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We use the start and end point of our paths to estimate the slope. For very short paths, we will get a very high slope in case the paths crosses a pixel-boundary (see red path in image)
while other short paths get a slope of 0 in a very steep terrain, because they don't cross a pixel border (see blue stairs at Tingstätte):
.
It would be nice to have a smoothing functionality on the server so the values are adjusted to e.g. 9 nearest neighbours IDW or similar.
The text was updated successfully, but these errors were encountered:
We use the start and end point of our paths to estimate the slope. For very short paths, we will get a very high slope in case the paths crosses a pixel-boundary (see red path in image)
while other short paths get a slope of 0 in a very steep terrain, because they don't cross a pixel border (see blue stairs at Tingstätte):
.
It would be nice to have a smoothing functionality on the server so the values are adjusted to e.g. 9 nearest neighbours IDW or similar.
The text was updated successfully, but these errors were encountered: