Дисертації з теми "Webgl"
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Yang, Xinping. "Navigating/Browsing In 3D with WebGL." Thesis, University of Gävle, Department of Industrial Development, IT and Land Management, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-7057.
Повний текст джерелаThe use of the internet has become very important in our daily life. At present, web pages are mostly shown as two-dimensional content. Three-dimensional web pages are rarely seen on the Internet. In this thesis, the main task is to develop an interactive 3D (three-dimensional) web prototype for the company Interactive TV Arena. This three-dimensional web prototype will be integrated to the OSIA (open server interface architecture) project which is a project in Interactive TV Arena. In order to implement the prototype, three main tasks were addressed: The first is creating the framework of the prototype with XML files. Secondly, a parser framework was built with JavaScript classes. The third task is to render the prototype with WebGL in real time. The prototype can be used to develop the 3D web pages in modern browsers. This thesis has completed most of the aforementioned tasks and the result of it can be used to develop some simple 3D web pages.
Gravås, Lorents Odin. "Image-space Ambient Obscurance in WebGL." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-23504.
Повний текст джерелаMacků, Jiří. "Využití WebGL engine pro zobrazování automobilů." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2016. http://www.nusl.cz/ntk/nusl-255487.
Повний текст джерелаDi, Tosto Riccardo. "Un'applicazione 3D con HTML5 e WebGL." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2014. http://amslaurea.unibo.it/8002/.
Повний текст джерелаSöderberg, John. "FPS i en interaktiv 3D-modellvisare med WebGL : En FPS-jämförelse av WebGL Javascriptbiblioteken Three.js och Babylon.js." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-18642.
Повний текст джерелаWahlin, Yngve, and Hannes Feldt. "Implementation & utvärdering av spelmotor i WebGL." Thesis, Linköpings universitet, Datorteknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-95530.
Повний текст джерелаZeitler, Jonas. "Adaptive rendering of celestial bodies in WebGL." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-119970.
Повний текст джерелаFerreira, Nelson Bruno Tavares. "A WebGL application based on BIM IFC." Master's thesis, [s.n.], 2012. http://hdl.handle.net/10284/3712.
Повний текст джерелаThe possibility of displaying high performance 3D accelerated graphics in the browser is seen as an obstacle to the conversion of applications to the web. The release of WebGL made Web3D gain new strength to overcome that obstacle. Architecture, Engineering and Construction (AEC) tools are a type of applications that could benefit with this advance. In the AEC industry, there is a standard candidate for Building Information Modelling (BIM), called Industry Foundation Classes (IFC). This data model promotes interoperability between AEC tools, giving a common format to the applications. This work comes from the need of redesigning a legacy application that allows the user to design, display and calculate building structures. Focusing on the displaying of building structures, this work merges IFC and WebGL into an application, to replicate in a modern way the legacy application capabilities. This is done by developing a server module that processes the IFC data model and a client module that displays that model in a WebGL environment. The result is a prototype web application capable of displaying 3D IFC building models in the browser without plug-ins. A possibilidade de visualização de gráficos acelerados 3D de alto desempenho no navegador ainda é visto como um obstáculo na migração de aplicações para a web. O lançamento do WebGL fez o Web3D ganhar uma nova força para superar esse obstáculo. As ferramentas de Arquitetura, Engenharia e Construção (AEC) são um tipo de aplicações que podem beneficiar com este avanço. Na indústria AEC, há um candidato a padrão para Building Information Modelling (BIM), chamado de Industry Foundation Classes (IFC). Este modelo de dados promove a interoperabilidade entre as ferramentas de AEC, fornecendo um formato comum às aplicações. Este trabalho surge da necessidade de redesenhar uma aplicação legada que permite ao o utilizador projetar, visualizar e calcular estruturas de edifícios. Focando na visualização de estruturas de edifícios, este trabalho funde o IFC e o WebGL numa aplicação, para replicar de forma moderna as capacidades da aplicação legada. Isto é feito através do desenvolvimento de um módulo de servidor que processa o modelo de dados IFC e um módulo de cliente que mostra esse modelo num ambiente WebGL. O resultado é um protótipo duma aplicação web capaz de visualizar modelos 3D de edifícios em formato IFC no browser sem plug-ins.
