Adobe Photoshop CS6 [[electronic resource] /] / by Lynette Kent |
Autore | Kent Lynette |
Pubbl/distr/stampa | Indianapolis, IN, : John Wiley & Sons, 2012 |
Descrizione fisica | 1 online resource (290 p.) |
Disciplina |
006.6/96
006.686 006.696 |
Collana | Top 100 Simplified Tips & Tricks |
Soggetto topico | Image processing - Digital techniques |
ISBN |
1-280-67008-8
9786613647016 1-118-22840-5 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Photoshop® CS6: Top 100 Simplified® Tips & Tricks |
Record Nr. | UNINA-9910790272703321 |
Kent Lynette | ||
Indianapolis, IN, : John Wiley & Sons, 2012 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Adobe Photoshop CS6 [[electronic resource] /] / by Lynette Kent |
Autore | Kent Lynette |
Pubbl/distr/stampa | Indianapolis, IN, : John Wiley & Sons, 2012 |
Descrizione fisica | 1 online resource (290 p.) |
Disciplina |
006.6/96
006.686 006.696 |
Collana | Top 100 Simplified Tips & Tricks |
Soggetto topico | Image processing - Digital techniques |
ISBN |
1-280-67008-8
9786613647016 1-118-22840-5 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Photoshop® CS6: Top 100 Simplified® Tips & Tricks |
Record Nr. | UNINA-9910811211103321 |
Kent Lynette | ||
Indianapolis, IN, : John Wiley & Sons, 2012 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Advanced Maya texturing and lighting [[electronic resource] /] / Lee Lanier |
Autore | Lanier Lee <1966-> |
Edizione | [2nd ed.] |
Pubbl/distr/stampa | Hoboken, NJ, : Wiley Technology Pub., 2008 |
Descrizione fisica | 1 online resource (xix, 475 p.) : ill |
Disciplina | 006.6/96 |
Soggetto topico | Computer animation |
Soggetto genere / forma | Electronic books. |
ISBN |
1-118-98354-8
9786611752231 1-118-05967-0 0-470-38857-9 1-281-75223-1 0-470-29273-3 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Understanding lighting, color, and composition -- Applying the correct Maya light type -- Creating high-quality shadows -- Applying the correct material and 2D texture -- Applying 3D textures and projections -- Creating custom connections and applying color utilities -- Automating a scene with sampler nodes -- Harnessing the power of math utilities -- Improving textures through custom UVs, maps, and sliders -- Prepping for successful renders -- Raytracing with Maya software and mental ray -- Working with global illumination, final gather, and mental ray shaders -- Texturing and lighting with advanced techniques. |
Record Nr. | UNINA-9910463825603321 |
Lanier Lee <1966-> | ||
Hoboken, NJ, : Wiley Technology Pub., 2008 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Advanced Maya texturing and lighting [[electronic resource] /] / Lee Lanier |
Autore | Lanier Lee <1966-> |
Edizione | [2nd ed.] |
Pubbl/distr/stampa | Hoboken, NJ, : Wiley Technology Pub., 2008 |
Descrizione fisica | 1 online resource (xix, 475 p.) : ill |
Disciplina | 006.6/96 |
Soggetto topico | Computer animation |
ISBN |
1-118-98354-8
9786611752231 1-118-05967-0 0-470-38857-9 1-281-75223-1 0-470-29273-3 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Understanding lighting, color, and composition -- Applying the correct Maya light type -- Creating high-quality shadows -- Applying the correct material and 2D texture -- Applying 3D textures and projections -- Creating custom connections and applying color utilities -- Automating a scene with sampler nodes -- Harnessing the power of math utilities -- Improving textures through custom UVs, maps, and sliders -- Prepping for successful renders -- Raytracing with Maya software and mental ray -- Working with global illumination, final gather, and mental ray shaders -- Texturing and lighting with advanced techniques. |
