Academic literature on the topic 'Non-photorealistic rendering'

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Journal articles on the topic "Non-photorealistic rendering"

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Greenberg, Steph. "Why non-photorealistic rendering?" ACM SIGGRAPH Computer Graphics 33, no. 1 (February 1999): 56–57. http://dx.doi.org/10.1145/563666.563687.

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Goldstein, Dan. "Intentional non-photorealistic rendering." ACM SIGGRAPH Computer Graphics 33, no. 1 (February 1999): 62–63. http://dx.doi.org/10.1145/563666.563689.

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Kennelly, Patrick J., and A. Jon Kimerling. "Non-Photorealistic Rendering and Terrain Representation." Cartographic Perspectives, no. 54 (June 1, 2006): 35–54. http://dx.doi.org/10.14714/cp54.345.

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In recent years, a branch of computer graphics termed non-photorealistic rendering (NPR) has defined its own niche in the computer graphics community. While photorealistic rendering attempts to render virtual objects into images that cannot be distinguished from a photograph, NPR looks at techniques designed to achieve other ends. Its goals can be as diverse as imitating an artistic style, mimicking a look comparable to images created with specific reproduction techniques, or adding highlights and details to images. In doing so, NPR has overlapped the study of cartography concerned with representing terrain in two ways. First, NPR has formulated several techniques that are similar or identical to antecedent terrain rendering techniques including inclined contours and hachures. Second, NPR efforts to highlight or add information in renderings often focus on the use of innovative and meaningful combinations of visual variables such as orientation and color. Such efforts are similar to recent terrain rendering research focused on methods to symbolize disparate areas of slope and aspect on shaded terrain representations. We compare these fields of study in an effort to increase awareness and foster collaboration between researchers with similar interests.
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Yoshinori, Sugano. "Manga and non-photorealistic rendering." ACM SIGGRAPH Computer Graphics 33, no. 1 (February 1999): 65–66. http://dx.doi.org/10.1145/563666.563691.

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Mangiatordi, F., E. Pallotti, V. Baroncini, and L. Capodiferro. "Non photorealistic rendering in frequency domain." Electronic Imaging 2016, no. 15 (February 14, 2016): 1–7. http://dx.doi.org/10.2352/issn.2470-1173.2016.15.ipas-182.

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Kass, Michael, and Davide Pesare. "Coherent noise for non-photorealistic rendering." ACM Transactions on Graphics 30, no. 4 (July 2011): 1–6. http://dx.doi.org/10.1145/2010324.1964925.

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Cooper, Doug. "Personal thoughts on non-photorealistic rendering." ACM SIGGRAPH Computer Graphics 33, no. 1 (February 1999): 64. http://dx.doi.org/10.1145/563666.563690.

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Zou, Dan, Wen Hua Qian, Jin Xu, Zheng Peng Zhao, and Zhi Ming Chen. "Non-Photorealistic Rendering Effect of Halftoning." Applied Mechanics and Materials 373-375 (August 2013): 473–77. http://dx.doi.org/10.4028/www.scientific.net/amm.373-375.473.

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To provide with an effective method for non-photorealistic rendering for computer generated images with halftoning artistic appearances from 2D images motivates our work in this paper. The methods proposed in this paper are inspired by improved error diffusion method and image enhancement, and the whole diffusion algorithm is based on the average threshold. Firstly, source image should be transferred to the gray image. Then, error diffusion, spread component and parameter confirming can be used to obtain more details. Experimental results show that the proposed method can simulate the halftoning effect in real time, and blemishes of the results can be eliminated.
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Wang, Haitao, Jian J. Zhang, Stan Z. Li, and Yangsheng Wang. "Shape and texture preserved non-photorealistic rendering." Computer Animation and Virtual Worlds 15, no. 34 (June 16, 2004): 453–61. http://dx.doi.org/10.1002/cav.49.

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Zhao, Yang, Wen Hua Qian, Jin Xu, and Zhi Ming Chen. "Sketch Simulating Based on Non-Photorealistic Rendering." Applied Mechanics and Materials 353-356 (August 2013): 3619–22. http://dx.doi.org/10.4028/www.scientific.net/amm.353-356.3619.

