Over a very broad range of scales (like, from the scale of 10km down to the scale of 1mm) the number of boundary pixels of a natural shape like an island increases according to a power law as you increase the resolution.
This means that your approach doesn’t give you an objective value because it depends so strongly on the resolution.
This way of computing the length of a boundary leads to the concept of box-counting dimension. When you increase the resolution of the pixel grid, you’ll get a larger number of pixels on the boundary. Keep refining the grid many times. Graph the log of the total number of pixels against the log of the number of boundary pixels. The box counting dimension is the slope of that graph.
Why would we call this “dimension”? Because if you do this to a line, the slope is 1, and if you do it to a square, the slope is 2.
More information: https://en.wikipedia.org/wiki/Fractal_dimension?wprov=sfla1
mushroomman_toad@lemmy.dbzer0.com 1 day ago
This measurement is a factor of pixel size. As resolution increases and pixel width approaches 0, the shoreline length approaches infinity.
Though I guess you’d eventually run into the problem of clearly defining the shoreline once you’re distinguishing between water molecules and grains of sand. is the water between the sand molecules part of the ocean? How concave is the boundary on the stretches between sand grains?
CannonFodder@lemmy.world 1 day ago
And of course, it’s dynamic as tides and waves change it. And how does wet sand due to rain play into it - we’re now having to differentiate based on salinity of water.
Naz@sh.itjust.works 1 day ago
Oh that’s funny. I see what you’re doing 😆
Philosophers are no longer permitted on the beach 🚧 (/s)
RavingGrob@lemmy.dbzer0.com 1 day ago
en.wikipedia.org/wiki/Coastline_paradox