عناصر افتراضية إضاءة واقعية في المشهد
تنظيم صفحاتك في مجموعات
يمكنك حفظ المحتوى وتصنيفه حسب إعداداتك المفضّلة.
التعرّف على كيفية استخدام تقدير الإضاءة
في تطبيقاتك الخاصة.
المتطلبات الأساسية
تأكَّد من فهم مفاهيم الواقع المعزّز الأساسية
وكيفية ضبط جلسة ARCore قبل المتابعة.
اضبط ميزة "تقدير الإضاءة" مرة واحدة في الجلسة للوضع الذي تريد استخدامه.
Java
// Configure the session with the Lighting Estimation API in ENVIRONMENTAL_HDR mode.
Config config = session.getConfig();
config.setLightEstimationMode(LightEstimationMode.ENVIRONMENTAL_HDR);
session.configure(config);
// Configure the session with the Lighting Estimation API in AMBIENT_INTENSITY mode.
Config config = session.getConfig();
config.setLightEstimationMode(LightEstimationMode.AMBIENT_INTENSITY);
session.configure(config);
// Configure the session with the Lighting Estimation API turned off.
Config config = session.getConfig();
config.setLightEstimationMode(LightEstimationMode.DISABLED);
session.configure(config);
Kotlin
// Configure the session with the Lighting Estimation API in ENVIRONMENTAL_HDR mode.
Config config = session.config
config.lightEstimationMode = LightEstimationMode.ENVIRONMENTAL_HDR
session.configure(config)
// Configure the session with the Lighting Estimation API in AMBIENT_INTENSITY mode.
Config config = session.config
config.lightEstimationMode = LightEstimationMode.AMBIENT_INTENSITY
session.configure(config)
// Configure the session with the Lighting Estimation API turned off.
Config config = session.config
config.lightEstimationMode = LightEstimationMode.DISABLED
session.configure(config)
لضبط وضع ENVIRONMENTAL_HDR
، احصل على تقدير الإضاءة لكل لقطة،
ثم احصل على مكوّنات الإضاءة ذات النطاق العالي الديناميكية التي تريد استخدامها.
Java
void update() {
// Get the current frame.
Frame frame = session.update();
// Get the light estimate for the current frame.
LightEstimate lightEstimate = frame.getLightEstimate();
// Get intensity and direction of the main directional light from the current light estimate.
float[] intensity = lightEstimate.getEnvironmentalHdrMainLightIntensity(); // note - currently only out param.
float[] direction = lightEstimate.getEnvironmentalHdrMainLightDirection();
app.setDirectionalLightValues(intensity, direction); // app-specific code.
// Get ambient lighting as spherical harmonics coefficients.
float[] harmonics = lightEstimate.getEnvironmentalHdrAmbientSphericalHarmonics();
app.setAmbientSphericalHarmonicsLightValues(harmonics); // app-specific code.
// Get HDR environmental lighting as a cubemap in linear color space.
Image[] lightmaps = lightEstimate.acquireEnvironmentalHdrCubeMap();
for (int i = 0; i < lightmaps.length /*should be 6*/; ++i) {
app.uploadToTexture(i, lightmaps[i]); // app-specific code.
}
}
Kotlin
fun update() {
// Get the current frame.
val frame = session.update()
// Get the light estimate for the current frame.
val lightEstimate = frame.lightEstimate
// Get intensity and direction of the main directional light from the current light estimate.
val intensity = lightEstimate.environmentalHdrMainLightIntensity
val direction = lightEstimate.environmentalHdrMainLightDirection
app.setDirectionalLightValues(intensity, direction) // app-specific code.
// Get ambient lighting as spherical harmonics coefficients.
val harmonics = lightEstimate.environmentalHdrAmbientSphericalHarmonics
app.ambientSphericalHarmonicsLightValues = harmonics // app-specific code.
