Journal articles on the topic 'Voxel Graphic'

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1

Jiang, Bing Chuan, Qing Xia, and Xiong You. "The Application Research on Voxel-Based Expression of the Virtual Geographical Environment." Advanced Materials Research 588-589 (November 2012): 1287–91. http://dx.doi.org/10.4028/www.scientific.net/amr.588-589.1287.

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Due to the nature of the two-dimensional features of traditional “surface model” method for building the virtual geo-graphic environment, it is difficult to realistically simulate the real world of three-dimensional body. In this paper, fully understanding the basic concepts of voxels and features, based on the analysis of octree voxel model and rendering, we focus on the voxels in a virtual three-dimensional topography of the geographical environment for the simulation of natural phenomena, the expression of geographical process, spatial analysis and its research in the application. Also we discuss the virtual geographic environment which is based on “volumetric model”.
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Shedko, I. I. "Video Game Art Styles." Art & Culture Studies, no. 4 (December 2021): 382–95. http://dx.doi.org/10.51678/2226-0072-2021-4-382-395.

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The article examines the graphic styles that have arisen in the video game industry due to the technical features and development of this media. These styles are widely used and starting to go beyond the industry into the field of contemporary art. Despite the fact that pixel art is mainly used in the creation of video games, it has already become an independent form of visual style. Contemporary artists such as the Russian digital artist and designer under the pseudonym Uno Morales and the artist Natalya Struchkova turn to the pixel style when creating their works. Like the pixel art, voxel graphics has moved into the category of the game visual style, which employs an impressive community of digital artists. Low рoly graphics have modified from the main graphics of three-dimensional games, which look technically imperfect, into the category of an artistic style that forms a recognizable, attractive and unique geometric aesthetics of the image. We can trace the transformation of video game graphics, which have arisen as a result of technical constraints, into separate art styles: pixel art, voxel art, low рoly style, the minimalist style of the first classic video games. These styles are gradually becoming an independent visual unit that does not depend on the video game product as a whole.
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Grigor’ev, S. N., and A. V. Tolok. "Dichotomous indexing of array in recursive construction of voxel-graphic images." Automation and Remote Control 75, no. 1 (January 2014): 119–28. http://dx.doi.org/10.1134/s0005117914010093.

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Sycheva, Anastasiya. "Functional-Voxel Modelling of Bezie Curves." Geometry & Graphics 9, no. 4 (April 14, 2022): 63–72. http://dx.doi.org/10.12737/2308-4898-2022-9-4-63-72.

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The problem of this research is the impossibility of applying parametric functions in theoretical-multiple modeling, that significantly narrows the range of problems solved by analytical models and methods of computational geometry. To expand the possibilities of R-functional modeling application in the field of computer-aided design systems, it is proposed to solve the problem of finding an appropriate representation of parametric curves using functional-voxel computer models. The method of functional-voxel modeling is considered as a computer graphic representation of analytical functions’ areas on the computer. The basic principles and examples of combining R-functional and functional-voxel methods with obtaining R-voxel modeling have been presented. In this case, R-functional operations have been implemented on functional-voxel models by means of functional-voxel arithmetic. Based on the described approach to modeling of theoretical-multiple operations for the function area represented by graphical M-images, two approaches to construction a functional-voxel model of the Bezier curve have been proposed. The first one is based on the sequential construction of the curve’s interior by intersection a positive area of half-planes, which enumeration is performed by De Castiljo algorithm. This approach is limited by the convexity of the curve’s reference polygon. This problem’s solution has been considered. The second approach is based on the application of a two-dimensional function for local zeroing (FLOZ), i.e., a nil segment on the positive area of function values. By consecutive unification of such segments it is proposed to construct the required parametrically given curve. Some features related to operation and realization of the proposed approaches have been described and illustrated in detail. The advantages and disadvantages of described approaches have been highlighted. Assumptions about applicability of proposed algorithms for Bezier curve functional-voxel modeling in solving of various geometric modeling problems have been made.
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Pushkarev, S., A. Plaksin, A. Sycheva, and P. Harlanova. "Geometric Modeling of Stress Visualization Tools Based on the Functional-Voxel Method." Geometry & Graphics 8, no. 3 (November 24, 2020): 36–43. http://dx.doi.org/10.12737/2308-4898-2020-36-43.

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One of the approaches to the construction of graphic images of the stress state for the force vector applied to a point is considered in this work. Has been proposed a geometric model for a continuous medium, formed by a bunch of projection planes for each point of the examined object’s space. This permits to obtain a model for a volume vector in the form of a distributed decomposition into stress components at each point specified by a bunch of projection planes. The building a model for a volume vector, defined as a set of specified laws of direction and length, in the context of modeling stress from an applied force vector to a selected point, is based on strength of materials’ classical laws for calculation the stress state values at an inclined section. Such approach allows use a voxel graphic structure for computer representation of the simulated stress, rather than a finite element mesh. In such a case, there is no obtained result’s error dependence on the spatial position of the mesh nodal points, which is often a problem in FEM calculations. The resulting functional-voxel computer model of the volume stress vector is a structural unit for modeling the distributed load on areas of complex configuration. In this case, the elementary summation of such vectors allows any uneven distribution of the load relative to each point on the specified area. The considered approach works well with geometric models initially represented analytically in the form of a function space (for example, models obtained by the R-functional modelling – RFM-method), and reduced to functional-voxel computer models. A method for deformation modeling based on obtained stresses by means of local transformations of the function space, describing the investigated geometric object, is demonstrated.
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Gocławski, Jarosław, and Joanna Sekulska-Nalewajko. "A New Idea of Fast Three-Dimensional Median Filtering for Despeckling of Optical Coherence Tomography Images." Image Processing & Communications 20, no. 3 (September 1, 2015): 25–34. http://dx.doi.org/10.1515/ipc-2015-0037.