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To provide with an effective method for non-photorealistic rendering for computer generated images with sketch artistic appearances from 2D images motivates our work in this paper. The character of lines, details in the source image can be smoothed by the technique of guided filter, and then the abstract smooth appearance of the image can be simulated. In addition, the smooth effect can be enlarged and enhanced by the technique of improved line integral convolution, so the final sketch artistic image can be obtained. Experimental results show that the proposed method can simulate the real sketch effect.
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Dissertations / Theses on the topic "Non-photorealistic rendering"

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Teece, Daniel. "Three-dimensional interactive non-photorealistic rendering." Thesis, University of Sheffield, 1998. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.417355.

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Chen, Jiajian. "Non-photorealistic rendering with coherence for augmented reality." Diss., Georgia Institute of Technology, 2012. http://hdl.handle.net/1853/45749.

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A seamless blending of the real and virtual worlds is key to increased immersion and improved user experiences for augmented reality (AR). Photorealistic and non-photorealistic rendering (NPR) are two ways to achieve this goal. Non-photorealistic rendering creates an abstract and stylized version of both the real and virtual world, making them indistinguishable. This could be particularly useful in some applications (e.g., AR/VR aided machine repair, or for virtual medical surgery) or for certain AR games with artistic stylization. Achieving temporal coherence is a key challenge for all NPR algorithms. Rendered results are temporally coherent when each frame smoothly and seamlessly transitions to the next one without visual flickering or artifacts that distract the eye from perceived smoothness. NPR algorithms with coherence are interesting in both general computer graphics and AR/VR areas. Rendering stylized AR without coherence processing causes the final results to be visually distracting. While various NPR algorithms with coherence support have been proposed in general graphics community for video processing, many of these algorithms require thorough analysis of all frames of the input video and cannot be directly applied to real-time AR applications. We have investigated existing NPR algorithms with coherence in both general graphics and AR/VR areas. These algorithms are divided into two categories: Model Space and Image Space. We present several NPR algorithms with coherence for AR: a watercolor inspired NPR algorithm, a painterly rendering algorithm, and NPR algorithms in the model space that can support several styling effects.
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Sayeed, Rezwan. "Illustrative non-photorealistic rendering techniques for GPU architectures." Thesis, University of Manchester, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.517869.

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McKinley, Joanne. "Volume Visualisation Via Variable-Detail Non-Photorealistic Illustration." Thesis, University of Waterloo, 2002. http://hdl.handle.net/10012/1104.

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The rapid proliferation of 3D volume data, including MRI and CT scans, is prompting the search within computer graphics for more effective volume visualisation techniques. Partially because of the traditional association with medical subjects, concepts borrowed from the domain of scientific illustration show great promise for enriching volume visualisation. This thesis describes the first general system dedicated to creating user-directed, variable-detail, scientific illustrations directly from volume data. In particular, using volume segmentation for explicit abstraction in non-photorealistic volume renderings is a new concept. The unique challenges and opportunities of volume data require rethinking many non-photorealistic algorithms that traditionally operate on polygonal meshes. The resulting 2D images are qualitatively different from but complementary to those normally seen in computer graphics, and inspire an analysis of the various artistic implications of volume models for scientific illustration.
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Schofield, Simon. "Non-photorealistic rendering : a critical examination and proposed system." Thesis, Middlesex University, 1994. http://eprints.mdx.ac.uk/6723/.

