장면에서 현실적으로 밝은 가상 객체
컬렉션을 사용해 정리하기
내 환경설정을 기준으로 콘텐츠를 저장하고 분류하세요.
밝기 추정을 사용하는 방법 알아보기
활용할 수 있습니다.
기본 요건
계속하기 전에 기본 AR 개념과 ARCore 세션을 구성하는 방법을 이해해야 합니다.
사용하려는 모드에 대해 세션당 한 번 광원 추정을 구성합니다.
자바
// 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)
ENVIRONMENTAL_HDR
모드를 구성하려면 각 프레임의 광원 추정치를 가져옵니다.
그런 다음 사용하려는 환경 HDR 조명 구성요소를 가져옵니다.
자바
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.
}
}
AMBIENT_INTENSITY
의 색상 보정 구성요소를 사용하려는 경우
먼저 공유 할당을 재사용하여 모든 프레임에서 색상 보정 할당을 피할 수 있습니다.
자바
// Avoid allocation on every frame.
float[] colorCorrection = new float[4];
Kotlin
val colorCorrection = floatArrayOf(0.0f, 0.0f, 0.0f, 0.0f)
각 프레임의 조명 추정치를 가져온 다음 사용할 주변 밝기 구성요소를 가져옵니다.
자바
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)
}
Environmental HDR API를 사용한 에너지 절약
에너지 보존은 표면에서 반사되는 빛이
표면에 닿기 전보다 결코 더 강렬하지 않죠. 이 규칙:
물리적 기반 렌더링에서 적용되지만 일반적으로 레거시에서는 생략됩니다.
비디오 게임과 모바일 앱에 사용되는
렌더링 파이프라인을 살펴봤죠
환경 HDR과 함께 물리적 기반 렌더링 파이프라인을 사용하는 경우
광추측량을 추정하기 위해 물리적 기반 물질이
가상 객체입니다.
그러나 물리적 기반 파이프라인을 사용하지 않는 경우에는
옵션:
달리 명시되지 않는 한 이 페이지의 콘텐츠에는 Creative Commons Attribution 4.0 라이선스에 따라 라이선스가 부여되며, 코드 샘플에는 Apache 2.0 라이선스에 따라 라이선스가 부여됩니다. 자세한 내용은 Google Developers 사이트 정책을 참조하세요. 자바는 Oracle 및/또는 Oracle 계열사의 등록 상표입니다.
최종 업데이트: 2025-07-26(UTC)
[null,null,["최종 업데이트: 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."]]