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Abstract Median filtering has been widely used in image processing for noise removal because it can significantly reduce the power of noise while limiting edge blurring. This filtering is still a challenging task in the case of three-dimensional images containing up to a billion of voxels, especially for large size filtering windows. The authors encountered the problem when applying median filter to speckle noise reduction in optical coherence tomography images acquired by the Spark OCT systems. In the paper a new approach to the GPU (Graphics Processing Unit) based median smoothing has been proposed, which uses two-step evaluation of local intensity histograms stored in the shared memory of a graphic device. The solution is able to output about 50 million voxels per second while processing the neighbourhood of 125 voxels by Quadro K6000 graphic card configured on the Kepler architecture.
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Huang, Bo-Cheng, Yu-Cheng Feng, and Tyng-Yeu Liang. "A Voxel Generator Based on Autoencoder." Applied Sciences 12, no. 21 (October 24, 2022): 10757. http://dx.doi.org/10.3390/app122110757.

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In recent years, 3D models have been widely used in the virtual/augmented reality industry. The traditional way of constructing 3D models for real-world objects remains expensive and time-consuming. With the rapid development of graphics processors, many approaches based on deep learning models have been proposed to reduce the time and economic cost of the generation of 3D object models. However, the quality of the generated 3D object models leaves considerable room for improvement. Accordingly, we designed and implemented a voxel generator called VoxGen, based on the autoencoder framework. It consists of an encoder that extracts image features and a decoder that maps feature values to voxel models. The main characteristics of VoxGen are exploiting modified VGG16 and ResNet18 to enhance the effect of feature extraction and mixing the deconvolution layer with the convolution layer in the encoder to enhance the feature of generated voxels. Our experimental results show that VoxGen outperforms related approaches in terms of the volumetric intersection over union (IOU) values of generated voxels.
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Udeshi, Tushar, and Eric Parker. "Exploiting Self-Similarity in Geometry for Voxel Based Solid Modeling." Journal of Computing and Information Science in Engineering 4, no. 1 (March 1, 2004): 49–55. http://dx.doi.org/10.1115/1.1641187.

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Voxel-based modeling techniques are known for their robustness and flexibility. However, they have three major shortcomings: (1) Memory intensive, since a large number of voxels are needed to represent high-resolution models (2) Computationally expensive, since a large number of voxels need to be visited (3) Computationally expensive isosurface extraction is needed to visualize the results. We describe techniques which alleviate these by taking advantage of self-similarity in the data making voxel-techniques practical and attractive. We describe algorithms for MEMS process emulation, isosurface extraction and visualization which utilize these techniques.
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Aleksandrov, Mitko, Sisi Zlatanova, and David J. Heslop. "Voxelisation Algorithms and Data Structures: A Review." Sensors 21, no. 24 (December 9, 2021): 8241. http://dx.doi.org/10.3390/s21248241.

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Voxel-based data structures, algorithms, frameworks, and interfaces have been used in computer graphics and many other applications for decades. There is a general necessity to seek adequate digital representations, such as voxels, that would secure unified data structures, multi-resolution options, robust validation procedures and flexible algorithms for different 3D tasks. In this review, we evaluate the most common properties and algorithms for voxelisation of 2D and 3D objects. Thus, many voxelisation algorithms and their characteristics are presented targeting points, lines, triangles, surfaces and solids as geometric primitives. For lines, we identify three groups of algorithms, where the first two achieve different voxelisation connectivity, while the third one presents voxelisation of curves. We can say that surface voxelisation is a more desired voxelisation type compared to solid voxelisation, as it can be achieved faster and requires less memory if voxels are stored in a sparse way. At the same time, we evaluate in the paper the available voxel data structures. We split all data structures into static and dynamic grids considering the frequency to update a data structure. Static grids are dominated by SVO-based data structures focusing on memory footprint reduction and attributes preservation, where SVDAG and SSVDAG are the most advanced methods. The state-of-the-art dynamic voxel data structure is NanoVDB which is superior to the rest in terms of speed as well as support for out-of-core processing and data management, which is the key to handling large dynamically changing scenes. Overall, we can say that this is the first review evaluating the available voxelisation algorithms for different geometric primitives as well as voxel data structures.
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Madoš, Branislav, Eva Chovancová, Martin Chovanec, and Norbert Ádám. "CSVO: Clustered Sparse Voxel Octrees—A Hierarchical Data Structure for Geometry Representation of Voxelized 3D Scenes." Symmetry 14, no. 10 (October 12, 2022): 2114. http://dx.doi.org/10.3390/sym14102114.

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When representing the geometry of voxelized three-dimensional scenes (especially if they have been voxelized to high resolutions) in a naive—uncompressed—form, one may end up using vast amounts of data. These can easily attack the available memory capacity of the graphics card, the operating memory or even secondary storage of computer. A viable solution to this problem is to use domain-specific hierarchical data structures, based on octant trees or directed acyclic graphs, which, among other advantages, provide a compact binary representation that can thus be considered to be their compressed encoding. These data structures include—inter alia—sparse voxel octrees, sparse voxel directed acyclic graphs and symmetry-aware sparse voxel directed acyclic graphs. The paper deals with the proposal of a new domain-specific hierarchical data structure: the clustered sparse voxel octrees. It is designed to represent the geometry of voxelized three-dimensional scenes and can be constructed using the out-of-core algorithm proposed in the paper. The advantage of the presented data structure is in its compact binary representation, achieved by omitting a significant number of pointers to child nodes (82.55% in case of Angel Lucy model in 1283 voxels resolution) and by using a wider range of child node pointer lengths, including 8b, 16b and 32b. We achieved from 6.57 to 6.82 times more compact encoding, compared to sparse voxel octrees, whose all node components were 32b aligned, and from 4.11 to 4.27 times more compact encoding, when not all node components were 32b aligned.
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Schnös, Florian, Dirk Hartmann, Birgit Obst, and Glenn Glashagen. "GPU accelerated voxel-based machining simulation." International Journal of Advanced Manufacturing Technology 115, no. 1-2 (May 8, 2021): 275–89. http://dx.doi.org/10.1007/s00170-021-07001-w.