Record Nr. | UNINA-9910788289003321 |
Lanier Lee <1966-> | ||
Hoboken, NJ, : Wiley Technology Pub., 2008 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Advanced Maya texturing and lighting [[electronic resource] /] / Lee Lanier |
Autore | Lanier Lee <1966-> |
Edizione | [2nd ed.] |
Pubbl/distr/stampa | Hoboken, NJ, : Wiley Technology Pub., 2008 |
Descrizione fisica | 1 online resource (xix, 475 p.) : ill |
Disciplina | 006.6/96 |
Soggetto topico | Computer animation |
ISBN |
1-118-98354-8
9786611752231 1-118-05967-0 0-470-38857-9 1-281-75223-1 0-470-29273-3 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Understanding lighting, color, and composition -- Applying the correct Maya light type -- Creating high-quality shadows -- Applying the correct material and 2D texture -- Applying 3D textures and projections -- Creating custom connections and applying color utilities -- Automating a scene with sampler nodes -- Harnessing the power of math utilities -- Improving textures through custom UVs, maps, and sliders -- Prepping for successful renders -- Raytracing with Maya software and mental ray -- Working with global illumination, final gather, and mental ray shaders -- Texturing and lighting with advanced techniques. |
Record Nr. | UNINA-9910822337303321 |
Lanier Lee <1966-> | ||
Hoboken, NJ, : Wiley Technology Pub., 2008 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Animating with Blender : how to create short animations from start to finish / / D. Roland Hess |
Autore | Hess Roland <1970-, > |
Edizione | [1st edition] |
Pubbl/distr/stampa | Amsterdam ; ; Boston : , : Elsevier/Focal Press, , 2009 |
Descrizione fisica | 1 online resource (366 p.) |
Disciplina | 006.6/96 |
Soggetto topico |
Computer animation
Three-dimensional display systems Computer graphics |
Soggetto genere / forma | Electronic books. |
ISBN |
1-136-13845-5
1-136-13846-3 1-281-78990-9 9786611789909 0-08-092811-0 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; Animating with Blender: How to Create Short Animationsfrom Start to Finish; Copyright; Contents; Foreword; Chapter 1. An Overview of the Short Animation Process; Creating a Short Animation; Avoiding Death by Natural Causes; Preproduction; Production; Postproduction; The Importance of Following the Work Flow; Chapter 2. Story Story Story; What Makes an Engaging Story; Writing It Down; Story Scope, Your Resources, and Reality; Scope Example: Adding a Second Character; Scope Example: Adding a Second Location; Scope Example: Adding Length; How Long Is My Story?; Chapter 3. Organization
Your Digital AssetsThe Way That Blender Handles Assets; A Suggested Organizational Structure; Chapter 4. Storyboarding and the Story Reel; Storyboarding Basics; Suggested Tools; Pen Tablets; Paint Software; Blender's Image Editor; Creating the Storyboards; Telling the Story; Recording a Temporary Soundtrack for Timing; Assembling a Story Reel in Blender's Sequence Editor; Sequencer Tools for Working with Image Strips; Watching and Exporting the Story Reel; Chapter 5. Character Design and Creation; Designing in Line with Your Theme and Reality; The Beast; The Mom; The Dogs Modeling Based on Storyboard RequirementsFaces, Hands, and Clothes; Level of Detail; Normal Mapping for Greater Detail at Lower Resolutions; Mesh Animation Issues; Quads, Edge Loops, and Joints; Bind Pose; Polygon Count; Preparing the Model for Future Work; Chapter 6. Libraries and Linking; Libraries, and Why You Should Bother; Linking Assets That Do Not Animate; Linking Assets for Object-level Animation; Creating an Animation Proxy; Creating and Linking a Dupligroup; Which Method to Choose?; Linking Assets for Character Animation; Managing Your Links and Libraries