SKU: 26890925873

Alter Bidjar | 420 cm x 320 cm | Nr. Z-3452

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Description

Alter Bidjar | 420 cm x 320 cm | Nr. Z-3452Floraler alter Bidjar, dunkelrot mit Bordre und Medaillon Herkunft Persien Mae 420 cm x 320 cm (= 13,44 qm) Herstellung handgeknpft Material Flor: Wolle Schuss & Kette: Baumwolle Knoten m2 300. 000 Florhhe 12mm Herstellungsjahr 1940 Farbe Dunkelrot Auflage Einzelstck Herkunft Dieser Teppiche wurde in Bidjar, in der Provinz Kermanshah im Nordwesten des Irans geknpft. Bidjar Teppiche gehren zu den solidesten und hochwertigsten Orientteppichen. Die

Floraler alter Bidjar, dunkelrot mit Bordüre und Medaillon

Herkunft
Persien
Maße 420 cm x 320 cm (= 13,44 qm)
Herstellung handgeknüpft
Material Flor: Wolle
Schuss & Kette: Baumwolle
Knoten/m2 300.000
Florhöhe 12mm
Herstellungsjahr 1940
Farbe Dunkelrot
Auflage Einzelstück

Herkunft

Dieser Teppiche wurde in Bidjar, in der Provinz Kermanshah im Nordwesten des Irans geknüpft. Bidjar Teppiche gehören zu den solidesten und hochwertigsten Orientteppichen. Die Mehrheit der Bevölkerung in Bidjar sind Kurden.

Beim kurdischen Bidjar wird ein besonders dickes Schussgarn, das extrem hart ist, angeschlagen. So entsteht ein brettharter, besonders strapazierfähiger Teppich. Insbesondere die jüngeren Bidjars ziert das typische Herati-Muster, das auch Fischmuster genannt wird. Dieser alte Bidjar ist rund 80 Jahre alt und ein echtes Liebhaberstück.

Muster

Der Rand des Teppichs wird von einer Umrandung (Bordüre) geziert. Die Bordüre bildet einen hervorragenden Kontrast zum Zentrum.

Die üppigen Blumenmotive dieses Bidjars sind elegant und abwechslungsreich gestaltet. Die anmutigen vegetativen Symbole, die Blüten, Blätter und Äste darstellen, sind kunstvoll ineinander verschlungen.

In der Mitte des zentralen Feldes dieses Bidjars liegt das symmetrische Zentrum, das auch Medaillon genannt wird. Die Gestaltung des Feldes ordnet sich dem Medaillon unter, sodass der Eindruck entsteht, das Medaillon treibe auf dem Feld.

Der Hintergrund dieses Bidjars ist Hellrot. Im Gesamteindruck dominiert außerdem die Farbe Dunkelrot. Der Rand ist in den Farben Hellrot und Dunkelblau gestaltet. Im Zentrum sind die Farben Dunkelblau und Hellrot kombiniert.

Zustand

Ihr seid nicht die ersten, die Gefallen an diesem Bidjar finden. Er hatte bereits Besitzer vor Euch, die ihn geschätzt und benutzt haben. Einige Stellen des Teppichs sind verfärbt. Er wurde ca. 1940 handgeknüpft. Wir haben ihn gründlich gereinigt und liebevoll restauriert. Er ist daher – trotz seines Alters – in einem sehr guten Zustand.

Material

Der Flor dieses Bidjars wurde aus hochwertiger Schurwolle handgeknüpft. Schurwolle wird durch das schonende Scheren von Schafen gewonnen. Schurwolle ist ein nachwachsender, natürlicher Rohstoff mit einer Reihe beeindruckender Eigenschaften: Durch den natürlichen Fettgehalt der Wolle stößt die Oberfläche Wassertropfen ab und ist so auf natürliche Weise gegen Schmutz imprägniert. Wolle bietet außerdem eine hervorragende Wärmeisolation, wirkt regulierend auf das Wohnklima und dämpft den Schall. Die Schuss- und Kettfäden dieses Bidjars bestehen aus Baumwolle. Das vielseitige Material ist reißfest und dehnbar und daher besonders geeignet für ein strapazierfähiges Untergewebe.

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SKU: 26890925873

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Phoenix, US
★★★★★ 1
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Reviewed in the United States on April 15, 2026
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Tinkerer
Boise, 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.
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Reviewed in the United States on August 18, 2019
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robert thompson
Louisville, 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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Vincent Marias
Battle Creek, 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.
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Reviewed in the United States on October 29, 2024
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Joan Rubio
Grantham, US
★★★★★ 5
Imprescindible
Format: Hardcover
Libro esencial para entender aspectos técnicos y completar la formación de los estudios universitarios .
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Reviewed in the United States on October 15, 2025

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