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  • Idioma: Inglés

    Editorial: Springer, 2009

    3642103154 / 9783642103155

    Serie: Libro 4 de 31 - Cognitive Systems Monographs

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    Librería: Ria Christie Collections, Uxbridge, Reino UnidoRia Christie Collections

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    EUR 116,37

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    Condición: New. In English.

  • Idioma: Inglés

    Editorial: Springer-Verlag Gmbh Dez 2009, 2009

    3642103154 / 9783642103155

    Serie: Libro 4 de 31 - Cognitive Systems Monographs

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    Librería: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, AlemaniaBuchWeltWeit Ludwig Meier e.K.

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    Buch. Condición: Neu. Neuware -The realistic generation of virtual doubles of real-world actors has been the focus of computer graphics research for many years. However, some problems still remain unsolved: it is still time-consuming to generate character animations using the traditional skeleton-based pipeline, passive performance capture of human actors wearing arbitrary everyday apparel is still challenging, and until now, there is only a limited amount of techniques for processing and modifying mesh animations, in contrast to the huge amount of skeleton-based techniques. In this thesis, we propose algorithmic solutions to each of these problems. First, two efficient mesh-based alternatives to simplify the overall character animation process are proposed. Although abandoning the concept of a kinematic skeleton, both techniques can be directly integrated in the traditional pipeline, generating animations with realistic body deformations. Thereafter, three passive performance capture methods are presented which employ a deformable model as underlying scene representation. The techniques are able to jointly reconstruct spatio-temporally coherent time-varying geometry, motion, and textural surface appearance of subjects wearing loose and everyday apparel. Moreover, the acquired high-quality reconstructions enable us to render realistic 3D Videos. At the end, two novel algorithms for processing mesh animations are described. The first one enables the fully-automatic conversion of a mesh animation into a skeletonbased animation and the second one automatically converts a mesh animation into an animation collage, a new artistic style for rendering animations. The methods described in the thesis can be regarded as solutions to specific problems or important building blocks for a larger application. As a whole, they form a powerful system to accurately capture, manipulate and realistically render realworld human performances, exceeding the capabilities of many related capture techniques. By this means, we are able to correctly capture the motion, the timevarying details and the texture information of a real human performing, and transform it into a fully-rigged character animation, that can be directly used by an animator, or use it to realistically display the actor from arbitrary viewpoints. 170 pp. Englisch.

  • Idioma: Inglés

    Editorial: Springer, 2009

    3642103154 / 9783642103155

    Serie: Libro 4 de 31 - Cognitive Systems Monographs

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    Librería: GreatBookPrices, Columbia, MD, Estados Unidos de AmericaGreatBookPrices

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    EUR 132,70

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    Condición: New.

  • Idioma: Inglés

    Editorial: Springer, 2009

    3642103154 / 9783642103155

    Serie: Libro 4 de 31 - Cognitive Systems Monographs

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    Librería: GreatBookPricesUK, Woodford Green, Reino UnidoGreatBookPricesUK

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    EUR 116,36

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  • Idioma: Inglés

    Editorial: Springer, 2012

    3642261892 / 9783642261893

    Serie: Libro 4 de 31 - Cognitive Systems Monographs

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    Librería: Books Puddle, New York, NY, Estados Unidos de AmericaBooks Puddle

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    EUR 144,53

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    Cantidad disponible: 4 disponibles

    Condición: New. pp. 188.

  • Idioma: Inglés

    Editorial: Springer, 2009

    3642103154 / 9783642103155

    Serie: Libro 4 de 31 - Cognitive Systems Monographs

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    Librería: Books Puddle, New York, NY, Estados Unidos de AmericaBooks Puddle

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    EUR 144,64

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    Condición: New. pp. 192.

  • Idioma: Inglés

    Editorial: Springer, 2012

    3642261892 / 9783642261893

    Serie: Libro 4 de 31 - Cognitive Systems Monographs

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    Librería: Ria Christie Collections, Uxbridge, Reino UnidoRia Christie Collections

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    EUR 138,52

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    Condición: New. In English.

  • Idioma: Inglés

    Editorial: Springer, 2009

    3642103154 / 9783642103155

    Serie: Libro 4 de 31 - Cognitive Systems Monographs

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    Librería: GreatBookPricesUK, Woodford Green, Reino UnidoGreatBookPricesUK

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    Condición: Usado - Como Nuevo

    EUR 154,94

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    Condición: As New. Unread book in perfect condition.