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AbstractThe simulation of subtractive manufacturing processes has a long history in engineering. Corresponding predictions are utilized for planning, validation and optimization, e.g., of CNC-machining processes. With the up-rise of flexible robotic machining and the advancements of computational and algorithmic capability, the simulation of the coupled machine-process behaviour for complex machining processes and large workpieces is within reach. These simulations require fast material removal predictions and analysis with high spatial resolution for multi-axis operations. Within this contribution, we propose to leverage voxel-based concepts introduced in the computer graphics industry to accelerate material removal simulations. Corresponding schemes are well suited for massive parallelization. By leveraging the computational power offered by modern graphics hardware, the computational performance of high spatial accuracy volumetric voxel-based algorithms is further improved. They now allow for very fast and accurate volume removal simulation and analysis of machining processes. Within this paper, a detailed description of the data structures and algorithms is provided along a detailed benchmark for common machining operations.
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Zibarov, Alexey. "SEMITRANSPARENT VOXEL GRAPHICS REALIZATION IN THE SCIENTIFICVR VISUALIZATION PACKAGE." Journal of Flow Visualization and Image Processing 21, no. 1-04 (2014): 13–22. http://dx.doi.org/10.1615/jflowvisimageproc.v21.i1-04.30.

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Zibarov, Alexey. "SEMITRANSPARENT VOXEL GRAPHICS REALIZATION IN THE SCIENTIFICVR VISUALIZATION PACKAGE." Journal of Flow Visualization and Image Processing 21, no. 1-04 (2014): 13–22. http://dx.doi.org/10.1615/jflowvisimageproc.v21.i1-4.30.

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14

Ober-Gecks, Antje, Marius Zwicker, and Dominik Henrich. "Efficient graphics processing unit–based voxel carving for surveillance." Journal of Electronic Imaging 25, no. 4 (July 7, 2016): 041011. http://dx.doi.org/10.1117/1.jei.25.4.041011.

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Yang, Xi, Ding Xia, Taichi Kin, and Takeo Igarashi. "A two-step surface-based 3D deep learning pipeline for segmentation of intracranial aneurysms." Computational Visual Media 9, no. 1 (October 18, 2022): 57–69. http://dx.doi.org/10.1007/s41095-022-0270-z.

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AbstractThe exact shape of intracranial aneurysms is critical in medical diagnosis and surgical planning. While voxel-based deep learning frameworks have been proposed for this segmentation task, their performance remains limited. In this study, we offer a two-step surface-based deep learning pipeline that achieves significantly better results. Our proposed model takes a surface model of an entire set of principal brain arteries containing aneurysms as input and returns aneurysm surfaces as output. A user first generates a surface model by manually specifying multiple thresholds for time-of-flight magnetic resonance angiography images. The system then samples small surface fragments from the entire set of brain arteries and classifies the surface fragments according to whether aneurysms are present using a point-based deep learning network (PointNet++). Finally, the system applies surface segmentation (SO-Net) to surface fragments containing aneurysms. We conduct a direct comparison of the segmentation performance of our proposed surface-based framework and an existing voxel-based method by counting voxels: our framework achieves a much higher Dice similarity (72%) than the prior approach (46%).
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Ertsikova, Galina Alekseevna. "GRAPHIC AND SPELLING FEATURES OF THE GOSPEL OF 1821 IN THE HILL MARI LANGUAGE." Yearbook of Finno-Ugric Studies 14, no. 1 (March 27, 2020): 6–13. http://dx.doi.org/10.35634/2224-9443-2020-14-1-6-13.

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The article deals with some graphic and spelling features of the translation of the gospel, published in 1821 in the Hill Mari language. In this regard, the specificity of fixation and other distinctive vowel and consonant sounds of the Hill Mari language is analyzed, orthographic features of the written monument are identified. Graphics of the considered work is mainly characterized by inconsistency in the use of alphabetic characters. A certain difficulty for interpreters was the transmission of specific hillmari sounds - for writing of the same vowel in the text, several letters are used, and in some words they are simply omitted. The uniform spelling of other sounds of hillmari is not observed. Spelling, on the contrary, in general, is different in sequential fixation of words and individual morphemes. The interpreters tried to follow the rules of Russian spelling of that time, as evidenced by the use of the letter ъ (ер) at the end or in the middle of a word, the letter ї before the subsequent consonant й, etc. However, the lack of uniform rules of mari spelling led to some spelling disagreement. There is inconsistency in the spelling of some words and phrases, the use of morphemes is not typical for the language in the monument of writing.
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Kaufman, Arie. "The CUBE workstation —a 3-D voxel-based graphics environment." Visual Computer 4, no. 4 (July 1988): 210–21. http://dx.doi.org/10.1007/bf01887593.

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Jense, G. J., and D. P. Huijsmans. "Interactive voxel-based graphics for 3D reconstruction of biological structures." Computers & Graphics 13, no. 2 (January 1989): 145–50. http://dx.doi.org/10.1016/0097-8493(89)90056-3.

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MOKROWIECKI, TOMASZ. "Acute accents as graphic markers of vowel quantity in two Late Old English manuscripts." English Language and Linguistics 19, no. 3 (March 2, 2015): 407–36. http://dx.doi.org/10.1017/s1360674315000015.

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The available standard accounts of Old and Middle English usually assert that scribes paid very little or no attention to vowel quantity. However, a great deal of what has been said so far about quantitative changes in Late Old and Early Middle English is based either on purely theoretical models, or on extremely questionable Modern English data. Surprisingly, except for a few more detailed studies on the peculiar orthography of The Ormulum, little has been done so far to analyse other orthographic systems from this perspective. Furthermore, as has already been shown in earlier studies, vowel quantity of Old and Middle English can be reconstructed to some extent on the basis of orthographic evidence from some manuscripts. Since use of the accent mark by some scribes is often associated with vowel length, the primary aim of the present study is to assess the reliability of the accent marks used in MSS Gg. 3.28 (Homilies of Ælfric) and William H. Scheide (The Blickling Homilies) as potential orthographic indicators of vowel quantity. The results of the analysis clearly show that the accent mark is one of those orthographic notations that can be extremely helpful in establishing vowel quantity in a Late Old English manuscript.
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Bezenova, Maria. "«Букварь для вотяцких детей Сарапульского уезда»: графико-орфографические и фонетические особенности." Ural-Altaic Studies 45, no. 2 (2022): 7–33. http://dx.doi.org/10.37892/2500-2902-2022-45-2-7-33.