Frisk, David. "WebGL: baserad ramverk prestandajämförelse : Mellan Three.Js och Babylon.Js." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12741.
Повний текст джерелаKarlsson, Jonathan. "Using WebGL to create TV-centric user interfaces." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-107403.
Повний текст джерелаStenbeck, Marcus. "Automatisk testning av WebGL på mobil- och desktopenheter." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-113460.
Повний текст джерелаKaláb, Jan. "Implementace algoritmu pro zobrazování terénu s pomocí WebGL." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2012. http://www.nusl.cz/ntk/nusl-236573.
Повний текст джерелаWallin, Hektor. "Själv-optimerande dynamisk adaptiv struktur för WebGL-applikationer." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20743.
Повний текст джерелаThe development of computers and their ability increases the gap between computers andcreate a wide variety of hardware availability. The capacity that computers possess varyconsiderably and thus the ability to handle complex applications. Modern applicationsprovides settings that users can customize for the computer, which requires the user tohave su cient knowledge to understand the attitude of the e ect. To select the optimalsettings for your PC is a process that is both di cult and time consuming. This thesisexamines how a dynamically adaptive system can automatically adjust the settings for theapplication while it is running, without manual external impact. The system continuouslymonitors the application and individual technologies performance. Based on measurementsthe adaptive system can customize applications settings. By abstracting the functionalityto adjust the application the computer's capacity is utlizied, without neither the user'sknowledge or in uence. The thesis examines how various technologies can in uence ap-plication performance and conducts tests of a dynamically adaptive system's ability tocustomize the application for execution environment.
Oliveira, Junior Abimael Alves de. "Visualizador 3D para dados de radar meteorológico usando WEBGL." reponame:Repositório Institucional da UFPR, 2013. http://hdl.handle.net/1884/29272.
Повний текст джерелаDahl, T. (Toni). "A WebGL-based virtual world client on a web browser." Master's thesis, University of Oulu, 2013. http://urn.fi/URN:NBN:fi:oulu-201312062022.
Повний текст джерела3D-virtuaalimaailmojen suosio on kasvanut paljon viime vuosina ja niistä on tulossa tärkeitä työkaluja ihmisten väliselle interaktiiviselle yhteistyölle. Virtuaalimaailmat ovat yhtymässä myös reaalimaailmaan lisätyn todellisuuden teknologioiden avulla. Monet palveluntarjoajat yrittävät nykyään helpottaa käyttäjien pääsyä virtuaalimaailmoihin. Virtuaalimaailmoihin päästäkseen käyttäjä joutuu yleensä asentamaan erillisen asiakasohjelman, joka joudutaan erikseen räätälöimään jokaiselle laitealustalle ja käyttöjärjestelmälle sopivaksi. Asiakasohjelman asentaminen on hankalaa käyttäjille ja asiakasohjelmien eri käyttöjärjestelmäkohtaisten versioiden ylläpito on kallista palveluntarjoajille. Tämä vaikeuttaa 3D-virtuaalimaailmojen omaksumista. 3D Web -teknologiat ja standardit ovat kehittyneet nopeasti ja helpottavat kehittäjiä luomaan 3D-virtuaalimaailmoja joita voidaan katsella verkkoselaimella. Käyttäjän täytyy kuitenkin asentaa erillinen lisäohjelma verkkoselaimeen ennen kuin teknologiaa voi käyttää. Käyttämällä uutta WebGL-teknologiaa, interaktiivista 3D-maailmaa voidaan käyttää monella alustalla toimivalla verkkoselaimella joutumatta asentamaan erillisiä lisäohjelmia. Tässä työssä esitellään järjestelmäarkkitehtuuri ja prototyyppi WebGL-pohjaisesta asiakasohjelmasta 3D-virtuaalimaailmoille, joka on helposti laajennettava, ei tarvitse ylimääräisiä lisäohjelmia ja on lähdekoodiltaan avoin. Web-asiakasohjelman suorituskykyä arvioitiin mittaamalla ohjelman aiheuttama CPU-kuorma, muistinkulutus, kuvataajuus ja 3D-näkymän prosessointiin kuluva aika pöytätietokoneella ja tehokkaalla taulutietokoneella. Mittaustulokset osoittavat, että web-asiakasohjelmalla on hyvät tulevaisuudennäkymät pöytätietokoneilla, mutta lisää kehitystyötä on tehtävä hyvän suorituskyvyn saavuttamiseksi taulutietokoneilla. Tämän työn pohjalta tehty julkaisu, "A Virtual World Web