SKU: 75427747902

Large Painting for Living Room, Acrylic Paintings on Canvas, Large Paintings Behind Sofa, Heavy Texture Painting, Buy Paintings Online

Sale price$196.20 Regular price$218.00
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Ships within 48 hours · Estimated delivery Jul 25 - Jul 30

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Description

Large Painting for Living Room, Acrylic Paintings on Canvas, Large Paintings Behind Sofa, Heavy Texture Painting, Buy Paintings OnlineHeavy Texture Abstract Painting, Acrylic Canvas Paintings for Living Room, Simple Wall Art Ideas, Contemporary Paintings Behind Couch, Abstract Painting, Large Painting for Sale The following painting sizes are large. The paintings will be rolled in tube for shipping. You will need to gallery wrapped or framed the painting at the local frame shop: 40X60 inches (About 102X152CM, unframed) 45X68 inches (About 114X173CM, unframed) 50X75 inches (About

Heavy Texture Abstract Painting, Acrylic Canvas Paintings for Living Room, Simple Wall Art Ideas, Contemporary Paintings Behind Couch, Abstract Painting, Large Painting for Sale

The following painting sizes are large. The paintings will be rolled in tube for shipping. You will need to gallery wrapped or framed the painting at the local frame shop:
40X60 inches    (About 102X152CM, unframed)
45X68 inches    (About 114X173CM, unframed)
50X75 inches    (About 127X190CM, unframed)
55X82 inches    (About 140X208CM, unframed)
60X90 inches   (About 152X229CM, unframed)
65X98 inches    (About 165X250CM, unframed)
70X105 inches  (About 178X267CM, unframed)
75x113 inches   (About 191x287CM, unframed)
80x120 inches   (About 203x305CM, unframed)

The following painting size is gallery wrapped. The painting is ready to hang when you receive it:

30x45 inches (about 76x114CM, gallery wrapped)
32x48 inches (about 80x120CM, gallery wrapped)


***This painting is completely hand painted and in heavy acrylic paints and textures. It's NOT a print or poster or giclee.

***We will complete the painting in about 11 days and send out the painting via express shipping.

***This is a made to order painting. The recreation will have the same texture and brush stroke just as the original painting.

***Since the painting is extra large and could not to be shipped if gallery wrapped or framed. We will roll the large painting in protective tube for shipping.

*** We will left about 3 to 5 inches of canvas on each border so you could frame or gallery wrapped the painting at the local frame shop.

*** We will ship out the painting via Express Mail Service with FedEx / DHL / EMS

***Please feel free to contact us if you need me to custom other size for you.

This is a wonderful colorful painting direct from the artist. We use only highest quality Winsor & Newton art materials, and painted on acid free gallery museum quality canvas.

The painting is signed on the back by the artist and 100% guaranteed. We want you happy with your purchase.

Please do not hesitate to ask me any question and I'll get back to you at the earliest opportunity.

 

Shipping Notes
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Exchange/Return Notes
  • We offer a 30-day return/exchange service after receiving.
  • Final sale items are not eligible for returns or exchanges.
  • To process your return/exchange, please contact us at [email protected]
  • Please click here for more details>>> Return & Exchange Policy
SKU: 75427747902