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The article describes the vowel and consonant features of the “Primer book for Votyak children of the Sarapul districtˮ (1913). It is practically impossible to consider the phonetic isoglosses of this written record without taking into account its graphic and spelling system; therefore, the article also pays special attention to the graphics and orthography of the source material. The phonetic features are described by comparing the vowel and consonant system of the primer with the vowel and consonant system of the modern Udmurt literary language, adding, whenever available, correspondences from the dialect dictionary by Y. Wichmann [Wichmann 1987], the materials for which were collected at the end of the 19th century. Furthermore, corresponding modern forms from the audio dictionaries based on 2013 field data are also indicated. Such a comparison makes it possible to try to determine the archaic or innovative nature of each identified feature. The analysis shows that most of the phonetic features of the primer, both innovative and archaic, are characteristic of modern dialects of the Southern dialect zone. It follows that this record was most likely written in one of the dialects located on the border of the Middle and Central-Southern dialects of the Udmurt language, i. e. its present-day counterpart would be the dialect of the northern part of the Malopurginsky district of the Udmurt Republic. However, it turns out to be difficult to locate it more precisely at the moment as, unfortunately, this area is described by dialectologists rather poorly today.
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Aoki, Hiroshi, Jun Mitani, Yoshihiro Kanamori, and Yukio Fukui. "AR based ornament design system for 3D printing." Journal of Computational Design and Engineering 2, no. 1 (December 6, 2014): 47–54. http://dx.doi.org/10.1016/j.jcde.2014.11.005.

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Abstract In recent years, 3D printers have become popular as a means of outputting geometries designed on CAD or 3D graphics systems. However, the complex user interfaces of standard 3D software can make it difficult for ordinary consumers to design their own objects. Furthermore, models designed on 3D graphics software often have geometrical problems that make them impossible to output on a 3D printer. We propose a novel AR (augmented reality) 3D modeling system with an air-spray like interface. We also propose a new data structure (octet voxel) for representing designed models in such a way that the model is guaranteed to be a complete solid. The target shape is based on a regular polyhedron, and the octet voxel representation is suitable for designing geometrical objects having the same symmetries as the base regular polyhedron. Finally, we conducted a user test and confirmed that users can intuitively design their own ornaments in a short time with a simple user interface.
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Jia, Shiyu, Weizhong Zhang, Zhenkuan Pan, Guodong Wang, and Xiaokang Yu. "Using pseudo voxel octree to accelerate collision between cutting tool and deformable objects modeled as linked voxels." Visual Computer 36, no. 5 (June 20, 2019): 1017–28. http://dx.doi.org/10.1007/s00371-019-01716-4.

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Fedorova, Liudmila L. "The development of structural characteristics of Brahmi script in derivative writing systems." Written Language and Literacy 15, no. 1 (January 30, 2012): 1–25. http://dx.doi.org/10.1075/wll.15.1.01fed.

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Indian writing systems reveal a great variety of graphic forms, proceeding from the unique source which is Brahmi script. These graphic forms render structural oppositions developed in phonographic writing systems which stem from Brahmi. This paper aims to highlight the changes scripts underwent to satisfy demands of language structure. The comparison raises the issue of the complexity of writing systems. Keywords: writing system; grapheme; typology; Brahmi; abugida; alphasyllabary; akshara; diacritic; graphon; vowel differentiation
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Anthony Reina, G., Siddhesh Thakur, Ravi Panchumarthy, and Spyridon Bakas. "NIMG-59. ADVERSE EFFECTS OF IMAGE TILING FOR AUTOMATIC DEEP LEARNING GLIOMA SEGMENTATION IN MRI." Neuro-Oncology 21, Supplement_6 (November 2019): vi174. http://dx.doi.org/10.1093/neuonc/noz175.728.

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Abstract BACKGROUND Application of deep learning to neuro-oncology has shown promising clinically relevant results for tumor classification, localization, and segmentation. Hardware limitations, typically memory size of graphics cards, prevent magnetic resonance imaging (MRI) volumes from being processed as a whole, and hence they are divided into smaller, overlapping tiles. Deep learning algorithms (e.g., U-Net) can then be trained and applied for predictions on such tiles, followed by their combination/stitching as the final prediction for the whole volume. We investigate the hypothesis that image tiling options, such as tile placing, size, overlap, and stitching, introduce variations with adverse effects on predictions, both in terms of inconsistency and accuracy. METHODS We utilized the publicly available BraTS 2018 dataset of 285 baseline pre-operative MRI glioma scans, with corresponding expert tumor boundary annotations. We implemented a 3D U-Net to predict boundaries of the whole tumor extent, by virtue of the abnormal hyper-intense signal of T2-FLAIR scans. RESULTS Simply flipping the tile horizontally, or translating it by one voxel, produces different predictions. Use of small tiles (64x64x64 voxels) yields substantially more false positive predictions than when using larger tile size (i.e., 128x128x128 voxels). Overlapping tiles produce conflicting predictions, leading to ambiguous interpretations upon their stitching. In areas of overlapping tiles, rounding followed by averaging the overlapping predictions produce superior results to the inverse sequence. All these are particularly noticeable in the margins of the abnormal signal and in areas of large contrast variation. CONCLUSIONS Although tiling is a workaround for hardware limitations, it introduces variations detrimental to accuracy. Tiling of neuro-oncology scans for computational analysis using deep learning leads to non-generalizable, non-reproducible results, thereby affecting the performance and potential clinical translatability of such algorithms. Careful considerations and standardization recommendations should be established and appropriately documented for performing such analyses, in order to avoid misinterpretation of results.
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Greene, N. "Voxel space automata: modeling with stochastic growth processes in voxel space." ACM SIGGRAPH Computer Graphics 23, no. 3 (July 1989): 175–84. http://dx.doi.org/10.1145/74334.74351.

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Zhao Yiqiang, 赵毅强, 艾西丁·艾克白尔 Arxidin· Akbar, 陈瑞 Chen Rui, 周意遥 Zhou Yiyao, and 张琦 Zhang Qi. "基于体素化图卷积网络的三维点云目标检测方法." Infrared and Laser Engineering 50, no. 10 (2021): 20200500. http://dx.doi.org/10.3788/irla20200500.

