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December 20, 2016 19:52
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Notes | |
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* ``slope`` controls the height threshold at each iteration. A slope of ``1.0`` | |
represents a 1:1 or 45º. | |
* ``initial_distance`` is _intended_ to be set to account for z noise, so for a | |
flat surface if you have an uncertainty of around 15 cm, you set | |
``initial_distance`` large enough to not exclude these points from the ground. | |
* Ideally, the window size of the morphological operation should be small | |
enough to preserve all ground details and large enough to remove buildings, | |
cars, and trees. Unfortunately, an ideal window size does not exist in the | |
real world. | |
* For a given iteration, the height threshold is determined by multiplying | |
``slope`` by ``cell_size`` by the difference in window size between the current | |
and last iteration, plus the ``initial_distance``. This height threshold is | |
constant across all cells and is maxed out at the ``max_distance`` value. If | |
the difference in elevation between a point and its “opened” value (from the | |
morphological operator) exceeds the height threshold, it is treated as | |
non-ground. So, bigger slope leads to bigger height thresholds, and these | |
grow with each iteration (not to exceed the max). With flat terrain, | |
keep this low, the thresholds are small, and stuff is more aggressively | |
dumped into non-ground class. In rugged terrain, open things up | |
a little, but then you can start missing buildings, veg, etc. | |
* Very large ``max_window_size`` values will result in a lot of potentially | |
extra iteration. This parameter can have a strongly negative impact on | |
computation performance. |
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