The mannequin on the left is the virtual one. To illustrate this effect, consider these two mannequins, one virtual and the other real. When the main light source or a lit object is in motion, the specular highlight on the object adjusts its position in real time relative to the light source.ĭirectional shadows also adjust their length and direction relative to the position of the main light source, just as they do in the real world. It's a subtle but important difference, and it grounds the rocket in the scene because the direction and intensity of the shadow better match other shadows in the scene. In the rocket on the right, the shadow points in the correct direction. In the image on the left, there's a shadow under the rocket but its direction doesn't match the other shadows in the scene. To see how this works, consider these two images of the same virtual rocket. This information allows virtual objects in your scene to show reasonably positioned specular highlights, and to cast shadows in a direction consistent with other visible real objects. The main directional light API calculates the direction and intensity of the scene's main light source. You can use these APIs in different combinations, but they're designed to be used together for the most realistic effect. ![]() Can be used to render reflections in shiny metallic objects. Represents the remaining ambient light energy in the scene.Īn HDR cubemap. Can be used to cast shadows.Īmbient spherical harmonics. These modes consist of separate APIs that allow for granular and realistic lighting estimation for directional lighting, shadows, specular highlights, and reflections.Įnvironmental HDR mode uses machine learning to analyze the camera images in real time and synthesize environmental lighting to support realistic rendering of virtual objects. For example, a white ball in a blue room will take on a bluish hue. The coloring of an object can be directly affected by the coloring of its environment. Reflective surfaces also pick up colors from the ambient environment. Most real-world objects have a combination of these properties - think of a scuffed-up bowling ball or a well-used credit card. For example, a metallic ball will be highly specular and reflect its environment, while another ball painted a dull matte gray will be diffuse. Light bounces off of surfaces differently depending on whether the surface has specular (highly reflective) or diffuse (not reflective) properties. Highlights on an object change relative to the position of a viewer in a scene. Specular highlights are the shiny bits of surfaces that reflect a light source directly. For example, different parts of the same object can have different levels of shading in the same scene, depending on angle relative to the viewer and its proximity to a light source. ![]() Ambient lightĪmbient light is the overall diffuse light that comes in from around the environment, making everything visible. Shadows are often directional and tell viewers where light sources are coming from. These cues are shadows, ambient light, shading, specular highlights, and reflections. The Lighting Estimation API provides detailed data that lets you mimic various lighting cues when rendering virtual objects. You can then use this information when rendering virtual objects to light them under the same conditions as the scene they're placed in, keeping users grounded and engaged. The Lighting Estimation API analyzes given images for such cues, providing detailed information about the lighting in a scene. This is because humans subconsciously perceive cues regarding how objects are lit in their environment. When a virtual object is missing a shadow or has a shiny material that doesn't reflect the surrounding space, users can sense that the object doesn't quite fit, even if they can't explain why. ARCore SDK for Unreal Engine (official documentation)Ī key part for creating realistic AR experiences is getting the lighting right. ![]() Lighting estimation developer guide for Unity (AR Foundation).Lighting estimationt developer guide for Android NDK.Lighting estimation developer guide for Android (Java).
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