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Artykuły w czasopismach na temat "3D graphics"

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Iskierka, Sławomir. "Tworzenie aplikacji interaktywnych w wybranych środowiskach 3D". Dydaktyka Informatyki 15 (2020): 141–50. http://dx.doi.org/10.15584/di.2020.15.10.

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Issues related to 3D computer graphics and creating 3D graphic designs were presented. Selected environments for 3D design and programming were described. The possibilities of using selected 2D and 3D graphic environments to create interactive applications were shown.
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Zhang, Yong, Jun Fang Ni i Peng Liu. "Research on 3D Reconstruction System for Medical Images". Key Engineering Materials 464 (styczeń 2011): 57–60. http://dx.doi.org/10.4028/www.scientific.net/kem.464.57.

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In accordance with the object-oriented programming, a system for 3D medical images of reconstruction and display has been designed and implemented. The overall software structure is established based on VC++6.0 and display technique of Open Graphics Library. The functional modules, such as acquisition of encoded 3D data, pre-process, reconstruction and display, are achieved by the design and implementation of customized classes. At last the software system provides user-friendly graphical user interfaces, highly efficient data processing and reconstruction, and rapid capability of graphic display.
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Baum, Dan. "3D graphics hardware". ACM SIGGRAPH Computer Graphics 32, nr 1 (luty 1998): 65–66. http://dx.doi.org/10.1145/279389.279478.

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Guenter, Brian, Mark Finch, Steven Drucker, Desney Tan i John Snyder. "Foveated 3D graphics". ACM Transactions on Graphics 31, nr 6 (listopad 2012): 1–10. http://dx.doi.org/10.1145/2366145.2366183.

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Jurgelionis, A., P. Fechteler, P. Eisert, F. Bellotti, H. David, J. P. Laulajainen, R. Carmichael i in. "Platform for Distributed 3D Gaming". International Journal of Computer Games Technology 2009 (2009): 1–15. http://dx.doi.org/10.1155/2009/231863.

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Video games are typically executed on Windows platforms with DirectX API and require high performance CPUs and graphics hardware. For pervasive gaming in various environments like at home, hotels, or internet cafes, it is beneficial to run games also on mobile devices and modest performance CE devices avoiding the necessity of placing a noisy workstation in the living room or costly computers/consoles in each room of a hotel. This paper presents a new cross-platform approach for distributed 3D gaming in wired/wireless local networks. We introduce the novel system architecture and protocols used to transfer the game graphics data across the network to end devices. Simultaneous execution of video games on a central server and a novel streaming approach of the 3D graphics output to multiple end devices enable the access of games on low cost set top boxes and handheld devices that natively lack the power of executing a game with high-quality graphical output.
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Koller, David, i Marc Levoy. "Protecting 3d graphics content". Communications of the ACM 48, nr 6 (czerwiec 2005): 74–80. http://dx.doi.org/10.1145/1064830.1064861.

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Glassner, A. "Net results ~3D graphics\". IEEE Computer Graphics and Applications 17, nr 4 (1997): 85–89. http://dx.doi.org/10.1109/38.595280.

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Reddy, M. "Perceptually optimized 3D graphics". IEEE Computer Graphics and Applications 21, nr 4 (2001): 68–75. http://dx.doi.org/10.1109/38.946633.

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Sullivan, Karen. "Interaction in 3d graphics". ACM SIGGRAPH Computer Graphics 32, nr 4 (listopad 1998): 4. http://dx.doi.org/10.1145/307710.307711.

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Megatek Corporation. "Complex 3D graphics display". Displays 15, nr 1 (styczeń 1994): 57. http://dx.doi.org/10.1016/0141-9382(94)90053-1.

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Rozprawy doktorskie na temat "3D graphics"

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Sheremereyevych, D. "3D computer graphics". Thesis, Sumy State University, 2016. http://essuir.sumdu.edu.ua/handle/123456789/44889.

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3D computer graphics (in contrast to 2D computer graphics) are graphics that utilize a three-dimensional representation of geometric data that is stored in the computer for the purposes of performing calculations and rendering 2D images.
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Дядечко, Алла Миколаївна, Алла Николаевна Дядечко, Alla Mykolaivna Diadechko i O. Shulima. "3D graphics: autodesk maya". Thesis, Видавництво СумДУ, 2010. http://essuir.sumdu.edu.ua/handle/123456789/17883.

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Banerjee, Kutty S. "Remote Execution for 3D Graphics". Link to electronic thesis, 2005. http://www.wpi.edu/Pubs/ETD/Available/etd-052305-160204/.

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Han, Ching-Pei B. "3D alchemy : a guide to 3D realistic computer graphics /". Online version of thesis, 1993. http://hdl.handle.net/1850/11747.