Client Utilizing An Entity-Component Model", on hyväksytty NGMAST 2013 -konferenssiin. Lisäksi, verkon laadun vaikutusta web-asiakasohjelman suorituskykyyn ja käyttökokemukseen tullaan tutkimaan lähitulevaisuudessa. Tämä työ on onnistuneesti kontribuoinut 3D Web:iin liittyvään tutkimukseen ja on vaikuttanut teknologioiden valintoihin työhön liittyvien kolmannen osapuolen projektien piirissä. Toteutettua asiakasohjelmaa voidaan käyttää monilla alustoilla verkkoselaimilla, jotka tukevat WebGL- ja WebSocket-teknologioita, mikä tekee ohjelmasta helposti saavutettavan useille käyttäjille. Toteutus on myös helposti laajennettavissa sen modulaarisen rakenteen ja 3D-näkymän hierarkian hallintaan käytetyn entiteetti-komponentti -mallin takia
Stefanini, Francesco. "Studio di modelli di illuminazione e texture in ambiente WebGL." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2015. http://amslaurea.unibo.it/8294/.
Повний текст джерелаFrick, Erik. "Dynamisk grafik med WebGL och Canvas : Atlas och context-switch." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-11082.
Повний текст джерелаHedström, Mathias. "En jämförelsestudie mellan OpenGL 4.3, OpenGL ES 3.0 och WebGL 1.0." Thesis, Umeå universitet, Institutionen för datavetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-81114.
Повний текст джерелаHavsvik, Oskar. "Enhanced Full-body Motion Detection for Web Based Games using WebGL." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-119736.
Повний текст джерелаPergher, Bruno Spanevello. "Sistematização de criação de conteúdo interativo 3D (WEBGL) aplicado ao design virtual." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2017. http://hdl.handle.net/10183/170941.
Повний текст джерелаAs new technologies for the creation of three-dimensional virtual environments, such as WebGL, the possibilities of their use are expanded and it is possible to improve the graphic quality and the ways of interacting with them. The present research aims to approach designers and the promising WebGL technology, still very much related to the knowledge of the written and distant programming of most of the designers. With this, it aims to improve the quality of creation and distribution of the Virtual Design works. For this, a systematic creation of three-dimensional interactive contents using the WebGL standard is proposed, based on requirements stipulated based on the bibliographic review of the subject. Among the main requirements are the use of software and resources that do not require prior knowledge of written programming language, understanding the three main pillars of 3D virtual environments (modeling, animation and interaction) and facilitating the export of content created in a file (HTML) executable in major web browsers, employing the WebGL standard, without the use of any plug-in. After the analysis of 34 tools, the set of Blender + Blend4Web programs was chosen to be used in the systematics. As a result, a systematic creation of threedimensional virtual environments with very diversified resources was obtained, which proved useful in updating the knowledge of students and professionals of Virtual Design.
Režňák, Pavel. "WebGL2 renderer ve WebAssembly." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2018. http://www.nusl.cz/ntk/nusl-385902.
Повний текст джерелаPalm, Emanuel. "Graphics’ Card Utility withWebGL and N-Buffering : Improving performance using N-buffer strategies with WebGL." Thesis, KTH, Data- och elektroteknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-146652.
Повний текст джерелаDenna uppsats granskar nyttjandet av N buffrar för att minska uppkomsten av resurskonflikter på en abstrakt WebGL maskin, och således frigöra processtid på maskinen i fråga. De typer av buffrar som vidrörs är så kallade frame buffers och vertex buffers. Uppsatsen går också igenom syftet och funktionen hos N buffrar i relation till grafik och funktionen hos en WebGL maskin, förstudien kring och produktionen av prestandatest-prototyper, en del relevanta mätresultat, samt analys och slutsatser. Slutsatsen nås att nyttjandet av N>1 buffrar är en potentiellt gångbar strategi för ökandet av prestanda hos WebGL, och en del teorier presenteras och förslag ges kring ytterligare studier för attöka prestanda ytterligare.
