Clutter Builder
Clutter Builder
This document describes how to create a clutter layer for Medium Resolution databases and a building layer
for High Resolution databases from open sources.
2. Prerequisite
A DTM is already available and a project using that DTM has been loaded.
- Find OSM shapefiles online (countries)...: Select the data to download (per country) from
http://download.geofabrik.de/.
Once the dataset is downloaded, click on OK to convert the OSM format in SHP format.
Click on the "Find CLC shapefiles online..." button and select the data to be downloaded from
http://www.eea.europa.eu/data-and-maps/data/clc-2006-vector-data-version-3.
Click on the "Find Urban Atlas shapefiles online..." button and select the data to be downloaded from
https://www.eea.europa.eu/data-and-maps/data/urban-atlas#tab-gis-data
Different sources can be used. The sample below has been built from Open Street Map sources (OSM).
On a case by case basis, other sources can be used to improve the quality of the clutter (when available).
The different import options described below are based on OSM sources.
The destination clutter codes in the Clutter builder parameters are also set to the default values.
In case another mapping is chosen during the import process, the same mapping will have to be set on the
clutter properties.
With the "buildings" option, building contours will be imported in one predefined clutter code (9 by default).
With the "buildings (extended)" option, building contours will be imported in urban clutter codes selected
according to the associated building height. With that option, all OSM tags contained in the buildings.DBF
file are analyzed.
Note about "Levels" tag: building elevation = Number of levels x 3m.
If the option is checked, the current clutter layer will be modified only if the current
clutter code is different from 1, 2, 3, 4 and 7.
Landuse
The landuse.SHP dataset will be imported according to the "type" field populated in the landuse.DBF file.
Natural
The natural.SHP dataset will be imported according to the "type" field populated in the natural.DBF file.
The railways.SHP dataset will be imported according to the "type" field populated in the railways.DBF file.
The lines will be imported with the width specified in pixels.
Roads
The roads.SHP dataset will be imported according to the "type" field populated in the roads.DBF file.
The lines will be imported with the width specified in pixels.
Waterways
The waterways.SHP dataset will be imported in the specified clutter code (all types).
The lines will be imported with the width specified in pixels.
The import process might be iterative. The clutter layer got from a given set of options/sources might be
improved or reset using different options.
At the end of the import process, save the clutter layer in a SOL file.
OSM datasets:
To create a building layer (and associated clutter layer), a High Resolution DTM (1 to 5m) must be loaded in
the current project.
The sources are coming from Open Street Map (OSM) regarding building information.
OSM also contains other clutter information (roads, railways, water, ...). On a case by case basis, other
sources can be used to improve the quality of the clutter (when available).
In that case, in the "Building" section, select the "buildings (BLG)" option:
The clutter will be populated with code 9 inside building contours. If the height is available, it will be
imported in the BLG layer. Otherwise, the "Mean elevation" will be used as a default value for the building
height as follows:
- 0: Building heights will be defined according to information found in the neighborhood of the current
building (building information if available or urban clutter if no building information is available
around).
- >1: A random around mean elevation set will be defined.
- -1: Only 3D buildings (with height) will be imported.
- -2: The maximum height (building or clutter) found in the footprint area of the building will be
considered.
If the "Add to VEC" option is checked, the current vector layer will be updated with building information
(contour and height).
With that option, all OSM tags contained in the buildings.DBF file are analyzed.
Note about "Levels" tag: building elevation = Number of levels x 3m.
For the other clutter codes, the same process will be followed as the one described for the Medium
Resolution databases.
The destination clutter codes in the Clutter builder parameters are also set to the default values.
In case another mapping is chosen during the import process, the same mapping will have to be set on the
clutter properties.
The import process might be iterative. The clutter layer got from a given set of options/sources might be
improved or reset using different options.
At the end of the import process, save the clutter layer in a SOL file and the building layer in a BLG file.
The same OSM sources as the ones used for the medium resolution database have been used, with the
following options:
Other sources different from OSM can also be used, in case the OSM dataset is not providing enough
information.
• CLC
Corine Land Cover sources area available for Europe only and can be used to populate Open areas (code 0),
Suburban and Urban areas (codes 1, 2, 3, 4), Vegetation (codes 5 and 8) and Water (code 6).
• UE Urban Atlas
UE Urban Atlas sources area available for Europe only and can be used to populate Suburban and Urban
areas (codes 1, 2, 3 and 4), Vegetation (codes 5 and 14), Water (code 6) and Airport (code 12).
Select the SHP dataset that contains residential information: Vector polygons with elevation.
Specify the DBF column number that contains height (elevation). Depending on the height found in each
polygon information, the appropriate clutter code will be defined for the corresponding area among codes 1,
2, 3, 4, 7 and 16.
In case no height is specified, define the default destination clutter code.
The source datasets are coming from World population Website (per country,
https://www.worldpop.org/geodata/listing?id=16) :
The TIF files downloaded from this Web site must be first converted to IC2 format with the Map data
converter or ICS map server.
Depending on the population density per pixel, the appropriate clutter code will be defined or modified for
the corresponding area among codes 1, 2, 3, 4, 7 and 16.
This option will fill clutter layer (urban codes 2, 3 and 4) only if the current clutter code is 0.
- World population (IC2): From World population Web site (please refer to above).
Then:
Do not reset clutter layer: In this mode, the current clutter layer won't be modified except on clutter code 0.
Set clutter layer to code 0: This mode will reset the current clutter layer to code 0 everywhere.
Set clutter layer to code 0 plus 6 (if alt=0): In this mode the current clutter layer will be set to 0 everywhere
except on clutter code 6 (water) if the DTM altitude is 0m.
Do not modify Clutter layer if > 0 (polygons only): If this option is checked, during the import process using
polygons, the current clutter layer with codes different from 0 won't be modified.
Modify Building layer according to clutter: If this option is checked, buildings footprints will be modified by
roads and railways (lines). Ne Do not use for HR databases, only for MR.
Modify all urban clutter codes from Places (SHP): When importing "Places.shp" (from OSM sources), all
current urban clutter codes will be modified by values coming from OSM dataset.
Perform code 9 modification at the end: For medium resolution databases, area with code 9 at the end of
the import process will be modified according to the urban clutter codes present in the surroundings areas.
Modify temporary urban codes at the end: If at the end pf the process, temporary urban clutter codes are
remaining, this option will fill them with known urban clutter codes around.
Multiple files
If this option is checked, the process will import all .SHP located in the current folder.
For example: buildings.shp and buildings_1.shp will be both imported.