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Knutsson, Niklas. "An FPGA-based 3D Graphics System". Thesis, Linköping University, Department of Electrical Engineering, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-2822.

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This report documents the work done by the author to design and implement a 3D graphics system on an FPGA (Field Programmable Gate Array). After a preamble with a background presentation to the project, a very brief introduction in computer graphics techniques and computer graphics theory is given. Then, the hardware available to the project, along with an analysis of general requirements is examined. The following chapter contains the proposed graphics system design for FPGA implementation. A broad approach to separate the design and the eventual implementation was used. Two 3D pipelines are suggested - one fully capable high-end version and one which use minimal resources. The documentation of the effort to implement the minimal graphics system previously discussed then follows. The documentation outlines the work done without going too deep into detail, and is followed by the largest of the tests conducted. Finally, chapter seven concludes the project with the most important project conclusions and some suggestions for future work.

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Boyle, John. "Using 3D graphics for database visualisation". Thesis, University of Aberdeen, 1995. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.307951.

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The upsurge in the number of casual users and the general acceptance of computer technology has shown that the principal driving force in software engineering is shifting from functionality to usability. It has also become evident that the desktop metaphor and its whole related genre do not provide the modern interface designer with the expressive power that is needed. Nowhere is a new approach more needed than in interfaces for databases. Previous studies in interface design for database management systems have attempted to use solely the desktop metaphor. We have used three dimensional graphical techniques to construct an interface, called Amaze for our object oriented database P/FDM. Interactive animated 3D graphics have been embedded inside a standard menu driven framework. Using 3D graphics new metaphors have been developed to aid the user interaction. Our development has taken a modular approach, which allowed us to develop a number of different visualisations for query construction, the structure of the database and result representation. It is possible to view the data using a number of multimodal displays (a number of customised multimodal displays have been built). Amaze has been used on a variety of different data sets (including a protein structure database, a personnel database and an antibody database). These databases differ greatly in size and complexity of their semantics. The work discussed in this thesis suggests an alternative approach to user interface design for database systems, it introduces the idea of Database Visualisation and suggests novel mechanisms for computer interaction using 3D graphics.
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Ford, Nicky. "3D graphics hardware prototyping and implementation". Thesis, University of Sussex, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.367768.

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Granath, Victor. "3D Printing for Computer Graphics Industry". Thesis, Högskolan i Gävle, Avdelningen för Industriell utveckling, IT och Samhällsbyggnad, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-10439.

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Rapid prototyping is a relativity new technology and is based on layered manufacturing which has similarities to the method an ordinary desktop paper printer works. This research is to obtain a better understanding on how to use computer graphics software, in this particular case Autodesk Maya, to create a model. The goal is to understand how to create a suitable mesh of a 3D model for use with a 3D printer and produce a printed model that is equivalent to the CAD software 3D model. This specific topic has not been scientifically documented which has resulted in an actual 3D model.
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Alvermann, Klaus. "A Transputer Based 3D-Graphics System". International Foundation for Telemetering, 1992. http://hdl.handle.net/10150/611934.

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International Telemetering Conference Proceedings / October 26-29, 1992 / Town and Country Hotel and Convention Center, San Diego, California
The Institute for Flight Mechanics operates the flying simulators ATTAS (a wing aircraft) and ATTHeS (a helicopter), their respective ground based simulators and uses realtime and offline simulations for system identification and other purposes. Based on a parallel transputer architecture, a 3D-graphics tool for visualization and view simulation to be used with the simulations has been developed. The tool uses data received by telemetry, realtime data from a simulation, or recorded data to show the movement and orientation of an aircraft in realtime 3D-graphics. The aircraft or scene may be observed from any point of view. Placing the camera in the cockpit of the aircraft and showing the environment results in a view simulation. The use of a parallel transputer architecture allows a modular and scalable structure, i.e. the system may be adapted to the needs of the application. By adding software modules and transputers we may include 24 bit colour, shadowing, a higher resolution, a better shading algorithm or other things which are required by an application. On the other hand we may remove transputers to get a small and cheap system if the requirements are low. A small system may consist of only 8 transputers, whereas a big system may include 50 or 60 transputers.
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Fries, Jakob, i Simon Johansson. "A Modular 3D Graphics Accelerator for FPGA". Thesis, Linköpings universitet, Datorteknik, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-71049.

