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         Real Time Graphics Computer:     more books (87)
  1. Real Time Microcomputer Control of Industrial Processes (Intelligent Systems, Control and Automation: Science and Engineering)
  2. 3D Game Engine Architecture: Engineering Real-Time Applications with Wild Magic (The Morgan Kaufmann Series in Interactive 3D Technology) by David H. Eberly, 2004-12-31
  3. Real-Time Motion Graphics with Quartz Composer: A Hands-On Guide to Learning Quartz Composer by Graham Robinson, Surya Buchwald, 2011-02-24
  4. Evaluation of 3D voxel rendering algorithms for real-time interaction on an SIMD graphics processor (Technical report. Washington University. Dept. of Computer Science) by Don Schreiter, 1988
  5. Using intelligent graphics terminals in real-time processing (NRL memorandum report) by Daniel Steiger, 1979
  6. A graphics oriented design methodology for real time control systems using Ada (Technical report. Southern Methodist University. School of Engineering ... Dept. of Computer Science and Engineering) by Geoffrey C Hingle, 1987
  7. Real-Time Agent-Based AI for Computer Entertainment: Architectures, Languages, and Methods by Ian Wright,
  8. Developing a graphics based management information systems for real-time transit operations: APTS at Tidewater Regional Transit by Lee D Han, 1993
  9. High-speed real-time animated displays on the ADAGEª RDS 3000 Raster Graphics System (SuDoc NAS 1.15:4095) by William M. Kahlbaum, 1989
  10. A real-time algorithm for least square splines and its application in computer-aided geometric design (Yale University. Dept. of Computer Science) by S. C Eisenstat, 1975
  11. PC graphics generation and management tool for real-time applications (SuDoc NAS 1.15:105749) by Long V. Truong, 1992
  12. Real-time measurement of multiple three-dimensional positions by Robert Preece Burton, 1973
  13. Virtual GIS: A real-time 3D geographic information system (GIT-GVU) by David Koller, 1995
  14. Level-of-detail management for real-time rendering of phototextured terrain (GIT-GVU) by Peter Lindstrom, 1995

61. #Realtime Computer Graphics News
What's New, real time computer graphics First off all, welcome tothis humble website. It is going to be dedicated mainly to real
http://realtimecg.gamedev-pt.net/
NEWS WIP DOCS DOWNLOADS LINKS ... CREDITS
What's New
Real Time Computer Graphics First off all, welcome to this humble website.
It is going to be dedicated mainly to real time cg programming and technology.
Im not going to explain everything, as there are lots of websites doing this already, but i'll try to explain most of the theory/practice the best i can.
The WIP section is dedicated to True Dimensions
technology current research, and some other stuff im developing.
I'll use the What's New section whenever there is something new and relevant. Tiago Sousa
Hasta la vista: This is my final update
For the past 2 months i've tried to write simple/readable tutorials, and i hope you have enjoyed them.
As i told you Márcio Martins , from now on is going to write some tutorials/demos when he gets some free time. (if you wanna help, mail me Btw, i've reviewed some of my tutorials, and there are some minor glitches/typos here and there, i'll correct them before going to

62. #Realtime Computer Graphics Research
real time ilumination and shadows are the most important technology that can give(or take!) visual realism to a videogame, and are becoming an important issue
http://realtimecg.gamedev-pt.net/research.html
NEWS WIP DOCS DOWNLOADS LINKS CREDITS
Work in Progress This section is specially dedicated to True Dimensions technology research,
and some other stuff im working on.
Illuminatu Technology Demo:
(personal demo)
Released a nice looking demo. It's basically a illumination demonstration.
Btw, i've used 2 static models from Doom3 in the demo. They look really cool.
ID Software artists kick ass.
Anyway, the demo features per-pixel lighting, dynamic shadows, projective texturing among other stuff.
You can download it in the Downloads section.
Image Based Lighting: (personal research) I've been messing around with HDR techniques. Its easy and looks really cool. The image space glow is kind of blocky, i'll correct it when i have time. Btw, image based lighting is a technique widelly adopted in the movie industry. Visibility/Oclusion determination: We're developping a hybrid visibility/oclusion determination system, that enables seamless walktroughs between outdoor and