Finding and Fixing Broken LinksMoving a Shot File and Maintaining Its Links; Moving an Asset File; Chapter 7. Rough Sets, Blocking, and an Animatic; Creating Rough Sets; Preparing the File for the Rough Set; Building Your Template Scene File; Matching Camera Angles to Storyboards; Placing Your Characters; Proceeding Through the Story Reel; Special Case: Reusing Cameras; Additional Detail: Moving Cameras, Moving Characters; Creating an Animatic; Replacing Storyboards in the Story Reel; Chapter 8. Good Sound; Finding Decent Equipment and Environments; What to Use; Where to Record Making the RecordingThe Goal of the Recording Session; Some Sound Processing Basics; Removing Noise and Adjusting Levels; Previewing the Recorded Sound; Chapter 9. Rigging and Skinning; An Iterative Method for Rigging, Skinning, and Testing; Control Structures; Deformers; Helpers; General Rigging and Skinning Work Flow; Building the Rig in Layers; A Practical Example; Inverse Kinematics/forward Kinematics; Auto Ik; Another Rigging Example: the Fingers; Binding the Rig to the Mesh; To Deform or Not?; The Armature Modifier and Vertex Groups; The Mesh Deform Modifier; Lattices Combining Different Deformation Methods with Vertex Groups |
Record Nr. | UNINA-9910453350503321 |
Hess Roland <1970-, > | ||
Amsterdam ; ; Boston : , : Elsevier/Focal Press, , 2009 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Animating with Blender : how to create short animations from start to finish / / D. Roland Hess |
Autore | Hess Roland <1970-, > |
Edizione | [1st edition] |
Pubbl/distr/stampa | Amsterdam ; ; Boston : , : Elsevier/Focal Press, , 2009 |
Descrizione fisica | 1 online resource (366 p.) |
Disciplina | 006.6/96 |
Soggetto topico |
Computer animation
Three-dimensional display systems Computer graphics |
ISBN |
1-136-13845-5
1-136-13846-3 1-281-78990-9 9786611789909 0-08-092811-0 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; Animating with Blender: How to Create Short Animationsfrom Start to Finish; Copyright; Contents; Foreword; Chapter 1. An Overview of the Short Animation Process; Creating a Short Animation; Avoiding Death by Natural Causes; Preproduction; Production; Postproduction; The Importance of Following the Work Flow; Chapter 2. Story Story Story; What Makes an Engaging Story; Writing It Down; Story Scope, Your Resources, and Reality; Scope Example: Adding a Second Character; Scope Example: Adding a Second Location; Scope Example: Adding Length; How Long Is My Story?; Chapter 3. Organization
Your Digital AssetsThe Way That Blender Handles Assets; A Suggested Organizational Structure; Chapter 4. Storyboarding and the Story Reel; Storyboarding Basics; Suggested Tools; Pen Tablets; Paint Software; Blender's Image Editor; Creating the Storyboards; Telling the Story; Recording a Temporary Soundtrack for Timing; Assembling a Story Reel in Blender's Sequence Editor; Sequencer Tools for Working with Image Strips; Watching and Exporting the Story Reel; Chapter 5. Character Design and Creation; Designing in Line with Your Theme and Reality; The Beast; The Mom; The Dogs Modeling Based on Storyboard RequirementsFaces, Hands, and Clothes; Level of Detail; Normal Mapping for Greater Detail at Lower Resolutions; Mesh Animation Issues; Quads, Edge Loops, and Joints; Bind Pose; Polygon Count; Preparing the Model for Future Work; Chapter 6. Libraries and Linking; Libraries, and Why You Should Bother; Linking Assets That Do Not Animate; Linking Assets for Object-level Animation; Creating an Animation Proxy; Creating and Linking a Dupligroup; Which Method to Choose?; Linking Assets for Character Animation; Managing Your Links and Libraries Finding and Fixing Broken LinksMoving