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A modular and area-efficient 3D graphics accelerator for tile based rendering in FPGA systems has been designed and implemented. The accelerator supports a subset of OpenGL, with features such as mipmapping, multitexturing and blending. The accelerator consists of a software component for projection and clipping of triangles, as well as a hardware component for rasterization, coloring and video output. Trade-offs made between area, performance and functionality have been described and justified. In order to evaluate the functionality and performance of the accelerator, it has been tested with two different applications.
En modulär och utrymmeseffektiv 3D-grafikaccelerator för tile-baserad rendering i FPGA-system har designats och implementerats. Acceleratorn stöder en delmängd av OpenGL med funktioner som mipmapping, multitexturering och blending. Acceleratorn är uppdelad i en mjukvarudel för projektion och klippning av trianglar och en hårdvarudel för rastrering, färgsättning och utritning till skärm. Avvägningar som gjorts mellan area, prestanda och funktionalitet har beskrivits och motiverats. För att evaulera funktionalitet och prestanda har acceleratorn testats med två olika applikationer.
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Książki na temat "3D graphics"

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3D computer graphics. Wyd. 3. Harlow, England: Addison-Wesley, 2000.

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Watt, Alan H. 3D computer graphics. Wyd. 2. Wokingham, England: Addison-Wesley Pub. Co., 1993.

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Lemay, Laura. 3D graphics & VRML 2.0. Indianpolis, Ind: Sams.net, 1996.

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Woo, Jeong-Ho, Ju-Ho Sohn, Byeong-Gyu Nam i Hoi-Jun Yoo. Mobile 3D Graphics SoC. Chichester, UK: John Wiley & Sons, Ltd, 2010. http://dx.doi.org/10.1002/9780470823798.

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Interactive 3D computer graphics. Chichester [West Sussex]: Wiley, 1988.

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Ch, Schulz, red. 3D graphics in Pascal. Chichester: Wiley, 1990.

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Höfele, Claus. Mobile 3D graphics: Learning 3D graphics with the Java micro edition. Boston, MA: Thomson Course Technology, 2007.

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3D graphics for game programming. Boca Raton, FL: Chapman and Hall/CRC, 2011.

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Wolfe, R. J. 3D graphics: A visual approach. New York: Oxford University Press, 2000.

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3D graphics: Tips, tricks & techniques. Boston: AP Professional, 1996.

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Części książek na temat "3D graphics"

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Cockshott, Paul, i Kenneth Renfrew. "3D Graphics". W SIMD Programming Manual for Linux and Windows, 279–92. London: Springer London, 2004. http://dx.doi.org/10.1007/978-1-4471-3862-4_15.

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Korites, B. J. "3D Data Plotting". W Python Graphics, 285–319. Berkeley, CA: Apress, 2018. http://dx.doi.org/10.1007/978-1-4842-3378-8_9.

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Chen, Yueh-Tung, Cheng-Hsien Han, Hao-Wei Jeng i Hao-Chuan Wang. "Crowdsourcing 3D Motion Reconstruction". W Smart Graphics, 170–73. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-11650-1_16.

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Vince, John. "3D Computer Graphics". W Essential Series, 27–55. London: Springer London, 1998. http://dx.doi.org/10.1007/978-1-4471-1263-1_3.

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Vince, John. "3D Computer Graphics". W Introduction to Virtual Reality, 26–53. London: Springer London, 2004. http://dx.doi.org/10.1007/978-0-85729-386-2_3.

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Glaeser, Georg, i Hans-Peter Schröcker. "3D Graphics I". W Handbook of Geometric Programming Using Open Geometry GL, 181–299. New York, NY: Springer New York, 2002. http://dx.doi.org/10.1007/978-0-387-22448-0_3.

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Glaeser, Georg, i Hans-Peter Schröcker. "3D Graphics II". W Handbook of Geometric Programming Using Open Geometry GL, 301–88. New York, NY: Springer New York, 2002. http://dx.doi.org/10.1007/978-0-387-22448-0_4.

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Browning, J. Burton, i Bruce Sutherland. "3D Graphics Programming". W C++20 Recipes, 547–619. Berkeley, CA: Apress, 2020. http://dx.doi.org/10.1007/978-1-4842-5713-5_14.

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Vince, John. "3D Computer Graphics". W Essential Computer Animation fast, 15–61. London: Springer London, 2000. http://dx.doi.org/10.1007/978-1-4471-0489-6_3.

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Glaeser, Georg. "Graphics Output". W Fast Algorithms for 3D-Graphics, 95–124. Berlin, Heidelberg: Springer Berlin Heidelberg, 1994. http://dx.doi.org/10.1007/978-3-662-25798-2_4.

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Streszczenia konferencji na temat "3D graphics"

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Guo, Chao-yong, i Bao-hui Gao. "Graphics Thinking in Engineering Graphics Education". W 3d International Conference on Applied Social Science Research (ICASSR 2015). Paris, France: Atlantis Press, 2016. http://dx.doi.org/10.2991/icassr-15.2016.107.

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Saputra, Effendy Eka, Hung-Wei Hsu i Wen-Kai Tai. "3D Object Presentation Mapping". W Graphics (ICIG). IEEE, 2011. http://dx.doi.org/10.1109/icig.2011.77.