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4.4 ★★★★★
Based on 30 reviews
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Tinkerer
San Leandro, US
★★★★★ 5
There's nothing else out there that's this comprehensive
Format: Hardcover
Unlike my last review, this one I'm happy to write. I'm a game engine programmer, but I don't have a long history with games, and how their engines are typically structured. Every in-house AAA engine will be different of course, and obviously you won't find books (or typically any docs at all really) on the structure of these behemoths, so the best you can hope for is something that tries to give you the high level overview of what to look for - how a tools pipeline is setup, what subsystems to expect, how they interact, etc. This book provides all of that, and so, so much more. I really can't believe how much is packed in this thing. A really nice section on OS fundamentals, extensive coverage of concurrent programming, tools, audio, physics, it's all there (in one way or another). Like most of these kinds of books, you probably don't want to try and read it front to back (although that would be awesome, who has the time for that?) Instead, I've been going to sections on an as-needed basis and picking up just the stuff I need most at that time, and it's been great. I'm at the point in my career where I'm just not buying as many books as I used to, either because they don't deliver on their promises, they only cover the basics, or they just rehash things that have already been covered extensively in other books. This book's definitely got me excited, because it provides a ton of real-world info that's hard to get anywhere else. 100% recommend to anyone new to game engine software development. UPDATE: 6 months later, and this book continues to amaze. After studying every line of code in the section on memory allocators, I've added this feature to my engine and it works great. Same with quaternions. I just keep finding myself reaching for this book! What a great resource, rock solid.
WAS THIS REVIEW HELPFUL?YesReportShare
Reviewed in the United States on August 18, 2019
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Verified Purchase
robert thompson
Birmingham, US
★★★★★ 5
Don't peek at the next page.
Format: Hardcover
Basically, best practices in game engine architecture, citing a wide array of game engines used by a wide array of top game makers. Out of a ~1150 page book: The longest chapter is ~150 pages, on Parallelism and Concurrent Programming. Rendering Engine is ~100 pages Collision and Rigid Body Dynamics is ~100 pages 3D Math for Games is ~50 pages I had hoped for treatments on quaternion camera and for entity component system, but alas, no. What I did get was still crucial. The most illuminating guidance was in Engine Support Systems (~50 pages) which talked about best Memory Management, and in Game Loop and Real-Time Simulation which talks about ideal orders of operations in a highly efficient game loop. The first 400 pages of this book are not exclusive to games. A new programmer that wants to do high performance programming can gain a lot from this before it gets into 'primarily' game topics. My strategy for getting through this whale was to never peek at the next page. I did not read (Character) Animation Systems (~100 pages) or Audio (~100 pages), as I do not need them at this time. You can certainly damage the book if you don't keep in mind its weight, or if you do that maneuver where you forcibly open it against its spine. I did that and the binding popped off the backing. It's all in one piece, and it's easier to read. It's a big tome.
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Reviewed in the United States on February 6, 2022
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Verified Purchase
Vincent Marias
West Palm Beach, US
★★★★★ 5
The Bible, if it was good
Format: Hardcover
I’m not kidding when I say the first 350 pages of this book are quite literally an entire computer science degree. In fact, many CS majors would learn more about some of these subjects here than in their classes. I’m incredibly impressed with the thoroughness and depth of this absolute tome, and I’ll be far more impressed if the binding is able to hold on to all 1200 pages for the whole time it takes me to read it.
WAS THIS REVIEW HELPFUL?YesReportShare
Reviewed in the United States on October 29, 2024
J
Verified Purchase
Joan Rubio
Battle Creek, US
★★★★★ 5
Imprescindible
Format: Hardcover
Libro esencial para entender aspectos técnicos y completar la formación de los estudios universitarios .
WAS THIS REVIEW HELPFUL?YesReportShare
Reviewed in the United States on October 15, 2025
P
Verified Purchase
Piotr S.
Los Angeles, US
★★★★★ 5
good quality
Format: Hardcover, Format: Hardcover
Content is top notch as always. My 5-stars go mainly to reflect print quality of the book. Text is nice and clear, binding is done in proper cloth spine binding as you would expect from hardcover edition. Ordered my book on Feb 5th, 2019 and received it on Feb 11th, 2019. The book feels solid not like to fall apart right away. No issues like those reported for "Real-Time Rendering, 4th Edition" or "Physically Based Rendering: From Theory to Implementation 3rd Edition" or "3D Math Primer for Graphics and Game Development, 2nd Edition". This one is a keeper, so sad some other CG books had to go beacuse of the quality "issues".
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Reviewed in the United States on February 13, 2019

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