a Shot File and Maintaining Its Links; Moving an Asset File; Chapter 7. Rough Sets, Blocking, and an Animatic; Creating Rough Sets; Preparing the File for the Rough Set; Building Your Template Scene File; Matching Camera Angles to Storyboards; Placing Your Characters; Proceeding Through the Story Reel; Special Case: Reusing Cameras; Additional Detail: Moving Cameras, Moving Characters; Creating an Animatic; Replacing Storyboards in the Story Reel; Chapter 8. Good Sound; Finding Decent Equipment and Environments; What to Use; Where to Record Making the RecordingThe Goal of the Recording Session; Some Sound Processing Basics; Removing Noise and Adjusting Levels; Previewing the Recorded Sound; Chapter 9. Rigging and Skinning; An Iterative Method for Rigging, Skinning, and Testing; Control Structures; Deformers; Helpers; General Rigging and Skinning Work Flow; Building the Rig in Layers; A Practical Example; Inverse Kinematics/forward Kinematics; Auto Ik; Another Rigging Example: the Fingers; Binding the Rig to the Mesh; To Deform or Not?; The Armature Modifier and Vertex Groups; The Mesh Deform Modifier; Lattices Combining Different Deformation Methods with Vertex Groups |
Record Nr. | UNINA-9910782600103321 |
Hess Roland <1970-, > | ||
Amsterdam ; ; Boston : , : Elsevier/Focal Press, , 2009 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Animating with Blender : how to create short animations from start to finish / / D. Roland Hess |
Autore | Hess Roland <1970-, > |
Edizione | [1st edition] |
Pubbl/distr/stampa | Amsterdam ; ; Boston : , : Elsevier/Focal Press, , 2009 |
Descrizione fisica | 1 online resource (366 p.) |
Disciplina | 006.6/96 |
Soggetto topico |
Computer animation
Three-dimensional display systems Computer graphics |
ISBN |
1-136-13845-5
1-136-13846-3 1-281-78990-9 9786611789909 0-08-092811-0 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; Animating with Blender: How to Create Short Animationsfrom Start to Finish; Copyright; Contents; Foreword; Chapter 1. An Overview of the Short Animation Process; Creating a Short Animation; Avoiding Death by Natural Causes; Preproduction; Production; Postproduction; The Importance of Following the Work Flow; Chapter 2. Story Story Story; What Makes an Engaging Story; Writing It Down; Story Scope, Your Resources, and Reality; Scope Example: Adding a Second Character; Scope Example: Adding a Second Location; Scope Example: Adding Length; How Long Is My Story?; Chapter 3. Organization
Your Digital AssetsThe Way That Blender Handles Assets; A Suggested Organizational Structure; Chapter 4. Storyboarding and the Story Reel; Storyboarding Basics; Suggested Tools; Pen Tablets; Paint Software; Blender's Image Editor; Creating the Storyboards; Telling the Story; Recording a Temporary Soundtrack for Timing; Assembling a Story Reel in Blender's Sequence Editor; Sequencer Tools for Working with Image Strips; Watching and Exporting the Story Reel; Chapter 5. Character Design and Creation; Designing in Line with Your Theme and Reality; The Beast; The Mom; The Dogs Modeling Based on Storyboard RequirementsFaces, Hands, and Clothes; Level of Detail; Normal Mapping for Greater Detail at Lower Resolutions; Mesh Animation Issues; Quads, Edge Loops, and Joints; Bind Pose; Polygon Count; Preparing the Model for Future Work; Chapter 6. Libraries and Linking; Libraries, and Why You Should Bother; Linking Assets That Do Not Animate; Linking Assets for Object-level Animation; Creating an Animation Proxy; Creating and Linking a Dupligroup; Which Method to Choose?; Linking Assets for Character Animation; Managing Your Links and Libraries Finding and Fixing Broken LinksMoving a Shot File and Maintaining Its