  • Idioma: Inglés

    Editorial: Springer, 2009

    3642103154 / 9783642103155

    Serie: Libro 4 de 31 - Cognitive Systems Monographs

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    Librería: Mispah books, Redhill, SURRE, Reino UnidoMispah books

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    EUR 145,34

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    Hardcover. Condición: Like New. LIKE NEW. SHIPS FROM MULTIPLE LOCATIONS. book.

  • Idioma: Inglés

    Editorial: Springer, 2009

    3642103154 / 9783642103155

    Serie: Libro 4 de 31 - Cognitive Systems Monographs

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    Librería: GreatBookPrices, Columbia, MD, Estados Unidos de AmericaGreatBookPrices

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    EUR 177,35

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  • Idioma: Inglés

    Editorial: Springer, 2012

    3642261892 / 9783642261893

    Serie: Libro 4 de 31 - Cognitive Systems Monographs

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    Librería: AHA-BUCH GmbH, Einbeck, AlemaniaAHA-BUCH GmbH

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    Condición: Nuevo

    EUR 150,10

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    Taschenbuch. Condición: Neu. Druck auf Anfrage Neuware - Printed after ordering - The realistic generation of virtual doubles of real-world actors has been the focus of computer graphics research for many years. However, some problems still remain unsolved: it is still time-consuming to generate character animations using the traditional skeleton-based pipeline, passive performance capture of human actors wearing arbitrary everyday apparel is still challenging, and until now, there is only a limited amount of techniques for processing and modifying mesh animations, in contrast to the huge amount of skeleton-based techniques. In this thesis, we propose algorithmic solutions to each of these problems. First, two efficient mesh-based alternatives to simplify the overall character animation process are proposed. Although abandoning the concept of a kinematic skeleton, both techniques can be directly integrated in the traditional pipeline, generating animations with realistic body deformations. Thereafter, three passive performance capture methods are presented which employ a deformable model as underlying scene representation. The techniques are able to jointly reconstruct spatio-temporally coherent time-varying geometry, motion, and textural surface appearance of subjects wearing loose and everyday apparel. Moreover, the acquired high-quality reconstructions enable us to render realistic 3D Videos. At the end, two novel algorithms for processing mesh animations are described. The first one enables the fully-automatic conversion of a mesh animation into a skeletonbased animation and the second one automatically converts a mesh animation into an animation collage, a new artistic style for rendering animations. The methods described in the thesis can be regarded as solutions to specific problems or important building blocks for a larger application. As a whole, they form a powerful system to accurately capture, manipulate and realistically render realworld human performances, exceeding the capabilities of many related capture techniques. By this means, we are able to correctly capture the motion, the timevarying details and the texture information of a real human performing, and transform it into a fully-rigged character animation, that can be directly used by an animator, or use it to realistically display the actor from arbitrary viewpoints.

  • Idioma: Inglés

    Editorial: Springer, Berlin, Springer, 2009

    3642103154 / 9783642103155

    Serie: Libro 4 de 31 - Cognitive Systems Monographs

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    Librería: AHA-BUCH GmbH, Einbeck, AlemaniaAHA-BUCH GmbH

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    Condición: Nuevo

    EUR 150,10

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    Cantidad disponible: 2 disponibles

    Buch. Condición: Neu. Druck auf Anfrage Neuware - Printed after ordering - The realistic generation of virtual doubles of real-world actors has been the focus of computer graphics research for many years. However, some problems still remain unsolved: it is still time-consuming to generate character animations using the traditional skeleton-based pipeline, passive performance capture of human actors wearing arbitrary everyday apparel is still challenging, and until now, there is only a limited amount of techniques for processing and modifying mesh animations, in contrast to the huge amount of skeleton-based techniques. In this thesis, we propose algorithmic solutions to each of these problems. First, two efficient mesh-based alternatives to simplify the overall character animation process are proposed. Although abandoning the concept of a kinematic skeleton, both techniques can be directly integrated in the traditional pipeline, generating animations with realistic body deformations. Thereafter, three passive performance capture methods are presented which employ a deformable model as underlying scene representation. The techniques are able to jointly reconstruct spatio-temporally coherent time-varying geometry, motion, and textural surface appearance of subjects wearing loose and everyday apparel. Moreover, the acquired high-quality reconstructions enable us to render realistic 3D Videos. At the end, two novel algorithms for processing mesh animations are described. The first one enables the fully-automatic conversion of a mesh animation into a skeletonbased animation and the second one automatically converts a mesh animation into an animation collage, a new artistic style for rendering animations. The methods described in the thesis can be regarded as solutions to specific problems or important building blocks for a larger application. As a whole, they form a powerful system to accurately capture, manipulate and realistically render realworld human performances, exceeding the capabilities of many related capture techniques. By this means, we are able to correctly capture the motion, the timevarying details and the texture information of a real human performing, and transform it into a fully-rigged character animation, that can be directly used by an animator, or use it to realistically display the actor from arbitrary viewpoints.

