Ihren Einstellungen speichern und kategorisieren.
Informationen zur Verwendung der Beleuchtungsschätzung
in Ihren eigenen Apps.
Vorbereitung
Machen Sie sich mit den grundlegenden AR-Konzepten vertraut.
und Konfigurieren einer ARCore-Sitzung beschrieben, bevor du fortfährst.
Konfigurieren Sie die Belichtungsschätzung einmal pro Sitzung für den gewünschten Modus.
Umgebungs-HDR-Video
// 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);
Umgebungsintensität
// 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);
Deaktiviert
// 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);
Werte aus der Beleuchtungsschätzung verwenden
Wenn Sie Werte aus der Belichtungsschätzung verwenden möchten, rufen Sie die Lichtschätzung für jeden Frame ab.
// 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;
}
Rufen Sie dann die Komponenten für die HDR-Umgebungsbeleuchtung für die aktuelle Konfiguration ab:
Umgebungs-HDR-Video
// 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);
Umgebungsintensität
// 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);
Mit Environmental HDR APIs für Energieeinsparung sorgen
Energieerhaltung ist das Prinzip, dass von einer Oberfläche reflektiertes Licht
intensiver als vor dem Auftritt sein. Diese Regel ist
wird im physikalischen Rendering erzwungen, wird jedoch bei Legacy-Versionen normalerweise weggelassen.
Rendering-Pipelines, die in Videospielen und mobilen Apps verwendet werden.
Wenn Sie eine physisch basierte Rendering-Pipeline mit Umgebungs-HDR verwenden
sollten Sie lediglich darauf achten,
dass Sie physikalisch basierte Materialien verwenden,
virtuelle Objekte.
Wenn Sie keine physisch basierende Pipeline verwenden,
Optionen:
Die beste Lösung hierfür ist die Migration zu einer physisch basierenden Pipeline.
Sollte dies jedoch nicht möglich sein, können Sie das Problem umgehen, indem Sie
Albedo-Wert eines nicht physisch basierenden Materials durch Energieeinsparung
Faktor. Dadurch wird sichergestellt, dass zumindest das BRDF-Shading-Modell
in physikalische Umgebungen umgewandelt werden kann. Jeder BRDF hat einen anderen Faktor:
Bei einer diffusen Reflexion ist es beispielsweise 1/Pi.
Sofern nicht anders angegeben, sind die Inhalte dieser Seite unter der Creative Commons Attribution 4.0 License und Codebeispiele unter der Apache 2.0 License lizenziert. Weitere Informationen finden Sie in den Websiterichtlinien von Google Developers. Java ist eine eingetragene Marke von Oracle und/oder seinen Partnern.
Zuletzt aktualisiert: 2025-07-26 (UTC).
[null,null,["Zuletzt aktualisiert: 2025-07-26 (UTC)."],[[["\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."]]