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Kari Pulli. "Ubiquitous 3D". W Point-Based Graphics 2005. IEEE, 2005. http://dx.doi.org/10.1109/pbg.2005.194056.

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Li, Zhi, Jianping Liu i Y. Zan. "Stereoscopic 3D graphics generation". W Electronic Imaging '97, redaktorzy Scott S. Fisher, John O. Merritt i Mark T. Bolas. SPIE, 1997. http://dx.doi.org/10.1117/12.274449.

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MacIntyre, Blair, i Steven Feiner. "A distributed 3D graphics library". W the 25th annual conference. New York, New York, USA: ACM Press, 1998. http://dx.doi.org/10.1145/280814.280935.

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Dunwoody, J. Craig, i Mark A. Linton. "Tracing interactive 3D graphics programs". W the 1990 symposium. New York, New York, USA: ACM Press, 1990. http://dx.doi.org/10.1145/91385.91439.

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Akhan, M. B. "Embedding sound in 3D graphics". W International Broadcasting Conference (IBC). IEE, 1997. http://dx.doi.org/10.1049/cp:19971283.

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Bajwa, Reema, Syed Rizwan Gilani i Murtaza Taj. "3D Architectural Modeling". W CGI '16: Computer Graphics International. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2949035.2949052.

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Zhu, Xinyi, Guohua Geng i Chao Wen. "A Spherical Cover Algorithm to Reconstruct 3D Face Model". W Graphics (ICIG). IEEE, 2011. http://dx.doi.org/10.1109/icig.2011.90.

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"Visualization and graphics technical committee". W 2013 IEEE Symposium on 3D User Interfaces (3DUI). IEEE, 2013. http://dx.doi.org/10.1109/3dui.2013.6550183.

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Raporty organizacyjne na temat "3D graphics"

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Azar, Maurice, Mike Clark, Nicholas J. Stute, Holly S. Bautsch i Matthew R. Gdowski. 3D Graphics Investigation. Fort Belvoir, VA: Defense Technical Information Center, sierpień 1998. http://dx.doi.org/10.21236/ada389195.

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MEHLHORN, DEREK T. Generating Complex Molecular Graphics Using Automated Programs that Work with Raster 3D. Office of Scientific and Technical Information (OSTI), styczeń 2000. http://dx.doi.org/10.2172/750324.

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Atkins, R. J., i J. L. Luternauer. Re - Evaluation of Slope Failure Volume Estimates Involving 3d Computer Graphics For the Fraser River Delta Front, British Columbia. Natural Resources Canada/ESS/Scientific and Technical Publishing Services, 1991. http://dx.doi.org/10.4095/132628.

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Поліщук, Олександр Павлович, Ілля Олександрович Теплицький i Сергій Олексійович Семеріков. Комп’ютерне моделювання у Web-середовищі. Видавничий відділ КМІ, kwiecień 2013. http://dx.doi.org/10.31812/0564/977.

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GlowScript («Graphics Library on Web») – Web-середовище для комп’ютерного моделювання фізичних процесів мовою JavaScript, що використовує 3D-бібліотеку WebGL. Незважаючи на хмарну природу, дане середовище є досить вимогливим до апаратної частини на боці клієнта: мобільний код на WebGL виконується, як правило, за допомогою обчислювальних ресурсів відеокарти клієнта (GPU). Виконання GlowScript-програм відбувається теж на клієнтському боці (у якості інтерпретатора JavaScript виступає Web-браузер).
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Babkin, Vladyslav V., Viktor V. Sharavara, Volodymyr V. Sharavara, Vladyslav V. Bilous, Andrei V. Voznyak i Serhiy Ya Kharchenko. Using augmented reality in university education for future IT specialists: educational process and student research work. CEUR Workshop Proceedings, lipiec 2021. http://dx.doi.org/10.31812/123456789/4632.

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The article substantiates the feature of using augmented reality (AR) in university training of future IT specialists in the learning process and in the research work of students. The survey of university teachers analyzed the most popular AR applications for training future IT specialists (AR Ruler, AR Physics, Nicola Tesla, Arloon Geometry, AR Geometry, GeoGebra 3D Graphing Calculator, etc.), disclose the main advantages of the applications. The methodological basis for the implementation of future IT specialists research activities towards the development and use of AR applications is substantiated. The content of the activities of the student’s scientific club “Informatics studios” of Borys Grinchenko Kyiv University is developed. Students as part of the scientific club activity updated the mobile application, and the model bank corresponding to the topics: “Polyhedrons” for 11th grade, as well as “Functions, their properties and graphs” for 10th grade. The expediency of using software tools to develop a mobile application (Android Studio, SDK, NDK, QR Generator, FTDS Dev, Google Sceneform, Poly) is substantiated. The content of the stages of development of a mobile application is presented. As a result of a survey of students and pupils the positive impact of AR on the learning process is established.
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