  • Idioma: Inglés

    Editorial: Springer-Verlag GmbH, 2009

    3642103154 / 9783642103155

    Serie: Libro 4 de 31 - Cognitive Systems Monographs

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    Librería: Buchpark, Trebbin, AlemaniaBuchpark

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    Condición: Usado - Excelente

    EUR 86,02

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    Cantidad disponible: 1 disponibles

    Condición: Sehr gut. Zustand: Sehr gut | Sprache: Englisch | Produktart: Bücher | Keine Beschreibung verfügbar.

  • Idioma: Inglés

    Editorial: Springer, 2012

    3642261892 / 9783642261893

    Serie: Libro 4 de 31 - Cognitive Systems Monographs

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    Librería: Mispah books, Redhill, SURRE, Reino UnidoMispah books

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    Condición: Usado - Como Nuevo

    EUR 182,58

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    Cantidad disponible: 1 disponibles

    Paperback. Condición: Like New. LIKE NEW. SHIPS FROM MULTIPLE LOCATIONS. book.

  • Idioma: Inglés

    Editorial: Springer, 2012

    3642261892 / 9783642261893

    Serie: Libro 4 de 31 - Cognitive Systems Monographs

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    Librería: Brook Bookstore On Demand, Napoli, NA, ItaliaBrook Bookstore On Demand

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    Condición: Nuevo

    EUR 86,24

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    Condición: new. Questo è un articolo print on demand.

  • Idioma: Inglés

    Editorial: Springer, 2010

    9048133408 / 9789048133406

    Serie: Libro 6 de 37 - Argumentation Library

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    Librería: Brook Bookstore On Demand, Napoli, NA, ItaliaBrook Bookstore On Demand

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    EUR 86,24

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  • Idioma: Inglés

    Editorial: Springer Berlin Heidelberg Mrz 2012, 2012

    3642261892 / 9783642261893

    Serie: Libro 4 de 31 - Cognitive Systems Monographs

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    Librería: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, AlemaniaBuchWeltWeit Ludwig Meier e.K.

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    EUR 106,99

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    Cantidad disponible: 2 disponibles

    Taschenbuch. Condición: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -The realistic generation of virtual doubles of real-world actors has been the focus of computer graphics research for many years. However, some problems still remain unsolved: it is still time-consuming to generate character animations using the traditional skeleton-based pipeline, passive performance capture of human actors wearing arbitrary everyday apparel is still challenging, and until now, there is only a limited amount of techniques for processing and modifying mesh animations, in contrast to the huge amount of skeleton-based techniques. In this thesis, we propose algorithmic solutions to each of these problems. First, two efficient mesh-based alternatives to simplify the overall character animation process are proposed. Although abandoning the concept of a kinematic skeleton, both techniques can be directly integrated in the traditional pipeline, generating animations with realistic body deformations. Thereafter, three passive performance capture methods are presented which employ a deformable model as underlying scene representation. The techniques are able to jointly reconstruct spatio-temporally coherent time-varying geometry, motion, and textural surface appearance of subjects wearing loose and everyday apparel. Moreover, the acquired high-quality reconstructions enable us to render realistic 3D Videos. At the end, two novel algorithms for processing mesh animations are described. The first one enables the fully-automatic conversion of a mesh animation into a skeletonbased animation and the second one automatically converts a mesh animation into an animation collage, a new artistic style for rendering animations. The methods described in the thesis can be regarded as solutions to specific problems or important building blocks for a larger application. As a whole, they form a powerful system to accurately capture, manipulate and realistically render realworld human performances, exceeding the capabilities of many related capture techniques. By this means, we are able to correctly capture the motion, the timevarying details and the texture information of a real human performing, and transform it into a fully-rigged character animation, that can be directly used by an animator, or use it to realistically display the actor from arbitrary viewpoints. 188 pp. Englisch.

  • Idioma: Inglés

    Editorial: Springer Berlin Heidelberg, 2009

    3642103154 / 9783642103155

    Serie: Libro 4 de 31 - Cognitive Systems Monographs

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    Librería: moluna, Greven, Alemaniamoluna

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    EUR 93,00

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    Gebunden. Condición: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. First book on the subject of Performance CaptureThe overall system is detailed in steps which helps the implementationIt includes an updated review of the most related work in the areaIt shows the whole pipeline from data capture to .