// Get HDR environmental lighting as a cubemap in linear color space.
val lightMaps = lightEstimate.acquireEnvironmentalHdrCubeMap();
for ((index, lightMap) in lightMaps.withIndex()) { // 6 maps total.
app.uploadToTexture(index, lightMap); // app-specific code.
}
}
إذا كنت تنوي استخدام مكوّن تصحيح الألوان في AMBIENT_INTENSITY
عليك أولاً تجنب تخصيص تصحيح الألوان على كل إطار من خلال إعادة استخدام تخصيص مشترك.
Java
// Avoid allocation on every frame.
float[] colorCorrection = new float[4];
Kotlin
val colorCorrection = floatArrayOf(0.0f, 0.0f, 0.0f, 0.0f)
يمكنك الحصول على تقدير للضوء لكل إطار، ثم الحصول على مكوّنات كثافة الإضاءة المحيطة.
تريد استخدامها.
Java
void update() {
// Get the current frame.
Frame frame = session.update();
// Get the light estimate for the current frame.
LightEstimate lightEstimate = frame.getLightEstimate();
// Get the pixel intensity of AMBIENT_INTENSITY mode.
float pixelIntensity = lightEstimate.getPixelIntensity();
// Read the pixel color correction of AMBIENT_INTENSITY mode into colorCorrection.
lightEstimate.getColorCorrection(colorCorrection, 0);
}
Kotlin
fun update() {
// Get the current frame.
val frame = session.update()
// Get the light estimate for the current frame.
val lightEstimate = frame.lightEstimate
// Get the pixel intensity of AMBIENT_INTENSITY mode.
val pixelIntensity = lightEstimate.pixelIntensity
// Read the pixel color correction of AMBIENT_INTENSITY mode into colorCorrection.
lightEstimate.getColorCorrection(colorCorrection, 0)
}
ضمان الحفاظ على الطاقة باستخدام واجهات Environmental HDR API
الحفاظ على الطاقة هو المبدأ الذي يعني أنّ الضوء المنعكس من سطح
أقوى بكثير مما كانت عليه قبل أن تصل إلى السطح. هذه القاعدة
يتم فرضها في العرض المستند إلى مادي، ولكن يتم حذفها عادةً من البيانات القديمة
مسارات العرض المستخدمة في ألعاب الفيديو وتطبيقات الأجهزة الجوّالة.
في حال استخدام مسار عرض مستند إلى مادي مع ميزة Environmental HDR
للضوء التقديري، فما عليك سوى التأكد من استخدام المواد المادية في
الكائنات الافتراضية.
أما إذا كنتم لا تستخدمون قنوات مترابطة من الناحية المادية، فلديكم بعض
الخيارات:
الحل الأمثل لذلك هو الانتقال إلى مسار مستند إلى مسار مادي.
إذا لم يكن ذلك ممكنًا، يمكنك استخدام حل بديل جيد وهو ضرب قيمة ملفه الشخصي
للمواد غير المستندة إلى الخصائص الفيزيائية في عامل
للحفاظ على الطاقة. يمكن أن يؤكد ذلك على الأقل من خلال نموذج تظليل BRDF
يمكن تحويلها إلى نماذج مادية. لكل حساب BRDF عامل مختلف --
فعلى سبيل المثال، للانعكاس المنتشر، تكون 1/باي.
إنّ محتوى هذه الصفحة مرخّص بموجب ترخيص Creative Commons Attribution 4.0 ما لم يُنصّ على خلاف ذلك، ونماذج الرموز مرخّصة بموجب ترخيص Apache 2.0. للاطّلاع على التفاصيل، يُرجى مراجعة سياسات موقع Google Developers. إنّ Java هي علامة تجارية مسجَّلة لشركة Oracle و/أو شركائها التابعين.
