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.
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)
Pour configurer le mode ENVIRONMENTAL_HDR
, obtenez une estimation de la luminosité pour chaque image,
puis obtenez les composants d'éclairage HDR
d'environnement que vous souhaitez utiliser.
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.
}
}
Si vous prévoyez d'utiliser le composant de correction des couleurs du mode AMBIENT_INTENSITY
, commencez par éviter d'allouer la correction des couleurs à chaque frame en réutilisant une allocation partagée.
Java
// Avoid allocation on every frame.
float[] colorCorrection = new float[4];
Kotlin
val colorCorrection = floatArrayOf(0.0f, 0.0f, 0.0f, 0.0f)
Obtenez une estimation de la luminosité pour chaque image, puis les composants de l'intensité ambiante
que vous souhaitez utiliser.
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)
}
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\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."]]