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Ueng, Shyh-Kuang, Lu-Guan Chen, and Szu-Yao Jen. "Voxel-based virtual manufacturing simulation for three-dimensional printing." Advances in Mechanical Engineering 10, no. 6 (June 2018): 168781401878163. http://dx.doi.org/10.1177/1687814018781632.

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This article presents a simulation program for previewing and emulating three-dimensional printing. The proposed simulator adopts a voxel-based virtual manufacturing approach to fabricate the target model in a virtual volume space. A mass-diffusion procedure coupling with adaptive filament deposition is used to generate the printing roads of the virtual manufacturing model. Thus, the resultant virtual model resembles the printed object better. As the virtual model has been built, the simulator performs line-drawing, animation and volume rendering to reveal the progression of the printing and the geometric features of the model, including its outer appearance, surface roughness and internal structures. Hence, more geometrical features of the model are shown. During the virtual manufacturing process, semantic error checking is also carried out to detect potential printing errors which may cause supporting problems, collisions, over- and under-extrusion, and other printing failures. Two efficient algorithms, using three rasters of voxels, are developed to conduct the kernel computations such that the run-time semantic error checking is simplified and the memory usage is reduced. Equipped with advanced modelling, debugging and graphics techniques, the proposed simulator can be used as a virtual three-dimensional printer as well as a debugger in additive manufacturing procedures. Users can utilize it to preview the resultant model and to evaluate the printing process such that potential errors can be prevented and the quality of the printed parts can be enhanced.
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Chen, Xinxin, Kang Jiang, Yushi Zhu, Xiangjun Wang, and Ting Yun. "Individual Tree Crown Segmentation Directly from UAV-Borne LiDAR Data Using the PointNet of Deep Learning." Forests 12, no. 2 (January 24, 2021): 131. http://dx.doi.org/10.3390/f12020131.

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Accurate individual tree crown (ITC) segmentation from scanned point clouds is a fundamental task in forest biomass monitoring and forest ecology management. Light detection and ranging (LiDAR) as a mainstream tool for forest survey is advancing the pattern of forest data acquisition. In this study, we performed a novel deep learning framework directly processing the forest point clouds belonging to the four forest types (i.e., the nursery base, the monastery garden, the mixed forest, and the defoliated forest) to realize the ITC segmentation. The specific steps of our approach were as follows: first, a voxelization strategy was conducted to subdivide the collected point clouds with various tree species from various forest types into many voxels. These voxels containing point clouds were taken as training samples for the PointNet deep learning framework to identify the tree crowns at the voxel scale. Second, based on the initial segmentation results, we used the height-related gradient information to accurately depict the boundaries of each tree crown. Meanwhile, the retrieved tree crown breadths of individual trees were compared with field measurements to verify the effectiveness of our approach. Among the four forest types, our results revealed the best performance for the nursery base (tree crown detection rate r = 0.90; crown breadth estimation R2 > 0.94 and root mean squared error (RMSE) < 0.2m). A sound performance was also achieved for the monastery garden and mixed forest, which had complex forest structures, complicated intersections of branches and different building types, with r = 0.85, R2 > 0.88 and RMSE < 0.6 m for the monastery garden and r = 0.80, R2 > 0.85 and RMSE < 0.8 m for the mixed forest. For the fourth forest plot type with the distribution of crown defoliation across the woodland, we achieved the performance with r = 0.82, R2 > 0.79 and RMSE < 0.7 m. Our method presents a robust framework inspired by the deep learning technology and computer graphics theory that solves the ITC segmentation problem and retrieves forest parameters under various forest conditions.
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Lee, Hyunoh, Jinwon Lee, Hyungki Kim, and Duhwan Mun. "Dataset and method for deep learning-based reconstruction of 3D CAD models containing machining features for mechanical parts." Journal of Computational Design and Engineering 9, no. 1 (December 30, 2021): 114–27. http://dx.doi.org/10.1093/jcde/qwab072.

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ABSTRACT Three-dimensional (3D) computer-aided design (CAD) model reconstruction techniques are used for numerous purposes across various industries, including free-viewpoint video reconstruction, robotic mapping, tomographic reconstruction, 3D object recognition, and reverse engineering. With the development of deep learning techniques, researchers are investigating the reconstruction of 3D CAD models using learning-based methods. Therefore, we proposed a method to effectively reconstruct 3D CAD models containing machining features into 3D voxels through a 3D encoder–decoder network. 3D CAD model datasets were built to train the 3D CAD model reconstruction network. For this purpose, large-scale 3D CAD models containing machining features were generated through parametric modeling and then converted into a 3D voxel format to build the training datasets. The encoder–decoder network was then trained using these training datasets. Finally, the performance of the trained network was evaluated through 3D reconstruction experiments on numerous test parts, which demonstrated a high reconstruction performance with an error rate of approximately 1%.
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Leong, Martin C. W., Kit-Hang Lee, Bowen P. Y. Kwan, Yui-Lun Ng, Zhiyu Liu, Nassir Navab, Wayne Luk, and Ka-Wai Kwok. "Performance-aware programming for intraoperative intensity-based image registration on graphics processing units." International Journal of Computer Assisted Radiology and Surgery 16, no. 3 (January 23, 2021): 375–86. http://dx.doi.org/10.1007/s11548-020-02303-y.