63. Real-time Computer Web Graphic Design Industry News And Stock Reports NASDAQ
You are here Home Web news graphics industry news View infectionreports in real time, as they occur in each geographic region.
http://www.stickysauce.com/news/graphicsindustry.htm
What's New Web Dev News Mini-Tour Forums Mail this page You are here Home Web news Graphics industry news Programming Directory
CGI/Perl Programming

ASP Programming

PHP Programming

C/C++ Programming
...
Misc Tools/Generators

Web Market Place
Webmasters Shop

Hosting Directory

I.T Jobs Directory

Affiliate Directory
... Reseller Program Misc Web Resources Free Downloads Area Webmaster Directory Free Content Dispenser Web Services ... Link partners Real-time news covering, information, rumors, industry reports, business, stocks, e-commerce, international, affiliates and programming within the Internet and web development sector.

64. CS838-3: Computer Graphics Rendering
HP Seidel, realtime Generation of Continuous Levels of Details for Height Fields ,Sixth International Conference in Central Europe on computer graphics and
http://www.cs.wisc.edu/~schenney/courses/cs838-f2000/large-models/large-models.h
CS838: Computer Graphics Rendering
Topic 5: Rendering Large Models (in real time)
Lecture 5-1: Introduction and Model Simplification
Lecture Slides The contents of this lecture was derived from the "Interactive Walkthroughs of Large Geometric Datasets" course at SIGGRAPH 2000 (course 18). This course is offered yearly at SIGGRAPH, and updated to reflect new developments. There is also a course concentrating on level of detail only.
Lecture 5-2: Run-Time Level of Detail Control
Lecture Slides This lecture was based on Jonathan Cohen's course notes for the SIGGRAPH 2000 "Interactive Walkthroughs of Large Geometric Datasets" course, and also on notes and papers discussed in the "Advanced Topics in Level of Detail" course.
The terrain rendering papers of note are:
  • Michael Garland and Paul Heckbert, "Fast Polygonal Approximation of Terrains and Height Fields", Tech. Report CMU-CS-95-181, School of Computer Science, Carnegie Mellon University, 1995.
  • Peter Lindstrom, David Koller, William Ribarsky, Larry F. Hughes, Nick Faust and Gregory Turner, Real-Time, Continuous Level of Detail Rendering of Height Fields", Proceedings of SIGGRAPH 96, pp 109-118, 1996.

65. Computer Graphics Programming
computer graphics Programming. The Tiger Experience (courtesy of Alain Fournier atthe University of British Columbia). Tutorials real time graphics programming
http://artsandtechnology.humber.ac.uk/~rcarter/Graphics.htm
Computer Graphics Programming The Tiger Experience (courtesy of Alain Fournier at the University of British Columbia) Tutorials: (by Rob Carter) (Note: to compile and run any of the code listed in the tutorials below you will need these external files
  • Reading bitmap files and mapping them to polygons (texture mapping) ....click here for the required bitmap Blending images and masking areas ...click here for the required bitmaps Animation and accurate timing Drawing Bézier curves 2D Collision Detection Introduction to real time 3D graphics ....click for fountain demo or stereoscopic demo with source code ....click here for face demo with source code
  • Useful OpenGL links: Other useful Graphics Programming links
    • - covers just about everything!

    66. Al's Graphics Links
    Binary Space Partitioning Trees and Polygon Removal in real time 3D Rendering39. computer graphics Links 40. Advances in Scientific Visualization 41.
    http://members.net-tech.com.au/alaneb/graphics.html
    Al's Graphics Links
    My Homepage
    Message Board Email
    General graphics and game development links:
    Graphic Terminology and Definitions

