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Ueber die Stauchungserscheinungen im Tertiär und Diluvium in der Umgebung von Itzehoe und über deren Beziehungen zur Kreideablagerung von Lägerdorf-Schinkel.
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Publisher: Kiel Lipsius & Tischer

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Verzeichniss der in den Kieler Sammlungen befindlichen fossilen Molluskenarten aus dem Rupelthone von Itzehoe, nebst Beschreibung einiger neuer und einiger seltenerer Formen
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Publisher: S.l. s.n.

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Ueber den Zusammenhang gewisser mariner, insbesondere der tertiären Bildungen, sowie der erratischen Ablagerungen Norddeutschlands und seiner angrenzenden Gebiete mit der säcularen Verwitterung des skandinavischen Festlandes.
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Year: 1892 Publisher: Kiel Lipsius & Tischer

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Betrachtungen über die Art und Weise, wie die Geschiebemergel Norddeutschlands zur Ablagerung gelangt sind.
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Year: 1889 Publisher: Kiel Mineralogisches Institut

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Produktiesystemen
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ISBN: 9063760329 9789063760328 9789063760328 Year: 1990 Volume: 2 Publisher: Middelburg De Vey Mestdagh

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Graphics Shaders: Theory and Practice is intended for a second course in computer graphics at the undergraduate or graduate level, introducing shader programming in general, but focusing on the GLSL shading language. While teaching how to write programmable shaders, the authors also teach and reinforce the fundamentals of computer graphics. The second edition has been updated to incorporate changes in the OpenGL API (OpenGL 4.x and GLSL 4.x0) and also has a chapter on the new tessellation shaders, including many practical examples. &#13;&#13;The book starts with a quick review of the graphics pipeline, emphasizing features that are rarely taught in introductory courses, but are immediately exposed in shader work. It then covers shader-specific theory for vertex, tessellation, geometry, and fragment shaders using the GLSL 4.x0 shading language. The text also introduces the freely available glman tool that enables you to develop, test, and tune shaders separately from the applications that will use them. The authors explore how shaders can be used to support a wide variety of applications and present examples of shaders in 3D geometry, scientific visualization, geometry morphing, algorithmic art, and more. &#13;&#13;Features of the Second Edition: &#13;&#13;    Written using the most recent specification releases (OpenGL 4.x and GLSL 4.x0) including code examples brought up-to-date with the current standard of the GLSL language. &#13;    More examples and more exercises &#13;    A chapter on tessellation shaders &#13;    An expanded Serious Fun chapter with examples that illustrate using shaders to produce fun effects &#13;    A discussion of how to handle the major changes occurring in the OpenGL standard, and some C++ classes to help you manage that transition &#13;&#13;The authors thoroughly explain the concepts, use sample code to describe details of the concepts, and then challenge you to extend the examples. They provide sample source code for many of the books examples at www.cgeducation.org&#13;&#13;


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Industriële robots
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ISBN: 9063760264 9789063760267 Year: 1989 Volume: 3 Publisher: Middelburg De Vey Mestdagh


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Numerieke besturing
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ISBN: 906376037X Year: 1991 Publisher: Middelburg De Vey Mestdagh


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Industriële robots
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ISBN: 9063760531 Year: 1994 Publisher: Middelburg De Vey Mestdagh

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