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Abstract Purpose Intensity-based image registration has been proven essential in many applications accredited to its unparalleled ability to resolve image misalignments. However, long registration time for image realignment prohibits its use in intra-operative navigation systems. There has been much work on accelerating the registration process by improving the algorithm’s robustness, but the innate computation required by the registration algorithm has been unresolved. Methods Intensity-based registration methods involve operations with high arithmetic load and memory access demand, which supposes to be reduced by graphics processing units (GPUs). Although GPUs are widespread and affordable, there is a lack of open-source GPU implementations optimized for non-rigid image registration. This paper demonstrates performance-aware programming techniques, which involves systematic exploitation of GPU features, by implementing the diffeomorphic log-demons algorithm. Results By resolving the pinpointed computation bottlenecks on GPU, our implementation of diffeomorphic log-demons on Nvidia GTX Titan X GPU has achieved ~ 95 times speed-up compared to the CPU and registered a 1.3-M voxel image in 286 ms. Even for large 37-M voxel images, our implementation is able to register in 8.56 s, which attained ~ 258 times speed-up. Our solution involves effective employment of GPU computation units, memory, and data bandwidth to resolve computation bottlenecks. Conclusion The computation bottlenecks in diffeomorphic log-demons are pinpointed, analyzed, and resolved using various GPU performance-aware programming techniques. The proposed fast computation on basic image operations not only enhances the computation of diffeomorphic log-demons, but is also potentially extended to speed up many other intensity-based approaches. Our implementation is open-source on GitHub at https://bit.ly/2PYZxQz.
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Polina I., Li. "THE GRAPHIC ANALYSIS OF THE FIRST SYLLABLE VOWEL SYSTEM IN NENETS DICTIONARIES FROM A. M. SJÖGREN’S ARCHIVE." Ural-Altaic Studies 40, no. 1 (2021): 47–60. http://dx.doi.org/10.37892/2500-2902-2021-40-1-47-60.

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This article describes the graphic features of the first syllable vowels in Pustozersk and Obdorsk dictionaries from A. M. Sjögren’s archive. The graphic analysis is carried out against the background of the Proto-Samoyed reconstructions by J. Janhunen, Nenets current literary norm, “Nenets-Russian Dictionary” by N. M. Tereschenko, “A Morphological Dictionary of Tundra Nenets Language” by T. Salminen, and “Dialectal Dictionary of the Nenets Language” by S. I. Burkova et al. The dialectal features of the dictionaries are compared to the modern ones. The area of the Pustozersk region is referred to as the territory where the central (Bolshezemelskiy) dialect is spoken. In one word the graphic representation of the 18th century Pustozersk dictionary coincides with the form of the modern Eastern dialect word. At the same time, in another word, the Western variant is attested. The territory where the Obdorsk dictionary was recorded is the territory where the speakers of the Eastern dialects of the Nenets language reside. In the Obdorsk dictionary, a variant that coincides with the Eastern variant is recognized. Some outstanding consonant features of the first syllable are also taken into consideration. For example, in the Pustozersk dictionary, the initial /ŋ/ is not represented graphically, as in Proto-Samoyedic reconstructions. The Obdorsk dictionary contains three graphic variants of the modern initial /ŋ/. The results are presented in comparison tables. The word examples are presented accordingly. In many ways, the reflexes presented in the Pustozersk dictionary correspond with modern ones. The reconstructed diphthongoids are graphically represented by the diphthongs in the Pustozersk dictionary, which is not the case for modern dictionaries. In comparison with modern dictionaries, reflexes in the Obdorsk dictionary are more diverse. The diphthongs are also used in the place of reconstructed diphthongoids.
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Kuan, Steve, and Thomas Kvan. "CoBlocks: An Improved Voxel-Based Design Tool by Object Structuring of Voxel Models." International Journal of Architectural Computing 4, no. 4 (December 2006): 35–55. http://dx.doi.org/10.1260/147807706779399042.

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Jense, G. J. "Voxel-based methods for CAD." Computer-Aided Design 21, no. 8 (October 1989): 528–33. http://dx.doi.org/10.1016/0010-4485(89)90061-4.

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Golovaneva, T. A., and N. N. Fedina. "Written Texts in Unwritten Languages as a Sociolinguistic Phenome- non (On the Material of the Chalkan and Alyutor Languages)." Critique and Semiotics 38, no. 2 (2020): 167–90. http://dx.doi.org/10.25205/2307-1737-2020-2-167-190.

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The Chalkan and Alyutor languages are not related, however their current conditions are simlar, meaning that they exist in comparable sociolin- guistic environments of uneven bi- and triligualism. The writing systems of the- se unwritten languages are still being developed, which is being further compli- cated by the influence of the writing norms of the dominant languages. The handwritten and published materials in Chalkan and Alyutor demonstrate the variety in graphic forms of national texts. The choice of graphemes for the spe- cific sounds of national speech is also a major issue. For the Alyutor writing system, the graphic representations of the super-short vowel [ә], the fricative [ɣ], the glottal stop [ʔ] and the epiglottal stop [ʕ] have not yet been developed. In the following article, we present the analysis of three versions of Alyutor writing systems developed by native Alyutor speakers M. I. Popov, M. V. Nu- tayulgin, A. A. Sorokin. The problem of graphic variety of the written form of the Chalkan languages stems from the following two reasons: the absence of graphemes for specific Chalkan sounds ғ [ɣі], җ [ʒ”], қ [q], њ [n’] and the in- fluence of the Standard Altai orthographic norms.
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Cosin Ayerbe, Alejandro, and Gustavo Patow. "Clustered voxel real-time global illumination." Computers & Graphics 103 (April 2022): 75–89. http://dx.doi.org/10.1016/j.cag.2022.01.005.

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Wegen, Ole, Jürgen Döllner, and Matthias Trapp. "Interactive Editing of Voxel-Based Signed Distance Fields." Journal of WSCG 30, no. 1-2 (2022): 72–81. http://dx.doi.org/10.24132/jwscg.2022.9.

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Signed distance functions computed in discrete form from given RGB-D data as regular voxel grids can represent manifold shapes as the zero crossing of a trivariate function; the corresponding meshes can be derived by the Marching Cubes algorithm. However, 3D models automatically reconstructed in this way often contain irrelevant objects or artifacts, such as holes or noise, due to erroneous scan data and error-prone reconstruction processes. This paper presents an approach for interactive editing of signed distance functions, derived from RGB-D data in the form of regular voxel grids, that enables the manual refinement and enhancement of reconstructed 3D geometry. To this end, we combine concepts known from constructive solid geometry, where complex models are created from simple base shapes, with the voxel-based representation of geometry reconstructed from real-world scans. Our approach can be implemented entirely on GPU to enable real-time interaction. Further, we present how to implement high-level operators, such as copy, move, and unification.
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Tsumura, David Toshio. "Scribal Errors or Phonetic Spellings? Samuel as an Aural Text." Vetus Testamentum 49, no. 3 (1999): 390–411. http://dx.doi.org/10.1163/156853399774228056.

