ee.Terrain.hillShadow
Creates a shadow band, with output 1 where pixels are illumunated and 0 where they are shadowed. Takes as input an elevation band, azimuth and zenith of the light source in degrees, a neighborhood size, and whether or not to apply hysteresis when a shadow appears. Currently, this algorithm only works for Mercator projections, in which light rays are parallel.
Usage | Returns |
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ee.Terrain.hillShadow(image, azimuth, zenith, neighborhoodSize, hysteresis) | Image |
Argument | Type | Details |
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image | Image | The image to which to apply the shadow algorithm, in which each pixel should represent an elevation in meters. |
azimuth | Float | Azimuth in degrees. |
zenith | Float | Zenith in degrees. |
neighborhoodSize | Integer, default: 0 | Neighborhood size. |
hysteresis | Boolean, default: false | Use hysteresis. Less physically accurate, but may generate better images. |
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Last updated 2023-10-06 UTC.
[null,null,["Last updated 2023-10-06 UTC."],[[["Calculates shadowing on terrain based on elevation, light source direction, and neighborhood size, outputting a binary image (1 for illuminated, 0 for shadowed)."],["Takes an elevation image as input, along with azimuth and zenith angles of the light source, and optional parameters for neighborhood size and hysteresis."],["Assumes a Mercator projection where light rays are parallel and currently only supports this projection."],["Offers control over shadow detection accuracy with neighborhood size and hysteresis for potential trade-offs between physical accuracy and visual quality."]]],[]]