Karlsson, Andreas. "Rendering av 2d scen i canvas med hybridramverk." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12421.
Повний текст джерелаJung, Hoijoon. "Ubiquitous and Immersive Visualisation and Interaction of Volumetric Medical Images." Thesis, The University of Sydney, 2019. http://hdl.handle.net/2123/20703.
Повний текст джерелаEriksson, Oskar, and Emil Rydkvist. "An in-depth analysis of dynamically rendered vector-based maps with WebGL using Mapbox GL JS." Thesis, Linköpings universitet, Programvara och system, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-121073.
Повний текст джерелаBarkestedt, Filip. "Jämförelse av WebGL-teknologier vid rendering av heatmaps utifrån marin miljödata : Jämförelse mellan Three.js och X3DOM." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-15454.
Повний текст джерелаZvěřina, Jiří. "Interiérová lokalizace ve 3D." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2018. http://www.nusl.cz/ntk/nusl-385909.
Повний текст джерелаНовохатько, І. О. "Візуалізація Інформаційна технологія слайсингу моделей для FDM 3D принтера". Master's thesis, Сумський державний університет, 2021. https://essuir.sumdu.edu.ua/handle/123456789/86824.
Повний текст джерелаWaernér, Klara. "3D Graphics Technologies for Web Applications : An Evaluation from the Perspective of a Real World Application." Thesis, Linköpings universitet, Informationskodning, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-78726.
Повний текст джерелаAlshammari, Asma Abdulkarim. "Web-based Computer Graphics Learning." University of Cincinnati / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1522414261383339.
Повний текст джерелаSpousta, Martin. "Elektronický obchod ve 3D rozměru." Master's thesis, Vysoké učení technické v Brně. Fakulta podnikatelská, 2011. http://www.nusl.cz/ntk/nusl-222821.
Повний текст джерелаBergman, Lars. "Creating an Appealing 3D-visualization Tool for Baseboards in the Web Browser." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-168456.
Повний текст джерелаSharakhov, Nikita Igorevich. "Web-Based Data Visualization with 3D Portrayals for Communications Applications." Thesis, Virginia Tech, 2014. http://hdl.handle.net/10919/50420.
Повний текст джерелаMaster of Science
Ohlson, Anders. "Jämförelse mellan 3d och 2d utritningar för grafer : WebGL 3D jämförelse med HTML5 canvas 2D utritningar för att konstatera vilken metod som är snabbast." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-9501.
Повний текст джерелаHage, Cleber Castro. "Marcação de regiões de interesse em 3d sobre imagens radiológicas utilizando a web." Universidade de São Paulo, 2014. http://www.teses.usp.br/teses/disponiveis/55/55134/tde-19032015-104453/.
Повний текст джерелаThis work is part of a larger project, the electronic Physician Annotation Device (ePAD) project. The ePAD allows the creation of a medical knowledge base using semantic annotation on lesions found on radiological images using the Web platform. The annotation will serve to identify, follow-up and reason about tumor lesions in medical research projects (specially about cancer). The information acquired and persisted by the system allows automatic evaluation by computers; retrieval of hospital images and other services related to medical exams. ePAD is a joint development of the ICMC-USP and the Department of Radiology of the Stanford University research groups. The main work, presented here, is a new set of functionalities on the Web to add recording of lesions on radiological images in three dimensions to ePAD. They will lead to more accurate data about three dimensional lesion measurements, such as volume, position and longest diameter calculations. The objective is to ease the work of radiology professionals doing diagnostic analysis and lesion tracking producing more accurate follow-ups of disease evolution, such as of cancer. Annotation can be attached to lesions and hold semantic information, using biomedical ontology terms from RadLex. These new functionalities are based on HTML5 with the help of WebGL for visualization and manipulation of 3D objects. The main contributions of this work are the software for visualization of radiological image series in 3D using orthogonal planes, the video prototypes showing the three possible interfaces to mark lesions in 3D, the survey with radiologists (using the video prototypes) to determine that the spherical cursor was the best interface to mark lesions in 3D and the prototype of this interface in ePAD. This work received help from users of the Department of Radiology of the Stanford University and the Clinics Hospital of Ribeirão Preto of the University of São Paulo.