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AbstractThe purpose of this paper is to establish the "phonic" nature of some of the socalled "corrupt" passages in the MT of Samuel. We are particularly interested in Samuel's "aural" characteristics which might be represented in the phonetic spellings. This aural aspect of the narrative is clearly attested in cases where the Ketib and the Qere give two variant forms of the same word or phrase. In such cases, the K. usually represent "phonic" reality by a phonetic spelling. By contrast, the Q. points to the "correct" historical spelling. Such aural features can be demonstrated in other ways in the MT of Samuel, especially when 2 Sam. xxii is compared with its duplicate text, Ps. xviii. These variant forms are caused by phonological phenomena such as assimilation, metathesis, palatalization, vowel sandhi, consonantal sandhi, and glide. These examples are not exhaustive, but they are sufficient to show that many of the often-asserted "scribal errors" are actually rather phonetic spellings and do reflect the "economy" of pronunciation. Such phonic realization in writing is attested not simply in poetic texts but also in prose sections of 1-2 Samuel. Hence, our topic is not so much a problem of literary-linguistic composition as a matter of the method of writing, i.e. graphic and graphemic representation of an aural text.
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Lv, Chenlei, Weisi Lin, and Baoquan Zhao. "Approximate Intrinsic Voxel Structure for Point Cloud Simplification." IEEE Transactions on Image Processing 30 (2021): 7241–55. http://dx.doi.org/10.1109/tip.2021.3104174.

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Frieder, Gideon, Dan Gordon, and R. Reynolds. "Back-to-Front Display of Voxel Based Objects." IEEE Computer Graphics and Applications 5, no. 1 (1985): 52–60. http://dx.doi.org/10.1109/mcg.1985.276273.

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Bright, William. "A Matter of Typology." Written Language and Literacy 2, no. 1 (July 23, 1999): 45–55. http://dx.doi.org/10.1075/wll.2.1.03bri.

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The typology of writing systems includes such well known categories as the alphabet (e.g. that of English), the syllabary (e.g. Japanese kana), and the logosyllabary (such as Chinese characters). An additional type, exemplified by writing systems of India and Ethiopia, shows features of both the alphabet and the syllabary; it has sometimes been called an alphasyllabary, sometimes an abugida (borrowing an Ethiopic term). These terms can be distinguished in several Asian writing systems, depending on whether priority is given to the presence of an inherent vowel or to the graphic arrangement of symbols.
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Lock, S. M., and D. P. M. Wills. "VoxColliDe: Voxel collision detection for virtual environments." Virtual Reality 5, no. 1 (March 2000): 8–22. http://dx.doi.org/10.1007/bf01418972.

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Arias Álvarez, Beatriz. "La representación alfabética de las voces mayas yucatecas durante la Colonia." Estudios de Cultura Maya 60 (September 7, 2022): 187–217. http://dx.doi.org/10.19130/iifl.ecm.60.23x00s706.

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This paper analyzes the spellings used in two vocabularies and three colonial Mayan grammars. The objective is to see if the missionaries were able to distinguish the Mayan sounds and if their representation is systematic. In order to achieve our objective, we have analyzed the vowel subsystem and its difficulties, as well as the consonant subsystem. We have been able to notice that vowel representation is difficult due to features such as pitch, while consonants are easier to identify. However, we have not recorded systematicity in the representation of either vowels (since the simple vowel can represent any type) or consonants, the latter using different representations for the sounds: digraphs <th>, geminates<pp>, simple spellings <k>; moreover, it is difficult to explain the use of the spelling <z> or <ç> for the Mayan alveolar fricative sound. Finally, we have been able to observe that in the representation we use spellings proper to the Latin alphabet and some used for the Spanish sounds <z> <ç> and <x> of the Sixteenth Century, in addition to the graphic innovation <Ↄ>, which may have its origin in the Hebrew alephate and is also found in Mateo Alemán’s Orthography (1609).
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Song, Wei, Seoungjae Cho, Yulong Xi, Kyungeun Cho, and Kyhyun Um. "Real-Time Terrain Storage Generation from Multiple Sensors towards Mobile Robot Operation Interface." Scientific World Journal 2014 (2014): 1–12. http://dx.doi.org/10.1155/2014/769149.

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A mobile robot mounted with multiple sensors is used to rapidly collect 3D point clouds and video images so as to allow accurate terrain modeling. In this study, we develop a real-time terrain storage generation and representation system including a nonground point database (PDB), ground mesh database (MDB), and texture database (TDB). A voxel-based flag map is proposed for incrementally registering large-scale point clouds in a terrain model in real time. We quantize the 3D point clouds into 3D grids of the flag map as a comparative table in order to remove the redundant points. We integrate the large-scale 3D point clouds into a nonground PDB and a node-based terrain mesh using the CPU. Subsequently, we program a graphics processing unit (GPU) to generate the TDB by mapping the triangles in the terrain mesh onto the captured video images. Finally, we produce a nonground voxel map and a ground textured mesh as a terrain reconstruction result. Our proposed methods were tested in an outdoor environment. Our results show that the proposed system was able to rapidly generate terrain storage and provide high resolution terrain representation for mobile mapping services and a graphical user interface between remote operators and mobile robots.
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Gargantini, I., T. R. Walsh, and O. l. Wu. "Viewing Transformations of Voxel-Based Objects Via Linear Octrees." IEEE Computer Graphics and Applications 6, no. 10 (1986): 12–21. http://dx.doi.org/10.1109/mcg.1986.276564.

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Morsy, Mostafa Morsy Abdelkader, Alan Brunton, and Philipp Urban. "Shape dithering for 3D printing." ACM Transactions on Graphics 41, no. 4 (July 2022): 1–12. http://dx.doi.org/10.1145/3528223.3530129.