تاريخ التعديل الأخير: 2025-07-26 (حسب التوقيت العالمي المتفَّق عليه)
[null,null,["تاريخ التعديل الأخير: 2025-07-26 (حسب التوقيت العالمي المتفَّق عليه)"],[[["\u003cp\u003eThe Lighting Estimation API in ARCore lets you illuminate virtual objects with realistic lighting based on the real-world environment, enhancing their integration into the scene.\u003c/p\u003e\n"],["\u003cp\u003eBefore using the API, ensure familiarity with fundamental AR concepts and session configuration.\u003c/p\u003e\n"],["\u003cp\u003eChoose between \u003ccode\u003eENVIRONMENTAL_HDR\u003c/code\u003e and \u003ccode\u003eAMBIENT_INTENSITY\u003c/code\u003e modes when configuring lighting estimation, or disable it entirely using \u003ccode\u003eDISABLED\u003c/code\u003e mode.\u003c/p\u003e\n"],["\u003cp\u003e\u003ccode\u003eENVIRONMENTAL_HDR\u003c/code\u003e mode provides detailed environmental lighting information for advanced rendering, including main directional light, ambient spherical harmonics, and a HDR cubemap.\u003c/p\u003e\n"],["\u003cp\u003e\u003ccode\u003eAMBIENT_INTENSITY\u003c/code\u003e mode offers a simpler approach by providing pixel intensity and color correction values, suitable for basic lighting adjustments.\u003c/p\u003e\n"]]],["This content explains how to configure and use the Lighting Estimation API in ARCore apps. Key actions include: configuring the session with `ENVIRONMENTAL_HDR`, `AMBIENT_INTENSITY`, or `DISABLED` modes using Java or Kotlin. For `ENVIRONMENTAL_HDR`, retrieve light estimates, including intensity, direction, spherical harmonics, and cubemaps. For `AMBIENT_INTENSITY`, obtain pixel intensity and color correction. Lastly, using physically based material ensures energy conservation in the lighting model.\n"],null,["# Realistically light virtual objects in a scene\n\nLearn how to use [Lighting Estimation](/ar/develop/java/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/java/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### Java\n\n // Configure the session with the Lighting Estimation API in /ar/reference/java/com/google/ar/core/Config.LightEstimationMode#ENVIRONMENTAL_HDR mode.\n Config config = session.getConfig();\n config.setLightEstimationMode(LightEstimationMode.ENVIRONMENTAL_HDR);\n session.configure(config);\n\n // Configure the session with the Lighting Estimation API in /ar/reference/java/com/google/ar/core/Config.LightEstimationMode#AMBIENT_INTENSITY mode.\n Config config = session.getConfig();\n config.setLightEstimationMode(LightEstimationMode.AMBIENT_INTENSITY);\n session.configure(config);\n\n // Configure the session with the Lighting Estimation API turned off.\n Config config = session.getConfig();\n config.setLightEstimationMode(LightEstimationMode.DISABLED);\n session.configure(config);\n\n### Kotlin\n\n // Configure the session with the Lighting Estimation API in /ar/reference/java/com/google/ar/core/Config.LightEstimationMode#ENVIRONMENTAL_HDR mode.\n Config config = session.config\n config.lightEstimationMode = LightEstimationMode.ENVIRONMENTAL_HDR\n session.configure(config)\n\n // Configure the session with the Lighting Estimation API in /ar/reference/java/com/google/ar/core/Config.LightEstimationMode#AMBIENT_INTENSITY mode.\n Config config = session.config\n config.lightEstimationMode = LightEstimationMode.AMBIENT_INTENSITY\n session.configure(config)\n\n // Configure the session with the Lighting Estimation API turned off.\n Config config = session.config\n config.lightEstimationMode = LightEstimationMode.DISABLED\n session.configure(config)\n\nConfigure `ENVIRONMENTAL_HDR` mode\n----------------------------------\n\nTo configure [ENVIRONMENTAL_HDR](/ar/reference/java/com/google/ar/core/Config.LightEstimationMode#ENVIRONMENTAL_HDR) mode, get the light estimate for each frame,\nthen get the environmental HDR lighting components you want to use. \n\n### Java\n\n void update() {\n // Get the current frame.