    Decals Explained

    Bookmarks

    Portals
    ...
    3D Object Intersection

    (Alan Baylis a.k.a. TheGoodAlien)
    My Homepage

    Email

    67. Graphics - Home
    more realistic models and animations of humans for computer graphics. Our work involvescreating very realistic facial models and complex realtime motion and
    http://research.microsoft.com/graphics/
    // Globalized strings for the java script in the search box part. var L_strInternalPropErr_TEXT = "Internal error with property fields. Please try another query."; var L_strContainsNumericErr_TEXT = "Cannot use the Contains operator for numeric properties."; var L_strDigitsNumericErr_TEXT = "Must use digits 0-9 for numeric properties."; var L_strContainsDateErr_TEXT = "Cannot use the Contains operator for date-type properties."; var L_strSearchForSomethingErr_TEXT = "You must specify something to search for."; Search MSR Advanced Search
    Research Projects Topics People Publications News MSR News Press Kit Press Resources Feature Stories Collaboration Community Conferences Lectures Online University Relations About MSR Jobs Visiting MSR Labs Contact Us ... Home Graphics Overview Group Member Photos People Projects
    Overview We believe that interactive three-dimensional graphics and animation will be an important part of future user interfaces directed toward business, consumer, and entertainment applications. Our research addresses a wide range of topics in three-dimensional graphics and animation. Our projects include advanced rendering, modeling, and animation research. Rendering refers to the process of adding shadows and variations in color and shading to add realism to computer-based images. Modeling seeks to represent real-world and imaginary objects as either a set of mathematical expressions or as a set of instructions or algorithms. Animation puts such models into motion.

    68. Realism In Computer Graphics
    3. APPLICATION AREAS. One major application area of shaded computergraphics is in real time flight simulation systems. Such systems
    http://research.microsoft.com/users/blinn/REALISM.HTM
    Realism In Computer Graphics
    James F. Blinn Caltech/JPL
    1. INTRODUCTION
    One on the most visually appealing branches of computer graphics is the production of shaded images of three dimensional scenes. The results of such a process can be readily appreciated by most anyone, non only by computer scientists. Until recently, the equipment and knowledge needed to produce such images has not been widespread. Now, however, there are several companies manufacturing hardware for real time image generation and several others offering their services for off line production of computer generated film animation. The constraints of real time operation place limits on the quality of the produced images. This paper will describe the effects which can be obtained when these limits are removed.
    2. BUILDING AN IMAGE
    3. APPLICATION AREAS
    One major application area of shaded computer graphics is in real time flight simulation systems. Such systems are designed to train aircraft pilots by allowing them to fly a simulated airplane complete with a view out the window of the surrounding terrain. In such systems, a new image must be constructed some thirty times per second in synchronism with a television based display device. It is the job of the system designer to provide the best possible picture consistent with these time constraints. This severely limits the sophistication and thus the accuracy of the models used in the simulation. Even so, it requires approximately a million dollars worth of special purpose hardware to construct images at the correct rate.

    69. Publications In 2000
    Xavier Pueyo Proceedings of Pacific graphics 2000 , October Simulation of Soft Bodiesin realtime PDF, 296 kB Paule Cani, Alan H. Barr computer Animation 2000
    http://w3imagis.imag.fr/Publications/2000/index.gb.html
    Publications in 2000
    A novel approach makes higher order wavelets really efficient for radiosity
    François Cuny, Laurent Alonso, Nicolas Holzschuch
    Computer Graphics Forum numéro 3 volume 19 pages C99-C108 , Sep 2000 A Phenomenological Shader for the Rendering of Cumulus Clouds
    Fabrice Neyret
    Rapport de recherche de l'INRIA numéro RR-3947 , May 2000 Acceleration of Monte Carlo Path Tracing in General Environments
    Frederic Perez-Cazorla, Ignacio Martin, François Sillion, Xavier Pueyo
    Proceedings of Pacific Graphics 2000 , October 2000 Actes des Journées Française d'Informatique Graphique
    Marie-Paule Cani, Stephanie Hahmann, Fabrice Neyret, Joëlle Thollot
    Adaptive Simulation of Soft Bodies in Real-Time

    Gilles Debunne, Mathieu Desbrun, Marie-Paule Cani, Alan H. Barr
    Computer Animation 2000, Philadelphia, USA pages 133-144 , May 2000 Animation multirésolution d'objets déformables en temps-réel, Application à la simulation chirurgicale Gilles Debunne Thèse de l'Institut National Polytechnique de Grenoble , Dec 2000 Conservative Visibility Preprocessing Using Extended Projections Frédo Durand, George Drettakis, Joëlle Thollot, Claude Puech