  • Idioma: Inglés

    Editorial: Springer Berlin Heidelberg, 2012

    3642261892 / 9783642261893

    Serie: Libro 4 de 31 - Cognitive Systems Monographs

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    Librería: moluna, Greven, Alemaniamoluna

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    Condición: Nuevo

    EUR 92,27

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    Condición: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. First book on the subject of Performance CaptureThe overall system is detailed in steps which helps the implementationIt includes an updated review of the most related work in the areaIt shows the whole pipeline from data capture to .

  • Idioma: Inglés

    Editorial: Springer, 2009

    3642103154 / 9783642103155

    Serie: Libro 4 de 31 - Cognitive Systems Monographs

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    Librería: Majestic Books, Hounslow, Reino UnidoMajestic Books

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    Condición: Nuevo

    EUR 148,14

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    Cantidad disponible: 4 disponibles

    Condición: New. Print on Demand pp. 192 Illus.

  • Idioma: Inglés

    Editorial: Springer, 2012

    3642261892 / 9783642261893

    Serie: Libro 4 de 31 - Cognitive Systems Monographs

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    Librería: Majestic Books, Hounslow, Reino UnidoMajestic Books

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    EUR 148,45

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    Condición: New. Print on Demand pp. 188 49:B&W 6.14 x 9.21 in or 234 x 156 mm (Royal 8vo) Perfect Bound on White w/Gloss Lam.

  • Idioma: Inglés

    Editorial: Springer, 2009

    3642103154 / 9783642103155

    Serie: Libro 4 de 31 - Cognitive Systems Monographs

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    Librería: Biblios, frankfurt am main, HESSE, AlemaniaBiblios

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    EUR 150,22

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    Condición: New. PRINT ON DEMAND pp. 192.

  • Idioma: Inglés

    Editorial: Springer, 2012

    3642261892 / 9783642261893

    Serie: Libro 4 de 31 - Cognitive Systems Monographs

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    Librería: Biblios, frankfurt am main, HESSE, AlemaniaBiblios

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    EUR 150,68

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    Condición: New. PRINT ON DEMAND pp. 188.

  • Idioma: Inglés

    Editorial: Springer, Springer Spektrum Mär 2012, 2012

    3642261892 / 9783642261893

    Serie: Libro 4 de 31 - Cognitive Systems Monographs

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    Librería: buchversandmimpf2000, Emtmannsberg, BAYE, Alemaniabuchversandmimpf2000

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    EUR 106,99

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    Taschenbuch. Condición: Neu. This item is printed on demand - Print on Demand Titel. Neuware -The realistic generation of virtual doubles of real-world actors has been the focus of computer graphics research for many years. However, some problems still remain unsolved: it is still time-consuming to generate character animations using the traditional skeleton-based pipeline, passive performance capture of human actors wearing arbitrary everyday apparel is still challenging, and until now, there is only a limited amount of techniques for processing and modifying mesh animations, in contrast to the huge amount of skeleton-based techniques. In this thesis, we propose algorithmic solutions to each of these problems. First, two efficient mesh-based alternatives to simplify the overall character animation process are proposed. Although abandoning the concept of a kinematic skeleton, both techniques can be directly integrated in the traditional pipeline, generating animations with realistic body deformations. Thereafter, three passive performance capture methods are presented which employ a deformable model as underlying scene representation. The techniques are able to jointly reconstruct spatio-temporally coherent time-varying geometry, motion, and textural surface appearance of subjects wearing loose and everyday apparel. Moreover, the acquired high-quality reconstructions enable us to render realistic 3D Videos. At the end, two novel algorithms for processing mesh animations are described. The first one enables the fully-automatic conversion of a mesh animation into a skeletonbased animation and the second one automatically converts a mesh animation into an animation collage, a new artistic style for rendering animations. The methods described in the thesis can be regarded as solutions to specific problems or important building blocks for a larger application. As a whole, they form a powerful system to accurately capture, manipulate and realistically render realworld human performances, exceeding the capabilities of many related capture techniques. By this means, we are able to correctly capture the motion, the timevarying details and the texture information of a real human performing, and transform it into a fully-rigged character animation, that can be directly used by an animator, or use it to realistically display the actor from arbitrary viewpoints.Springer-Verlag KG, Sachsenplatz 4-6, 1201 Wien 188 pp. Englisch.

  • Editorial: Springer

    3642103154 / 9783642103155

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    Librería: Brook Bookstore On Demand, Napoli, NA, ItaliaBrook Bookstore On Demand

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    EUR 86,24

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    Condición: new. Questo è un articolo print on demand.