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Agents will mark any voxels containing scene objects, including hidden objects and reference geometry
and are unable to see through them. They will, however, see through any other agents in front of them
and analysis cordons and regions.
The voxel based approach can cause certain visual artefacts may occur as voxels obscure each other.
Figure 1: Voxels in corners have no set values because they are blocked by
adjacent voxels.
This map is very resource intensive, consuming both CPU time and memory. Changing the sampling
period is an effective way of speeding up the map computation; the amount of memory consumed can
only be reduced by choosing a smaller set of objects.
Average Density Map Parameters
Name
The name of the map.
Simulation
run
The simulation run for which the map should be generated.
Time range
The time period over which map values should be computed.
Sampling
period
How frequently to sample agent positions when generating the map. Specifying a
larger value will reduce the amount of time needed to generate the map, but decrease
accuracy.
Colouring
The colours that will be used in the map. The default values may need to be changed
as value ranges change dramatically based on the population counts and
characteristics.
See Working with Colours for more information.
Surface
Which actors to apply the map to. Unlike most maps, vision maps can also include
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