Patch Metrics in Earth Engine

Implementing common patch metrics from Fragstats, cloud-native style.

Witness the descent of a high-level geospatial programmer into the depths of low-level digital signal processing and embedded assembly.

Cellular Flood

Let's simulate sea level rise with cellular automata in Earth Engine.

Slope, aspect, and hillshading are ubiquitous in spatial analysis, but how are they made? Let's implement them from scratch in Python to figure out.

Websites minify code to make pages load faster, so can we speed up Earth Engine imports by minifying our modules? Nope, not really. It turns out there's more to import times than file size.

Dithering is an image processing technique used in retro video games to simulate shading with a single color. Let's apply it to Landsat imagery in Earth Engine.

© 2023 Aaron Zuspan