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In the first part of the program the emergent field of Non-Photorealistic Rendering is explored from a cultural perspective. This is to establish a clear understanding of what Non-Photorealistic Rendering (NPR) ought to be in its mature form in order to provide goals and an overall infrastructure for future development. This thesis claims that unless we understand and clarify NPR's relationship with other media (photography, photorealistic computer graphics and traditional media) we will continue to manufacture "new solutions" to computer based imaging which are confused and naive in their goals. Such solutions will be rejected by the art and design community, generally condemned as novelties of little cultural worth ( i.e. they will not sell). This is achieved by critically reviewing published systems that are naively described as Non-photorealistic or "painterly" systems. Current practices and techniques are criticised in terms of their low ability to articulate meaning in images; solutions to this problem are given. A further argument claims that NPR, while being similar to traditional "natural media" techniques in certain aspects, is fundamentally different in other ways. This similarity has lead NPR to be sometimes proposed as "painting simulation" — something it can never be. Methods for avoiding this position are proposed. The similarities and differences to painting and drawing are presented and NPR's relationship to its other counterpart, Photorealistic Rendering (PR), is then delineated. It is shown that NPR is paradigmatically different to other forms of representation — i.e. it is not an "effect", but rather something basically different. The benefits of NPR in its mature form are discussed in the context of Architectural Representation and Design in general. This is done in conjunction with consultations with designers and architects. From this consultation a "wish-list" of capabilities is compiled by way of a requirements capture for a proposed system. A series of computer-based experiments resulting in the systems "Expressive Marks" and 'Magic Painter" are carried out; these practical experiments add further understanding to the problems of NPR. The exploration concludes with a prototype system "Piranesi" which is submitted as a good overall solution to the problem of NPR. In support of this written thesis are : - • The Expressive Marks system • Magic Painter system • The Piranesi system (which includes the EPixel and Sketcher systems) • A large portfolio of images generated throughout the exploration.
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Pal, Kaushik. "A shader based approach to painterly rendering." Thesis, Texas A&M University, 2004. http://hdl.handle.net/1969.1/1125.

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The purpose of this thesis is to develop a texture-based painterly shader that would render computer generated objects or scenes with strokes that are visually similar to paint media like watercolor, oil paint or dry media such as crayons, chalk, et cetera. This method would need an input scene in the form of three dimensional polygonal or NURBS meshes. While the structure of the meshes and the lighting in the scene would both play a crucial role in the final appearance of the scene, the painterly look will be imparted through a shader. This method, therefore, is essentially a rendering technique. Several modifiable parameters in the shader gives the user artistic freedom while overall introducing some amount of automation in the painterly rendering process.
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Stanley, Michael Leighton. "Digital compositing with traditional artwork." Texas A&M University, 2005. http://hdl.handle.net/1969.1/2643.

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This thesis presents a general method and guidelines for compositing digital characters into traditional artwork by matching a character to the perspective, lighting, style, and complexity of the particular work of art. The primary goal of this integration is to make the resulting image believable, but not necessarily to create an exact match. As a result, the approach used here is not limited to a single rendering style or medium, but can be used to create a very close match for almost any artistic image. To develop and test this method and set of guidelines I created composites using a variety of styles and mediums.
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Lindemeier, Thomas [Verfasser]. "e-David : Non-Photorealistic Rendering using a Robot and Visual Feedback / Thomas Lindemeier." Konstanz : Bibliothek der Universität Konstanz, 2018. http://d-nb.info/1175382736/34.

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Gatzidis, Christos. "Evaluating non-photorealistic rendering for 3D urban models in the context of mobile navigation." Thesis, City University London, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.528481.

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SHIN, Jung Hoo. "A Stylised Cartoon Renderer For Toon Shading Of 3D Character." Thesis, University of Canterbury. Computer Science and Software Engineering, 2006. http://hdl.handle.net/10092/1133.

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This thesis describes two new techniques for enhancing the rendering quality of cartoon characters in toon-shading applications. The proposed methods can be used to improve the output quality of current cel shaders. The first technique which uses 2D image-based algorithms, enhances the silhouettes of the input geometry and reduces the computer generated artefacts. The silhouettes are found by using the Sobel filter and reconstructed by Bezier curve fitting. The intensity of the reconstructed silhouettes is then modified to create a stylised appearance. In the second technique, a new hair model based on billboarded particles is introduced. This method is found to be particularly useful for generating toon-like specular highlights for hair, which are important in cartoon animations. The whole rendering framework is implemented in C++ using the OpenGL API. OpenGL extensions and GPU programming are used to take the advantage of the functionalities of currently available graphics hardware. The programming of graphics hardware is done using Cg, a high level shader language.
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Books on the topic "Non-photorealistic rendering"

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Schofield, Simon. Non-photorealistic rendering: A critical examination and proposed system. [London]: Middlesex University, 1994.

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Machinery, Association for Computing, ACM Digital Library, SIGGRAPH, EUROGRAPHICS, and Annecy International Animation Festival, eds. NPAR 2002 Symposium on Non-photorealistic Animation and Rendering: Annecy, France, June 3-5, 2002. New York, N.Y: Association for Computing Machinery, 2002.