Links; Moving an Asset File; Chapter 7. Rough Sets, Blocking, and an Animatic; Creating Rough Sets; Preparing the File for the Rough Set; Building Your Template Scene File; Matching Camera Angles to Storyboards; Placing Your Characters; Proceeding Through the Story Reel; Special Case: Reusing Cameras; Additional Detail: Moving Cameras, Moving Characters; Creating an Animatic; Replacing Storyboards in the Story Reel; Chapter 8. Good Sound; Finding Decent Equipment and Environments; What to Use; Where to Record Making the RecordingThe Goal of the Recording Session; Some Sound Processing Basics; Removing Noise and Adjusting Levels; Previewing the Recorded Sound; Chapter 9. Rigging and Skinning; An Iterative Method for Rigging, Skinning, and Testing; Control Structures; Deformers; Helpers; General Rigging and Skinning Work Flow; Building the Rig in Layers; A Practical Example; Inverse Kinematics/forward Kinematics; Auto Ik; Another Rigging Example: the Fingers; Binding the Rig to the Mesh; To Deform or Not?; The Armature Modifier and Vertex Groups; The Mesh Deform Modifier; Lattices Combining Different Deformation Methods with Vertex Groups |
Record Nr. | UNINA-9910825969103321 |
Hess Roland <1970-, > | ||
Amsterdam ; ; Boston : , : Elsevier/Focal Press, , 2009 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Autodesk 3ds max 2013 essentials [[electronic resource] /] / Randi L. Derakhshani, Dariush Derakhshani |
Autore | Derakhshani Randi |
Edizione | [1st ed.] |
Pubbl/distr/stampa | Indianapolis, Ind., : John Wiley & Sons, 2012 |
Descrizione fisica | 1 online resource (402 p.) |
Disciplina |
006.6/96
006.693 006.696 |
Altri autori (Persone) | DerakhshaniDariush |
Collana | Serious skills |
Soggetto topico | Computer graphics |
Soggetto genere / forma | Electronic books. |
ISBN |
1-118-23848-6
1-280-64660-8 9786613632630 1-118-22500-7 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Autodesk 3ds Max 2013 Essentials; Acknowledgments; About the Authors; Contents; Introduction; Chapter 1: The 3ds Max Interface; The Workspace; Transforming Objects Using Gizmos; Graphite Modeling Tools Ribbon; Command Panel; Time Slider and Track Bar; File Management; Chapter 2: Your First 3ds Max Project; Starting to Model a Chest of Drawers; Modeling the Top; I Can See Your Drawers; Modeling the Bottom; Creating the Knobs; Chapter 3: Modeling in 3ds Max: Architectural Model Part I; Units Setup; Importing a CAD Drawing; Creating the Walls; Creating the Doors; Creating the Window
Adding a Floor and CeilingCreating Baseboard Moldings; Chapter 4: Modeling in 3ds Max: Architectural Model Part II; Modeling the Couch; Modeling the Chair; Chapter 5: Animating a Bouncing Ball; Animating the Ball; Refining the Animation; Chapter 6: Animating a Thrown Knife; Anticipation and Momentum in Knife Throwing; Chapter 7: Character Poly Modeling: Part I; Setting Up the Scene; Creating the Soldier; Chapter 8: Character Poly Modeling: Part II; Completing the Main Body; Creating the Accessories; Putting on the Boots; Creating the Hands; Chapter 9: Character Poly Modeling: Part III Creating the HeadMerging and Attaching the Head's Accessories; Chapter 10: Introduction to Materials: Interiors and Furniture; The Slate Material Editor; Material Types; mental ray Material Types; Shaders; Mapping the Couch and Chair; Mapping the Window and Doors; Chapter 11: Textures and UV Workflow: The Soldier; Mapping the Soldier; UV Unwrapping; Seaming the Rest of the Body; Applying the Color Map; Applying the Bump Map; Applying the Specular Map; Chapter 12: Character Studio: Rigging; Character Studio Workflow; Associating a Biped with the Soldier Model Chapter 13: Character Studio: AnimationCharacter Animation; Animating the Soldier; Using Inverse Kinematics; Chapter 14: Introduction to Lighting: Interior Lighting; Three-Point Lighting; 3ds Max Lights; Standard Lights; Lighting a Still Life in the Interior Space; Selecting a Shadow Type; Atmospheres and Effects; Light Lister; Chapter 15: 3ds Max Rendering; Rendering Setup; Cameras; Safe Frame; Raytraced Reflections and Refractions; Rendering the Interior and Furniture; Chapter 16: mental ray and HDRI; mental ray Renderer; Final Gather with mental ray; HDRI; Index |