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We present an efficient, purely geometric, algorithmic, and parameter free approach to improve surface quality and accuracy in voxel-controlled 3D printing by counteracting quantization artifacts. Such artifacts arise due to the discrete voxel sampling of the continuous shape used to control the 3D printer, and are characterized by low-frequency geometric patterns on surfaces of any orientation. They are visually disturbing, particularly on small prints or smooth surfaces, and adversely affect the fatigue behavior of printed parts. We use implicit shape dithering, displacing the part's signed distance field with a high-frequent signal whose amplitude is adapted to the (anisotropic) print resolution. We expand the reverse generalized Fourier slice theorem by shear transforms, which we leverage to optimize a 3D blue-noise mask to generate the anisotropic dither signal. As a point process it is efficient and does not adversely affect 3D halftoning. We evaluate our approach for efficiency, geometric accuracy and show its advantages over the state of the art.
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Walden, Brian E., Allen A. Montgomery, and Robert A. Prosek. "Perception of Synthetic Visual Consonant-Vowel Articulations." Journal of Speech, Language, and Hearing Research 30, no. 3 (September 1987): 418–24. http://dx.doi.org/10.1044/jshr.3003.418.

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Synthetic speech-like articulations were presented to adult subjects via the visual modality, following the classic categorical perception experimental paradigm (Liberman, Harris, Hoffman, & Griffith, 1957). Animations were generated on a computer-based graphics system. Stimuli consisted of representations of the syllables /b/,/v b/, and/w b/; as well as 6 linearly interpolated intermediate stimuli between each of the possible exemplar pairs, resulting in three 8-item continua. Three sets of observations were obtained for these stimuli. First, for each continuum, labeling data were obtained in which the subject assigned one or the other exemplar label to each of the stimuli. Next, ABX discrimination data were obtained for each continuum. In the final task, subjects assigned a rating of one through nine to each animation indicating the extent to which it was like the exemplar syllables. Although the labeling functions showed rather abrupt transitions from one response category to the other, the peaks in the discrimination functions did not coincide with the category boundaries. Further, the mean rating functions were relatively linear, and the distribution of rating responses revealed unimodal distributions whose peak locations differed depending on the stimulus.
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Gargantini, I., G. Schrack, and A. Kwok. "Reconstructing multishell solids from voxel-based contours." Computer-Aided Design 26, no. 4 (April 1994): 293–301. http://dx.doi.org/10.1016/0010-4485(94)90075-2.

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48

Ney, Luanda Alvariza Gomes, and Ana Ruth Moresco Miranda. "Um estudo sobre o acento gráfico na aquisição da escrita: ortografia e fonologia." Ilha do Desterro A Journal of English Language, Literatures in English and Cultural Studies 72, no. 3 (October 7, 2019): 223–48. http://dx.doi.org/10.5007/2175-8026.2019v72n3p223.

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This paper discusses the criteria used by third and fifth graders who attend a public school, in Pelotas, RS, Brazil, regarding the function of diacritical marks in the writing system. Considering the close relationship between prosodic stress and the rules of use of diacritical marks, the study reported in this paper aimed at investigating children's hypotheses concerningthese orthographic devices. Data were collected by a controlled writing instrument, which was especially designed for this research, and by clinical interviews guided by the Piagetian method (Carraher, 1989). After completing awriting task, children were induced to explain the reasons that led them to usediacritics in their spelling. The analysis of data on their written production showed that children got the diacritical mark right, mainly in contexts in which alternation of vowel timbre could occur, that is, in medium and low medium vowels. Results of the interviews highlighted the emergence of criteria based on acoustic and graphic aspects. The analysis allowed us to define a hierarchy of acoustic criteria, i. e., vocalic timbre, vowel duration and prominence.
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Tamponi, Lucia. "On Back and Front Vowels in Latin Inscriptions from Sardinia." Acta Antiqua Academiae Scientiarum Hungaricae 59, no. 1-4 (September 25, 2020): 71–83. http://dx.doi.org/10.1556/068.2019.59.1-4.9.

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SummaryDespite the numerous studies carried out on Latin inscriptions from different parts of the Empire, up to date a complete quantitative analysis on the vowel alternations occurring in Latin inscriptions from Sardinia has not yet been carried out. However, such an investigation could shed light on the dynamics of the emergence of the Sardinian vowel system, where the ‘common romance' mergers of ĭ, ē and ŭ, ō did not take place. Therefore, we conducted a quantitative and qualitative analysis of the graphemic alternations (o) ∼ (U) and (e) ∼ (i) occurring in an epigraphic corpus containing the available Latin inscriptions from Sardinia. The alternations have been examined with reference to four variables: the proportion against standard spellings, the dating of the inscriptions, the position of lexical stress and the amount of other misspellings in the texts examined. The results show a vowel system which seems to foreshadow the Romance development of the Sardinian varieties from early times due to the low number of misspellings. The reconstruction of the sociocultural context of the inscriptions could help us to explain the distribution of the vowel alternations.
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Krivokapić, Miloš. "DIPLOMATIC FORM AND GRAPHIC SYSTEM IN THE LETTERS OF THE SERDARS AND GUVERNADURS RADONJIĆ (1714-1828)." Folia linguistica et litteraria XI, no. 33 (2020): 207–30. http://dx.doi.org/10.31902/fll.33.2020.11.

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The letters of the serdars and guvernadurs Radonjic family, created in eighteenth and during the first three decades of the nineteenth century, were written in non-calligraphic, fast-written Cyrillic mode, including the national language in Njegushi, which corresponds to archaic Montenegrin dialects. The great part of the Radonjic family letters is characterized by corresponding style, the evidence of features in artistic style and by the fact that they are not numerous. The letters are recognizable through the variety of subject and motive matters, which provided the usage of different language methods. The letters of serdar Vuk, but also the letters of guvernadurs Stanisha and Jovan, apart the elements of diplomatic style, contain certain features characteristic for the national literature, which is not the case in other letters. The existing vowel system of the letters doesn’t differ from the vocal system of most our dialects, neither from the vocal system of literary language. Consonant system of the letters contains all consonants and obstruents which literary language possesses nowadays. However, there aren’t particular graphic signs which would be adequate to denote specific consonants, and that fact designates the imperfection of the graphic system.
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