    70. Marie-Paule Cani
    as lavaflows, vegetation and human hair, real-time virtual surgery NPAR'2002, theACM-EG Symposium of computer Animation'2002, Pacific graphics'2002, and
    http://w3imagis.imag.fr/Membres/Marie-Paule.Cani/index.gb.html
    Marie-Paule Cani
    (ex Gascuel)
    Professor at INPG / Researcher at iMAGIS
    iMAGIS-GRAVIR, INRIA, 655 avenue de l'Europe, 38330 Montbonnot
    tel : (+33)476615432 ; fax : (+33)476615440
    E-mail: Marie-Paule.Cani@imag.fr Version française
    Index
    Research
    Students and colleagues

    Publications

    Teaching
    ...
    Short CV
    Research
    Research project 1999-2004
    The aim of my research is the animation of natural objects and/or natural phenomena . This covers a wide variety of applications : simulation of deformable materials such as clay, lava and mud flows, animation of vegetation or of parts of the human body.
    Some of the virtual prototypes we create are dedicated to real-time animation in a virtual reality framework (see our works on surgery simulation and on virtual sculpture). Others are aimed at offering a good visual quality, while trying to keep acceptable computationnal times.
    The methodology I use for trying to conciliate efficiency and realism is the following:
    structure the phenomona to be modelled into hierarchies of submodels perform space-time adaptive simulations of the physically-based submodels ;

    71. Distributed Systems Online
    But will it work in the realtime environment? IEEE computer graphics APPLICATIONSPROJECTS IN VR real World Teleconferencing Mark Billinghurst, Adrian Cheok
    http://dsonline.computer.org/
    Published by the IEEE Computer Society ARCHIVES ABOUT US SUBSCRIBE CART SITE SPONSORS: FEATURED LINK:
    Privacy: The Achilles Heel of Pervasive Computing?

    The editor in chief discusses how we can establish trust between
    users and their computing environments in a reliable, accurate, and minimally intrusive manner. FEATURED LINK:
    A New Column for a New Year

    Li Gong
    IC's newest column is designed to provide a forum for (hopefully) provocative essays that speak to the concerns of users, developers, architects, researchers, policymakers, and other stakeholders in the Internet community. Vol. 4, No. 3
    Professor Roger Needham
    IEEE PERVASIVE COMPUTING: WORKS IN PROGRESS
    Security, Privacy, and Health

    Works in progress on security and privacy and on how ubicomp applications could help people who have an obsessive-compulsive disorder. NEWS
    Oh, Say Should You G?
    Greg Goth The 802.11g wireless network standard hasn't been ratified yet, but vendors have already bet millions of dollars on their prestandard versions of the technology's chipsets, access points, and PC cards. IEEE PERVASIVE COMPUTING: APPLICATIONS Pervasive Computing Puts Food on the Table Vince Stanford Meet Alex Malison, chief executive officer of Action Systems Incorporated, who uses a wireless network, palmtop PDAs, touch screen terminals, and back-office servers to operate restaurants. Even the food servers use it on the restaurant floor.

    72. Demoscene Outreach Group
    It combines both technical, artistic and realtime computer graphics and audiotechnology into a form that can be watched and enjoyed by many people.
    http://www.scene.org/dog/info.html
    What is:
    Demo Scene
    What does it
    Provide
    What is:
    Siggraph

    GDC

    What is the Demo Scene?
    This will take a moment to tell you. First, some short lines: Programming + Art = Demo or Real-Time Graphics and Music form a Demo, pure computer art. or What's a demoparty? A demoparty is a reunion of creators and fans of demos. (cf. "What's a demo") You go there with or without your computer in order to participate (or not) in the different competitions (demos, gfx, music and animation). You can also go there for the simple pleasure of meeting interesting people and watching the productions. What's a demo? A demo is a standalone program whose sole purpose is to impress and entertain its user. It usually contains visual effects, music and graphics. What's the "Demoscene" We call "Demoscene" the community of creators and fans of demos. In order to have an idea of its activities, we suggest you visit the following sites and come to Coma3. from Coma or Gamasutra's article or "A demo is a way to show others what some demomakers can do in programming (that's the coding part), music (zik) drawing (gfx) and/or modeling (3D). It is a kind of non-interactive multimedia presentation, the difference with a classical animation being that the display of a demo is computed in real time (like people playing a play contrary to showing a movie) making a biggest challenge (because of some computing power considerations). For now a demo is mostly composed of 3D animations mixed with 2D effects." from orange juice or