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International Symposium on Non Photorealistic Animation and Rendering (1st 2000 Annecy, France). Proceedings: First International Symposium on Non Photorealistic Animation and Rendering, Annecy, France, June 5-7, 2000. Edited by Spencer Stephen N, SIGGRAPH, and European Association for Computer Graphics. New York: Association for Computing Machinery, 2000.

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France) International Symposium on Non-Photorealistic Animation and Rendering (3rd 2004 Annecy. Proceedings, NPAR 2004: 3rd International Symposium on Non-Photorealistic Animation and Rendering : Annency, France, June 07-09, 2004. Edited by Spencer Stephen N, Annency Animation Festival, SIGGRAPH, and European Association for Computer Graphics. New York, NY: ACM Press, 2004.

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International, Symposium on Non Photorealistic Animation and Rendering (6th 2008 Annecy France). Proceedings NPAR 2008: 6th International Symposium on Non-Photorealistic Animation and Rendering : Annecy, France, June 09-11, 2008. New York, N.Y: Association for Computing Machinery, 2008.

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Ken, Anjyo, Sillion François X, Spencer Stephen N, SIGGRAPH, and Annecy International Animation Festival, eds. Proceedings NPAR 2008: 6th International Symposium on Non-Photorealistic Animation and Rendering : Annecy, France, June 09-11, 2008. New York, N.Y: Association for Computing Machinery, 2008.

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International Symposium on Non Photorealistic Animation and Rendering (6th 2008 Annecy, France). Proceedings NPAR 2008: 6th International Symposium on Non-Photorealistic Animation and Rendering : Annecy, France, June 09-11, 2008. Edited by Anjyo Ken, Sillion François X, Spencer Stephen N, SIGGRAPH, and Annecy International Animation Festival. New York, N.Y: Association for Computing Machinery, 2008.

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International Symposium on Non Photorealistic Animation and Rendering (5th 2007 San Diego, Calif.). Proceedings NPAR 2007: 5th International Symposium on Non-Photorealistic Animation and Rendering, San Diego, California, August 4-5, 2007. Edited by Gooch Bruce 1966-, SIGGRAPH, and Association for Computing Machinery. New York, N.Y: Association for Computing Machinery, 2007.

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Non-Photorealistic Rendering. AK Peters, Ltd., 2001.

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Gooch, Bruce, and Amy Gooch. Non-Photorealistic Rendering. A K Peters/CRC Press, 2001. http://dx.doi.org/10.1201/9781439864173.

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Book chapters on the topic "Non-photorealistic rendering"

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Shekhar, Shashi, and Hui Xiong. "Non-Photorealistic Rendering." In Encyclopedia of GIS, 791. Boston, MA: Springer US, 2008. http://dx.doi.org/10.1007/978-0-387-35973-1_883.

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Lopez-Moreno, Jorge. "Non-Photorealistic Rendering." In Encyclopedia of Color Science and Technology, 968–72. New York, NY: Springer New York, 2016. http://dx.doi.org/10.1007/978-1-4419-8071-7_169.

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Lopez-Moreno, Jorge. "Non-Photorealistic Rendering." In Encyclopedia of Color Science and Technology, 1–5. Berlin, Heidelberg: Springer Berlin Heidelberg, 2015. http://dx.doi.org/10.1007/978-3-642-27851-8_169-2.

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Lopez-Moreno, Jorge. "Non-photorealistic Rendering." In Encyclopedia of Color Science and Technology, 1–5. Berlin, Heidelberg: Springer Berlin Heidelberg, 2022. http://dx.doi.org/10.1007/978-3-642-27851-8_169-3.

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Barile, Perry, Vic Ciesielski, and Karen Trist. "Non-photorealistic Rendering Using Genetic Programming." In Lecture Notes in Computer Science, 299–308. Berlin, Heidelberg: Springer Berlin Heidelberg, 2008. http://dx.doi.org/10.1007/978-3-540-89694-4_31.

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Yang, Hui-Lin, and Chuan-Kai Yang. "A Non-photorealistic Rendering of Seurat’s Pointillism." In Advances in Visual Computing, 760–69. Berlin, Heidelberg: Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11919629_76.

