Importing Raster Data

To upload and manage raster data, use the Asset Manager in the Code Editor. Find the Asset Manager on the Assets tab at the left side of the Code Editor (Figure 1). Georeferenced images uploaded through the Asset Manager will become private image assets in a folder owned by your user account. The space allocated to each user account for storing assets is limited by a quota. Quota usage is measured by the total number and the compressed size of stored assets. To see how much of your asset quota is in use, hover over users/username and click the data_usage icon.

assets
Figure 1. The asset manager.

Uploading image assets

You can upload image files up to 10 GB in size using the Asset Manager. To upload a GeoTiff (other formats are not currently supported), click the UPLOAD button. Earth Engine presents an upload dialog which should look similar to Figure 2. Click the SELECT button and navigate to a GeoTiff on your local file system.

Give the image an appropriate asset ID (which doesn't already exist) in your user folder. If you'd like to upload the image into an existing folder or collection, prefix the asset ID with the folder or collection ID, for example /users/name/folder-or-collection-id/new-asset.

Click OK to start the upload.

assets
Figure 2. The asset manager upload dialog.

Once you have started the upload, an 'Asset ingestion' task appears on the Tasks tab at the right side of the Code Editor. Hovering over the task in the task manager shows a ? icon which you can use to check the upload status. To cancel an upload, click on the spinning icon next to the task. Once the ingestion is complete, the asset will appear in your user folder (Figure 1).

Properties editing

Edit asset metadata by specifying one or more metadata properties. Expand the Properties menu and click + Add property to define a property name and value (Figure 2). The value can be a string or a number. Enter strings without quotes. To format a number as a string, enter a single quote (') before the number.

By default, a system:time_start property is added with no value. This property is used by Earth Engine when applying ImageCollection date filters. Enter either a date in the format shown in Figure 2, or a number representing milliseconds since January 1, 1970. (See the glossary for more information on timestamps in Earth Engine). The Asset Manager interprets a number entered as the value for a property named system:time_start or system:time_end as milliseconds and formats it as a date.

Click the delete icon to remove a property.

Advanced options

Expand the Advanced menu to choose the pyramiding policy and the masking mode for your data.

The pyramiding policy specifies how Earth Engine generates lower resolution versions of the image. Learn more about how Earth Engine handles multiple resolutions in the scale doc. Choose a 'Mean', 'Min', or 'Max' pyramiding policy to compute lower resolution levels of the image pyramid as the mean, minimum or maximum of each 2x2 group of higher resolution pixels. This is a suitable option for continuous-valued images. For categorical (e.g. land cover) or QA data, choose a 'Sample' (the upper left pixel) or 'Mode' (most frequently occuring value, or sample if there is no mode) pyramiding policy.

The masking mode indicates how the uploaded image is masked (if at all). To specify a no-data value, select 'No-data value' and enter the value. Pixels with this value will be masked in the uploaded image. This value is applied to every band of the image independently. To use the last band of your image as a mask for the other image bands, select 'Use last band as alpha band'. The alpha band should be an unsigned 8-bit band where 0 is masked (completely transparent) data and 255 is completely opaque.

Tiled uploads

To upload a single image as multiple tiles, where each tile is stored in a different source file, click Add another file to add additional files to the upload. Earth Engine will combine the tiles to create a single image in your user folder.

There are a few constraints on the types of files that can be uploaded into an asset. In particular:

  1. The images must have the same number of bands, bit depth, projection, resolution and fill values.
  2. The offset from one file to the next must be an integer multiple of the pixel size.
  3. Gaps between tiles will be filled with masked pixels in the final image, so the tiles should ideally be adjacent and not sparsely spread out. Images with gaps taking up >99% of the image area won't be ingested.

Managing assets

Manage image assets in your user folder by clicking on the asset name. A dialog will present information about the asset, including a preview thumbnail, an editable list of metadata properties, and buttons to import, share, or delete your asset (Figure 3). Note that properties with names prefixed by system: are read-only (except for the standard time properties), and that properties cannot be edited on collections.

Use the + New folder button to add subfolders to your user directory. Use the + New image collection button to create an ImageCollection in your user folder. Move images and collections into folders with drag and drop. Copy images into an image collection by dragging them to the collection. Click on the image collection to open a dialog that will let you add and remove images from the collection.

Asset_manager_information
Figure 3. Asset information dialog.

Sharing assets

Click the Share button to configure access to your private assets. You can also share by hovering over the asset and clicking the share icon. The sharing dialog (Figure 4) lets you configure read or write access for individuals or groups (specified by a domain). To make an asset public, check the 'Anyone can read' box. Any user with write access to a folder will be able to delete assets from it.

assets
Figure 4. Asset sharing dialog.

Importing assets to your script

Click the Import button to add the image or image collection asset to the imports section of your script. Alternatively, copy the asset ID into the Image or ImageCollection constructor. For example:

var image = ee.Image('users/yourfolder/yourimage');
      

You can also import by hovering over the asset and clicking the arrow_forward icon.

Click the Delete button to delete the asset. Use the delete button with caution. If you unintentionally delete an asset, you will have to upload it again.

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