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Again, same answer than yesterday, if I were able to work 37 hours per day on it a lot of stuff would be more powerful, better documented, more user friendly and so on. I'm not limited by ideas or skill but by time. I'm only working a few hours per week from time to time when I need a feature myself. That is the main reason. Feel free to make a PR. By the way, as you know I'm using LASlib to read and write LAS/LAZ files. So
You can:
The best way is with a Poisson sampling. Because it is computationally demanding the implementation (mine) is based on voxel sampling. The root is subdivided in 128 x 128 x 128 voxels (or maybe 256). The first points that occupies a voxel takes the place. If another point wants to occupy that voxel it is rejected and we retry at next level. The next level has 128x128x 120 smaller voxels. In practice because ALS points are usually sorted in the acquisition order this approach would lead to a visually ugly results with strong artifacts. Point are consequently inserted in a random order in order to add some entropy. As a conclusion, the final answer is that the each level has random points, BUT the voxel sampling guarantee the maximum amount of detail in each level and especially it guarantee that noise points are visible at root level which would very unlikely in a true random sampling. This is for MY implementation. Other software may opt for a different strategy. The COPC standard does not say anything about the sampling strategy. So, for your file I cannot tell how the COPC hierarchy was created. |
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Chapeau, I just tried the
-max_depth
filter which was mentioned in r-lidar/lidRviewer#23 (comment) and it works pretty decent as you can see in the example below 🚀But I didnt find any documentation on that, is this a hidden gem by purpose?
Another question not related to lasR, at least until we can write COPC, but you might know anyway: how is decided which points go in upper octree nodes of COPCs (could be e.g. random, highest, ... within node extent)?
Created on 2024-12-07 with reprex v2.1.0
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