Madaj, Tomáš. "Výkonnostní testy pro chytré TV, set-top boxy a herní konzole." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2018. http://www.nusl.cz/ntk/nusl-386024.
Повний текст джерелаNordström, Daniel. "Applicability of modern graphics libraries in web development : How may current graphics APIs that allow GPU-rendered web content be better inorporated for use in modern web application production?" Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-75813.
Повний текст джерелаCronstrand, Rasmus. "Effects of design and feedback in a motion-based game." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-120565.
Повний текст джерелаLewis, Aldo. "THE I: A CLIENT-BASED POINT-AND-CLICK PUZZLE GAME." CSUSB ScholarWorks, 2014. https://scholarworks.lib.csusb.edu/etd/74.
Повний текст джерелаSjöstedt, Max. "Ramverk för rendering av heatmaps, en jämförande studie : Prestandajämförelse för ramverk på webben." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-18646.
Повний текст джерелаGöth, Pontus. "Visualisering av 3D objekt på 2D kartor : En jämförelse av utritningstid mellan ThreeJS och X3DOM." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-18663.
Повний текст джерелаKoukolíček, Ondřej. "Weather and Aeronautical Data on Map for Airplane EFB." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2015. http://www.nusl.cz/ntk/nusl-234990.
Повний текст джерелаBjörn, Overå. "Skinning på GPUn : Med dubbel kvaternioner." Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-21364.
Повний текст джерелаLatta, Martin. "Vektorové letecké mapy s "high a low trajektoriemi"." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2016. http://www.nusl.cz/ntk/nusl-255378.
Повний текст джерелаHeinemann, Jakob. "Technical Feasibility Study for Implementing and Visualizing Diving Tracks in 3D in a Web Platform." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-106564.
Повний текст джерелаDetta examensarbete visar hur positionsdata inhämtade med ett dykredskap kan visualiseras i en webbläsare på såväl mobila enheter som på stationära datorer med hjälp av nyttjande av inbyggd koppling till GPU med OpenGL. I detta arbete designas, implementeras och utvärderas en plattform och en visualiseringsprototyp. Resultatet visar att WebGL finns tillgängligt på de flesta plattformarna, men värt att notera inte på enheter som kör iOS. Webläsaren kan användas för att implementera avancerad funktionalitet men prestandan behöver förbättras. Arbetet diskuterar och föreslår en design för att få ut mer glädje av dykupplevelser genom observationer av en implementerad prototyp och föreslår ett engagerande system för socialt samarbete kring äventyrsupplevelser.
Kuželová, Ludmila. "Zobrazení 3D scény ve webovém prohlížeči." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2012. http://www.nusl.cz/ntk/nusl-236552.
Повний текст джерелаFisla, Jakub. "Zobrazení volumetrických dat ve webovém prohlížeči." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2016. http://www.nusl.cz/ntk/nusl-255385.
Повний текст джерелаPagáč, Jakub. "Počítačová hra demonstrující 3D vizualizační možnosti dnešních internetových prohlížečů." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2021. http://www.nusl.cz/ntk/nusl-445578.
Повний текст джерелаSpiridopoulos, Konstantinos, and Erik Widén. "Modelling web applications WebML versus UML." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik och datavetenskap, 2002. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-1758.
Повний текст джерелаGray, Justin. "Motivic development in the piano music of Karl Weigl (1881-1949)." Thesis, Recital, recorded Apr. 17, 2006, in digital collections. Access restricted to the University of North Texas campus. connect to online resource, 2007. http://digital.library.unt.edu/permalink/meta-dc-5175.
Повний текст джерелаSystem requirements: Adobe Acrobat Reader. Accompanied by 4 recitals, recorded Mar. 29, 2004, Nov. 15, 2005, Apr. 17, 2006, and June 11, 2007. Includes bibliographical references (p. 19).