Objets virtuels lumineux de manière réaliste dans une scène
Restez organisé à l'aide des collections
Enregistrez et classez les contenus selon vos préférences.
Découvrez comment utiliser l'estimation de l'éclairage.
dans vos propres applications.
Prérequis
Assurez-vous de bien maîtriser les concepts fondamentaux de la RA.
et comment configurer une session ARCore avant de continuer.
Configurez l'estimation de l'éclairage une fois par session pour le mode que vous souhaitez utiliser.
HDR environnemental
// 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);
Intensité ambiante
// 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);
Désactivé
// 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);
Utiliser les valeurs obtenues à partir de l'estimation d'éclairage
Pour utiliser les valeurs obtenues à partir de l'estimation de l'éclairage, obtenez une estimation de la luminosité pour chaque image.
// 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;
}
Récupérez ensuite les composants d'éclairage HDR d'environnement pour la configuration actuelle:
HDR environnemental
// 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);
Intensité ambiante
// 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);
Assurer la conservation de l'énergie avec les API Environmental HDR
La conservation de l'énergie est le principe selon lequel la lumière réfléchie par une surface
jamais plus intense qu'avant
qu'elle n'arrive à la surface. Cette règle est
appliquée dans l'affichage physique, mais elle est généralement omise
les pipelines de rendu utilisés dans
les jeux vidéo et les applications mobiles.
Si vous utilisez un pipeline de rendu basé sur physiquement avec la technologie HDR environnemental
pour une estimation de la luminosité ambiante, il vous suffit de vous assurer que des matériaux physiques sont utilisés
des objets virtuels.
Si vous n'utilisez pas de pipeline basé sur le physique, vous disposez
options:
La solution la plus idéale consiste à migrer vers un pipeline basé sur l'infrastructure physique.
Si cela n'est pas possible, vous pouvez toutefois contourner ce problème en multipliant
valeur d'albédo à partir d'un matériau non physique par une fonction d'économie d'énergie
un facteur. Cela permet de garantir au moins que le modèle d'ombrage BRDF
peuvent être convertis en modèles Chaque BRDF a un facteur différent :
par exemple, pour une réflexion diffuse, elle est de 1/Pi.
Sauf indication contraire, le contenu de cette page est régi par une licence Creative Commons Attribution 4.0, et les échantillons de code sont régis par une licence Apache 2.0. Pour en savoir plus, consultez les Règles du site Google Developers. Java est une marque déposée d'Oracle et/ou de ses sociétés affiliées.
Dernière mise à jour le 2025/07/26 (UTC).
[null,null,["Dernière mise à jour le 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."]]