    73. Computer Graphics And Virtual Environments: From Realism To Real-Time
    AdRevolver Banner Manager computer graphics and Virtual Environments From realismto realtime. This single book has all you've been looking for, doesn't it ?
    http://www.wargaming.net/internet/computer_graphics_and_virtual_environments_fro

    Computer Graphics and Virtual Environments: From Realism to Real-Time
    This single book has all you've
    been looking for, doesn't it ?
    by Mel Slater, Anthony Steed, Yiorgos Chrysanthou
    List Price:
    Our Price:

    Living in UK Get It Here!
    Living in Deutschland Get It Here!
    Living in France Get It Here!
    Reviews
    From the Back Cover
    Back to: Virtual Reality Main Index Search: All Products Books Popular Music Classical Music Video DVD Baby Electronics Software Outdoor Living Wireless Phones Keywords: In Association with Amazon.com Amazon.co.uk Amazon.de Amazon.fr ... Eugene Kisly and Victor Kisly

    74. Mathematics For 3D Game Programming And Computer Graphics
    Mathematics for 3D Game Programming and computer graphics Customer Review 2 Essentialreference for any realtime 3D programming Finally, no more searching
    http://www.wkonline.com/a/Mathematics_for_3D_Game_Programming_and_Computer_Graph
    Book > Mathematics for 3D Game Programming and Computer Graphics Mathematics for 3D Game Programming and Computer Graphics
    by Authors: Eric Lengyel
    Released: 18 December, 2001
    ISBN: 1584500379
    Hardcover
    Sales Rank:
    List price:
    Our price: You save:
    Mathematics for 3D Game Programming and Computer Graphics > Customer Reviews: Average Customer Rating:
    Mathematics for 3D Game Programming and Computer Graphics > Customer Review #1: Excellent concise book
    This book is great! It explains all the pertinent theorems and formulas that you would encounter in developing a real-time 3d graphics title. I highly recommend it. After a hiatus from the game industry it was good to have a concise source of information to help me brush up on my math. Mathematics for 3D Game Programming and Computer Graphics > Customer Review #2: WOW!

    75. Szymon Rusinkiewicz
    computer graphics, and have worked on a variety of projects involving the measurementof shape, appearance, and reflectance. I am also interested in realtime
    http://www.cs.princeton.edu/~smr/
    Szymon Rusinkiewicz
    Email smr@cs.princeton.edu Web page http://www.cs.princeton.edu/~smr/ Office CS building, room 405 Office hours TTh 3:00-4:00 or by appointment Phone Fax Mailing address Szymon Rusinkiewicz
    Department of Computer Science
    35 Olden Street
    Princeton University
    Princeton, NJ 08544
    Courses
    Research
    I am interested in the vision-ish side of computer graphics , and have worked on a variety of projects involving the measurement of shape, appearance, and reflectance. I am also interested in real-time algorithms for 3-D model alignment and rendering of large models. Here are some projects I have been involved in recently:
    • BRDF measurement and representation. The Bidirectional Reflectance Distribution Function (BRDF) describes the way light reflects off a surface for all angles of incident light. I helped design a gantry consisting of a camera and light source mounted on robotic arms to measure these reflectance functions. I have also looked into efficient ways of representing BRDFs, and wrote a

    76. 3D Computer Graphics - Wikipedia
    cards provide some degree of hardware acceleration, frequently enabling the displayof complex 3D graphics in realtime. Creation of 3D computer graphics.
    http://www.wikipedia.org/wiki/3D_computer_graphics

