Luzes de objetos virtuais realistas em uma cena
Mantenha tudo organizado com as coleções
Salve e categorize o conteúdo com base nas suas preferências.
Aprenda a usar a estimativa de iluminação (em inglês).
nos seus próprios apps.
Pré-requisitos
Entenda os conceitos básicos de RA
e como configurar uma sessão do ARCore antes de continuar.
Configure a estimativa de iluminação uma vez por sessão para o modo que você quer usar.
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)
Para configurar o modo ENVIRONMENTAL_HDR
, confira a estimativa de luz para cada frame,
e acesse os componentes de iluminação HDR do ambiente que você quer usar.
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.
}
}
Se você planeja usar o componente de correção de cor do modo AMBIENT_INTENSITY
,
evite primeiro a alocação de correção de cor em cada frame reutilizando uma alocação compartilhada.
Java
// Avoid allocation on every frame.
float[] colorCorrection = new float[4];
Kotlin
val colorCorrection = floatArrayOf(0.0f, 0.0f, 0.0f, 0.0f)
Confira a estimativa de luz para cada frame e depois confira os componentes de intensidade do ambiente
que você quer usar.
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)
}
Garantir a conservação de energia com as APIs Environmental HDR
Conservação de energia é o princípio segundo o qual a luz refletida de uma superfície
nunca será mais intensa do que antes de atingir a superfície. Esta regra é
aplicadas em renderização com base física, mas geralmente são omitidos do código
pipelines de renderização usados em videogames e apps para dispositivos móveis.
Se você estiver usando um pipeline de renderização baseado fisicamente com o Environmental HDR
a estimativa de luz, simplesmente garanta que materiais com base física sejam usados em seu
objetos virtuais.
No entanto, se não estiver usando um pipeline baseado fisicamente, você terá algumas
opções:
A solução ideal para isso é migrar para um pipeline baseado fisicamente.
No entanto, se isso não for possível, uma boa solução é multiplicar o
valor de albedo de um material sem base física por uma conservação de energia
fator Isso pode garantir que pelo menos o modelo de sombreamento BRDF
podem ser convertidos em físicos. Cada BRDF tem um fator diferente,
por exemplo, para uma reflexão difusa, é 1/Pi.
Exceto em caso de indicação contrária, o conteúdo desta página é licenciado de acordo com a Licença de atribuição 4.0 do Creative Commons, e as amostras de código são licenciadas de acordo com a Licença Apache 2.0. Para mais detalhes, consulte as políticas do site do Google Developers. Java é uma marca registrada da Oracle e/ou afiliadas.
Última atualização 2025-07-26 UTC.
[null,null,["Última atualização 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."]]