From tea sets to teddy bears to creepy-crawly bugs, toys are tons of fun. Check out all the ways to group your toys and put it all together with Sorting Toys.
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Bright red sneakers, green jellybeans, and brown teddy bears - your world is bursting with color. Check out the rainbow of ways to sort things by color.
From 1933 onward, Nazi Germany undertook massive and unprecedented industrial integration, submitting an entire economic sector to direct state oversight. This innovative study explores how German professionals navigated this complex landscape through the divergent careers of business managers in two of the era’s most important trade organizations. While Jakob Reichert of the iron and steel industry unexpectedly resisted state control and was eventually driven to suicide, Karl Lange of the machine builders’ association achieved security for himself and his industry by submitting to the Nazi regime. Both men’s stories illuminate the options available to industrialists under the Third Reich, as well as the real priorities set by the industries they served.
Diseases of the Head is an anthology of essays from contemporary philosophers, artists, and writers working at the crossroads of speculative philosophy and speculative horror. At once a compendium of multivocal endeavors, a breviary of supposedly illicit ponderings, and a travelogue of philosophical exploration, this collection centers itself on the place at which philosophy and horror meet. Employing rigorous analysis, incisive experimentation, and novel invention, this anthology asks about the use that speculation can make of horror and horror of speculation, about whether philosophy is fictional or fiction philosophical, and about the relationship between horror, the exigencies of our world and time, and the future developments that may await us in philosophy itself. From philosophers working on horrific themes, to horror writers influenced by heresies in the wake of post-Kantianism, to artists engaged in projects that address monstrosity and alienation, Diseases of the Head aims at nothing less than a speculative coup d'état. Refusing both total negation and absolute affirmation, refusing to deny everything or account for everything, refusing the posture of critique and the posture of all-encompassing unification, this collection of essays aims at exposition and construction, analysis and creation - it desires to fight for some thing, but not everything, and not nothing. And it desires, most of all, to speak from the position of its own insufficiency, its own partiality, its own under-determinacy, which is always indicative of the practice of thinking, of speculation. Considering themes of anonymity, otherness and alterity, the gothic, extinction and the world without us, the end times, the apocalypse, the ancient and the world before us, and the uncanny or unheimlich, among other motifs, this anthology seeks to articulate the cutting edge which can be found at the intersection of speculative philosophy and speculative horror.
A comprehensive update of the leading-edge computer graphics textbook that sets the standard for physically-based rendering in the industry and the field, with new material on GPU ray tracing. Photorealistic computer graphics are ubiquitous in today’s world, widely used in movies and video games as well as product design and architecture. Physically-based approaches to rendering, where an accurate modeling of the physics of light scattering is at the heart of image synthesis, offer both visual realism and predictability. Now in a comprehensively updated new edition, this best-selling computer graphics textbook sets the standard for physically-based rendering in the industry and the field. Physically Based Rendering describes both the mathematical theory behind a modern photorealistic rendering system as well as its practical implementation. A method known as literate programming combines human-readable documentation and source code into a single reference that is specifically designed to aid comprehension. The book’s leading-edge algorithms, software, and ideas—including new material on GPU ray tracing—equip the reader to design and employ a full-featured rendering system capable of creating stunning imagery. This essential text represents the future of real-time graphics. Detailed and rigorous but accessible approach guides readers all the way from theory to practical software implementation Fourth edition features new chapter on GPU ray tracing essential for game developers The premier reference for professionals learning about and working in the field Won its authors a 2014 Academy Award for Scientific and Technical Achievement Includes a companion site complete with source code
Physically Based Rendering: From Theory to Implementation, Third Edition, describes both the mathematical theory behind a modern photorealistic rendering system and its practical implementation. Through a method known as 'literate programming', the authors combine human-readable documentation and source code into a single reference that is specifically designed to aid comprehension. The result is a stunning achievement in graphics education. Through the ideas and software in this book, users will learn to design and employ a fully-featured rendering system for creating stunning imagery. This completely updated and revised edition includes new coverage on ray-tracing hair and curves primitives, numerical precision issues with ray tracing, LBVHs, realistic camera models, the measurement equation, and much more. It is a must-have, full color resource on physically-based rendering. - Presents up-to-date revisions of the seminal reference on rendering, including new sections on bidirectional path tracing, numerical robustness issues in ray tracing, realistic camera models, and subsurface scattering - Provides the source code for a complete rendering system allowing readers to get up and running fast - Includes a unique indexing feature, literate programming, that lists the locations of each function, variable, and method on the page where they are first described - Serves as an essential resource on physically-based rendering
BATMAN/SUPERMAN/WONDER WOMAN: TRINITY tells the remarkable tale of the turbulent first encounter of the world's most iconic heroes. When Batman's greatest nemesis, Ra's al Ghul, recruits Bizarro and an Amazon warrior to aid him in his plan to create global chaos, the Darknight Detective suddenly finds himself working with the Man of Steel and the Amazon Princess. Looking to thwart the madman's plot to simultaneously destroy all satellite communications as well as all of the world's oil reserves, Earth's greatest heroes reluctantly band together. But if Batman, Superman, and Wonder Woman are to have any hope of stopping Ra's' nuclear missile assault, they will first need to overcome their own biases and reconcile their differing philosophies.
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