    77. Graphics Sites On The Net
    computer graphics Systems Development Corp. They also provide consulting and patentservices, publish the industry newsletter real time graphics and provide a
    http://www.desktoppublishing.com/graphicsites.html
    Click Here!
    Choose Another Area Add URL Altman@Large ArtLinx Awards Backgrounds BookStore Bright Ideas Cool Stuff Design dtpLinks dtpServices dtpSoftware dtpStore Exit Fonts Free Stuff Graphics Sites Graphics Utilities Home Icons Java Job Bank Macintosh Magazines Message Boards News Photoshop Press Releases Printers - Service Bureaus Reviews Scanning Search Showcase SiteKits Sponsorship Stock Photos Templates Tips Training Vendors Web Designer's Paradise Windows
    • 3D Site Site dedicated to 3D Computer Graphics.
    • 3D Visions Provides expert creative computer generated visualizations.
    • Army Research Labs- Scientific Visualization Develops new techniques for exploiting high-performance computing technology.
    • Brown Computer Graphics Group The long-term research goal of the Brown University Graphics Group is to develop easy-to-use, powerful tools for creating and exploring interactive illustrations for electronic books.
    • Caltech Computer Graphics Group The Caltech Computer Graphics Lab, is part of the NSF Science and Technology Center for Computer Graphics and Scientific Visualization.
    • Center for Complex Systems and Visualization (CeVis) at Bremen center at the department of mathematics and computer science at the university of Bremen, Germany. Cevis performs basic research in the areas analysis of time series, cellular automata, chaos and fractals, and the related question of the visualization of these mathematical concepts.

    78. Computer Science Research Areas
    Chang, Doan, Han, Zhai. graphics and Visualization. Garland, Hart, Yu. HumanComputerInterfaces. Bailey. real-time and Embedded Systems. Caccamo, Sha.
    http://www.cs.uiuc.edu/research/areas.html
    Research Areas
    Algorithms and Theory Erickson Har-Peled Pitt ... Nahrstedt
    Operating Systems and Security Campbell Mickunas Zhou
    Parallel Processing
    ... Skeel Department of Computer Science, 3270 Digital Computer Lab, 1304 W. Springfield Ave, Urbana, IL 61801.
    The Department is part of the College of Engineering at the University of Illinois at Urbana-Champaign
    Contact webmaster@cs.uiuc.edu with questions or comments on this page or academic@cs.uiuc.edu
    with academic questions. This site was created 12/01/01.

    79. DigiPen Institute Of Technology
    Game programming school in Redmond, Washington and Vancouver, British ColumbiaCategory Games Game Design Education...... computer science instruction as it applies to realtime interactive simulation worldof computer technologies in general, and computer graphics and simulations
    http://www.digipen.edu/
    Welcome to DigiPen Institute of Technology DigiPen Institute of Technology is the first school in the world dedicated to computer science instruction as it applies to real-time interactive simulation programming. DigiPen is also one of the oldest computer animation schools in the world. Successful graduates of our programs gain the skills required to pursue careers in the rapidly growing world of computer technologies in general, and computer graphics and simulations in particular. We offer an unbeatable combination of practical game-making experience with strong academics. We achieve this through intensive 2- and 4-year degree programs in Real-Time Interactive Simulation and a 2-year degree program in 3D animation and graphics * DigiPen Institute of Technology is authorized under Federal law to enroll nonimmigrant alien students (International Students)
    SPOTLIGHTS
    • Updated information for the 2003 Summer Workshops for high school and college students.
    • DigiPen is coming to a college fair near you! Click here for schedules
    • DigiPen has been named the top school that offers the best game-degree programs in the world.

    80. CNMAT Curricula
    sound can be used to enhance computer graphics applications. and issues in the computationof sound and graphics. use of real and non real time sound synthesis
    http://cnmat.cnmat.berkeley.edu/Curricula/
    Center for New Music and Audio Technologies Calendar People Site Map Research ... Downloads
    Academic Courses
    Special Courses
    1997: Sound Synthesis Models and Timbral Control
    1998: MAX/MSP night school
    SIGGRAPH '96 CREATING AND MANIPULATING SOUND TO ENHANCE COMPUTER GRAPHICS
    Curricula
    Professor David Wessel
    Spring
    (replaces 115) - Music Perception and Cognition (4 units)
    Course format: Three hours of lecture per week.
    Prerequisites : 27 or consent of instructor.
    A review of the sensory, perceptual, and cognitive foundations of listening, composing, and performing. Topics include: relations among various acoustical and perceptual characterizations of sound; perception of pitch, temporal relations, timbre, stability conditions, and auditory space; auditory scene analysis and perceptual grouping mechanisms; perceptual principles for melodic, rhythmic, and harmonic organization; orchestration as spectral composition. A course research project is required.
    (Same as 108 but for Music Majors)
    The course research project should involve the analysis of musical examples and/or perceptual and cognitive issues in music theory.

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