\n Frame frame = session.update();\n\n // Get the light estimate for the current frame.\n LightEstimate lightEstimate = frame.getLightEstimate();\n\n // Get intensity and direction of the main directional light from the current light estimate.\n float[] intensity = lightEstimate.getEnvironmentalHdrMainLightIntensity(); // note - currently only out param.\n float[] direction = lightEstimate.getEnvironmentalHdrMainLightDirection();\n app.setDirectionalLightValues(intensity, direction); // app-specific code.\n\n // Get ambient lighting as spherical harmonics coefficients.\n float[] harmonics = lightEstimate.getEnvironmentalHdrAmbientSphericalHarmonics();\n app.setAmbientSphericalHarmonicsLightValues(harmonics); // app-specific code.\n\n // Get HDR environmental lighting as a cubemap in linear color space.\n Image[] lightmaps = lightEstimate.acquireEnvironmentalHdrCubeMap();\n for (int i = 0; i \u003c lightmaps.length /*should be 6*/; ++i) {\n app.uploadToTexture(i, lightmaps[i]); // app-specific code.\n }\n }\n\n### Kotlin\n\n fun update() {\n // Get the current frame.\n val frame = session.update()\n\n // Get the light estimate for the current frame.\n val lightEstimate = frame.lightEstimate\n\n // Get intensity and direction of the main directional light from the current light estimate.\n val intensity = lightEstimate.environmentalHdrMainLightIntensity\n val direction = lightEstimate.environmentalHdrMainLightDirection\n app.setDirectionalLightValues(intensity, direction) // app-specific code.\n\n // Get ambient lighting as spherical harmonics coefficients.\n val harmonics = lightEstimate.environmentalHdrAmbientSphericalHarmonics\n app.ambientSphericalHarmonicsLightValues = harmonics // app-specific code.\n\n // Get HDR environmental lighting as a cubemap in linear color space.\n val lightMaps = lightEstimate.acquireEnvironmentalHdrCubeMap();\n for ((index, lightMap) in lightMaps.withIndex()) { // 6 maps total.\n app.uploadToTexture(index, lightMap); // app-specific code.\n }\n }\n\nConfigure `AMBIENT_INTENSITY` mode\n----------------------------------\n\nIf you're planning to use the color correction component of [AMBIENT_INTENSITY](/ar/reference/java/com/google/ar/core/Config.LightEstimationMode#AMBIENT_INTENSITY)\nmode, first avoid allocation of color correction on every frame by reusing a shared allocation. \n\n### Java\n\n // Avoid allocation on every frame.\n float[] colorCorrection = new float[4];\n\n### Kotlin\n\n val colorCorrection = floatArrayOf(0.0f, 0.0f, 0.0f, 0.0f)\n\nGet the light estimate for each frame, and then get ambient intensity components\nyou want to use. \n\n### Java\n\n void update() {\n // Get the current frame.\n Frame frame = session.update();\n\n // Get the light estimate for the current frame.\n LightEstimate lightEstimate = frame.getLightEstimate();\n\n // Get the pixel intensity of AMBIENT_INTENSITY mode.\n float pixelIntensity = lightEstimate.getPixelIntensity();\n\n // Read the pixel color correction of AMBIENT_INTENSITY mode into colorCorrection.\n lightEstimate.getColorCorrection(colorCorrection, 0);\n }\n\n### Kotlin\n\n fun update() {\n // Get the current frame.\n val frame = session.update()\n\n // Get the light estimate for the current frame.\n val lightEstimate = frame.lightEstimate\n\n // Get the pixel intensity of AMBIENT_INTENSITY mode.\n val pixelIntensity = lightEstimate.pixelIntensity\n\n // Read the pixel color correction of AMBIENT_INTENSITY mode into colorCorrection.\n lightEstimate.getColorCorrection(colorCorrection, 0)\n }\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."]]