Record Nr. | UNINA-9910461630103321 |
Derakhshani Randi | ||
Indianapolis, Ind., : John Wiley & Sons, 2012 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Autodesk 3ds max 2013 essentials [[electronic resource] /] / Randi L. Derakhshani, Dariush Derakhshani |
Autore | Derakhshani Randi |
Edizione | [1st ed.] |
Pubbl/distr/stampa | Indianapolis, Ind., : John Wiley & Sons, 2012 |
Descrizione fisica | 1 online resource (402 p.) |
Disciplina |
006.6/96
006.693 006.696 |
Altri autori (Persone) | DerakhshaniDariush |
Collana | Serious skills |
Soggetto topico | Computer graphics |
ISBN |
1-118-23848-6
1-280-64660-8 9786613632630 1-118-22500-7 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Autodesk 3ds Max 2013 Essentials; Acknowledgments; About the Authors; Contents; Introduction; Chapter 1: The 3ds Max Interface; The Workspace; Transforming Objects Using Gizmos; Graphite Modeling Tools Ribbon; Command Panel; Time Slider and Track Bar; File Management; Chapter 2: Your First 3ds Max Project; Starting to Model a Chest of Drawers; Modeling the Top; I Can See Your Drawers; Modeling the Bottom; Creating the Knobs; Chapter 3: Modeling in 3ds Max: Architectural Model Part I; Units Setup; Importing a CAD Drawing; Creating the Walls; Creating the Doors; Creating the Window
Adding a Floor and CeilingCreating Baseboard Moldings; Chapter 4: Modeling in 3ds Max: Architectural Model Part II; Modeling the Couch; Modeling the Chair; Chapter 5: Animating a Bouncing Ball; Animating the Ball; Refining the Animation; Chapter 6: Animating a Thrown Knife; Anticipation and Momentum in Knife Throwing; Chapter 7: Character Poly Modeling: Part I; Setting Up the Scene; Creating the Soldier; Chapter 8: Character Poly Modeling: Part II; Completing the Main Body; Creating the Accessories; Putting on the Boots; Creating the Hands; Chapter 9: Character Poly Modeling: Part III Creating the HeadMerging and Attaching the Head's Accessories; Chapter 10: Introduction to Materials: Interiors and Furniture; The Slate Material Editor; Material Types; mental ray Material Types; Shaders; Mapping the Couch and Chair; Mapping the Window and Doors; Chapter 11: Textures and UV Workflow: The Soldier; Mapping the Soldier; UV Unwrapping; Seaming the Rest of the Body; Applying the Color Map; Applying the Bump Map; Applying the Specular Map; Chapter 12: Character Studio: Rigging; Character Studio Workflow; Associating a Biped with the Soldier Model Chapter 13: Character Studio: AnimationCharacter Animation; Animating the Soldier; Using Inverse Kinematics; Chapter 14: Introduction to Lighting: Interior Lighting; Three-Point Lighting; 3ds Max Lights; Standard Lights; Lighting a Still Life in the Interior Space; Selecting a Shadow Type; Atmospheres and Effects; Light Lister; Chapter 15: 3ds Max Rendering; Rendering Setup; Cameras; Safe Frame; Raytraced Reflections and Refractions; Rendering the Interior and Furniture; Chapter 16: mental ray and HDRI; mental ray Renderer; Final Gather with mental ray; HDRI; Index |
Record Nr. | UNINA-9910790276803321 |
Derakhshani Randi | ||
Indianapolis, Ind., : John Wiley & Sons, 2012 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|