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Lai, Yu-Kun, and Paul L. Rosin. "Non-photorealistic Rendering with Reduced Colour Palettes." In Computational Imaging and Vision, 211–36. London: Springer London, 2012. http://dx.doi.org/10.1007/978-1-4471-4519-6_11.

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Chen, Ting-Yen, and Reinhard Klette. "Animated Non-photorealistic Rendering in Multiple Styles." In Image and Video Technology – PSIVT 2013 Workshops, 12–23. Berlin, Heidelberg: Springer Berlin Heidelberg, 2014. http://dx.doi.org/10.1007/978-3-642-53926-8_2.

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Ježek, Bruno, David Horáček, Jan Vaněk, and Antonín Slabý. "Non-photorealistic Rendering and Sketching Supported by GPU." In Lecture Notes in Computer Science, 447–63. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-95270-3_38.

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Shen, Qiqi, Dele Cui, Yun Sheng, and Guixu Zhang. "Illumination-Preserving Embroidery Simulation for Non-photorealistic Rendering." In MultiMedia Modeling, 233–44. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-51814-5_20.

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Conference papers on the topic "Non-photorealistic rendering"

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Isenberg, Tobias, Petra Neumann, Sheelagh Carpendale, Mario Costa Sousa, and Joaquim A. Jorge. "Non-photorealistic rendering in context." In the 3rd international symposium. New York, New York, USA: ACM Press, 2006. http://dx.doi.org/10.1145/1124728.1124747.

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Teece, Daniel. "3D painting for non-photorealistic rendering." In ACM SIGGRAPH 98 Conference abstracts and applications. New York, New York, USA: ACM Press, 1998. http://dx.doi.org/10.1145/280953.282210.

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Rosin, Paul L., Tinghuai Wang, Holger Winnemöller, David Mould, Itamar Berger, John Collomosse, Yu-Kun Lai, et al. "Benchmarking non-photorealistic rendering of portraits." In the Symposium. New York, New York, USA: ACM Press, 2017. http://dx.doi.org/10.1145/3092919.3092921.

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Kass, Michael, and Davide Pesare. "Coherent noise for non-photorealistic rendering." In ACM SIGGRAPH 2011 papers. New York, New York, USA: ACM Press, 2011. http://dx.doi.org/10.1145/1964921.1964925.

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Cho, Ok-Hue, and Won-Hyung Lee. "Non-photorealistic Directional Line Draw Rendering." In 2008 Third International Conference on Convergence and Hybrid Information Technology (ICCIT). IEEE, 2008. http://dx.doi.org/10.1109/iccit.2008.331.

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Raskar, Ramesh. "Hardware support for non-photorealistic rendering." In the ACM SIGGRAPH/EUROGRAPHICS workshop. New York, New York, USA: ACM Press, 2001. http://dx.doi.org/10.1145/383507.383525.

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Rosin, Paul L., and Yu-Kun Lai. "Non-photorealistic rendering with spot colour." In the Symposium. New York, New York, USA: ACM Press, 2013. http://dx.doi.org/10.1145/2487276.2487280.

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Nimmagadda, Yamini, Yung-Hsiang Lu, Edward J. Delp, and David S. Ebert. "Non-photorealistic rendering for energy conservation." In Electronic Imaging 2008, edited by Reiner Creutzburg and Jarmo H. Takala. SPIE, 2008. http://dx.doi.org/10.1117/12.765549.

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Lum, Eric B., and Kwan-Liu Ma. "Hardware-accelerated parallel non-photorealistic volume rendering." In the second international symposium. New York, New York, USA: ACM Press, 2002. http://dx.doi.org/10.1145/508530.508542.

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Lin, Si-da. "Non-photorealistic Rendering for 3D Mesh Models." In 2009 International Conference on Computer and Communications Security (ICCCS). IEEE, 2009. http://dx.doi.org/10.1109/icccs.2009.42.

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Reports on the topic "Non-photorealistic rendering"

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Bartesaghi, A., and Guillermo Sapiro. Non-Photorealistic Rendering from Stereo. Fort Belvoir, VA: Defense Technical Information Center, January 2005. http://dx.doi.org/10.21236/ada437811.

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