Every terrain layer in GLOBEIR 3D is computed from the same Digital Elevation Model (DEM) — a raster grid storing the ground's height above sea level. Because line of sight, viewshed, and weapon-range tools all read from this one surface, there is never disagreement between layers.
DEM Visualization
Display elevation with one of five preset colour ramps — Grayscale, Terrain, Spectral, Hypsometric, and Single-Hue. A min–max range filter colours only the elevation band that matters for the current task, hiding the rest.
- Filter above a chosen height to reveal peaks and ridgelines for observation posts
- Filter low ground to locate valleys and movement corridors
- Isolate a mid-band for radar, antenna, or artillery positioning
- Spot ground higher than friendly positions to avoid exposure
Slope Analysis
Slope measures how steeply the ground rises or falls at every cell, using the Horn 3×3 finite-difference method — the professional GIS standard, expressed in degrees or percent.
- Vehicle traversability — tanks, trucks, and artillery have strict gradient limits
- Foot-going conditions and time-of-arrival estimates
- Route selection and axis-of-advance planning
Hillshade
Simulates how sunlight falls across the terrain, turning a flat DEM into a 3D-like relief image. Manual mode sets the sun's azimuth and altitude; automatic mode calculates the true sun position from a chosen month and hour.
- Rehearse with real H-hour light — see which slopes are sunlit or shadowed
- Choose attack axes with the sun behind own troops, in the enemy's eyes
- Flag glint and thermal-signature risks; pick naturally shaded ground for hides
Aspect Analysis
Aspect reveals the compass direction each slope faces, on a circular colour ramp. An optional band filter isolates only the orientations that matter — for example, east-facing ground or reverse slopes.
- Reverse-slope FUP selection for concealment from direct observation
- Wind-side vs. lee-side decisions for camouflage and harbour areas