全文获取类型
收费全文 | 1673篇 |
免费 | 354篇 |
国内免费 | 167篇 |
专业分类
电工技术 | 53篇 |
综合类 | 112篇 |
化学工业 | 55篇 |
金属工艺 | 9篇 |
机械仪表 | 41篇 |
建筑科学 | 41篇 |
矿业工程 | 18篇 |
轻工业 | 9篇 |
水利工程 | 1篇 |
石油天然气 | 4篇 |
武器工业 | 5篇 |
无线电 | 170篇 |
一般工业技术 | 77篇 |
冶金工业 | 3篇 |
原子能技术 | 3篇 |
自动化技术 | 1593篇 |
出版年
2024年 | 3篇 |
2023年 | 26篇 |
2022年 | 26篇 |
2021年 | 26篇 |
2020年 | 41篇 |
2019年 | 39篇 |
2018年 | 43篇 |
2017年 | 45篇 |
2016年 | 64篇 |
2015年 | 79篇 |
2014年 | 110篇 |
2013年 | 100篇 |
2012年 | 115篇 |
2011年 | 142篇 |
2010年 | 107篇 |
2009年 | 139篇 |
2008年 | 153篇 |
2007年 | 143篇 |
2006年 | 90篇 |
2005年 | 105篇 |
2004年 | 86篇 |
2003年 | 67篇 |
2002年 | 75篇 |
2001年 | 76篇 |
2000年 | 46篇 |
1999年 | 47篇 |
1998年 | 56篇 |
1997年 | 38篇 |
1996年 | 32篇 |
1995年 | 20篇 |
1994年 | 17篇 |
1993年 | 16篇 |
1992年 | 9篇 |
1991年 | 5篇 |
1990年 | 2篇 |
1989年 | 1篇 |
1988年 | 4篇 |
1980年 | 1篇 |
排序方式: 共有2194条查询结果,搜索用时 31 毫秒
61.
提出一种可以逼真地模拟大面积近岸海浪的方法。首先利用Boussinesq类方程求得指定海域一段时间内的海面运动序列;然后通过对此序列进行重建,得到"无限"长的海面运动序列;最后把相应的海面高度场作为顶点纹理进行绘制。在绘制时采用视点相关的海面网格,达到实时绘制的效果。实验表明,该方法模拟的大面积近岸海浪真实感强,绘制速度快,适合于实时仿真应用。 相似文献
62.
三维真实感地形场景是生态系统模拟、虚拟地理环境和三维GIS不可或缺的要素,而高精度高速度曲面建模方法可以动态实时构建高精度曲面模型。论文引入高精度高速度曲面建模方法,提出了一种可以动态生成地表模型并实时绘制和漫游三维真实感地表的方法。该方法实时动态建立高精度DEM,结合改进的视点依赖多分辨率绘制方法,随视点改变动态重建并绘制当前DEM。首先建立当前可见场景的DEM,然后通过依赖于视点的简化等处理建立层次细节模型,进行实时场景绘制和漫游,随视点改变,在当前场景基础上动态加点和减点更新DEM及层次细节模型,生成当前可见场景,以次循环。实例测试表明,算法可产生真实感较强的场景,实时漫游效率较高,模拟精确。 相似文献
63.
基于OPENGL的树木场景渲染分析与实现 总被引:1,自引:0,他引:1
研究了基于OPENGL的树木生成算法与树木场景渲染模式,针对自然界中的植被场景中植物的三维建模难以实现高效、快速、准确的实时渲染的难题,为改善树木形态结构建模与实时渲染的效果和速度,提出了一种面向GPU的针对叶簇的渲染架构,给出了树木建模与渲染的具体实现算法,并完成了三维替代物渲染技术,结合叶簇不同形态,采用基于几何模型的枝干渲染和基于2.5维替代物的叶簇渲染,较大地提升了视觉效果的真实性,使树木建模与实时渲染效率和准确性均得到明显提高。仿真结果表明,树木场景渲染实现模式能够较好的满足图像处理需求。 相似文献
64.
水面效果的仿真可大幅提高自然环境仿真的真实感,传统对于CPU的仿真存在占用CPU时间和系统资源的缺点,针对存在问题,建立了基于图形处理单元(GPU)的水面仿真方法,讨论水面特效在GPU上的实现、以及水面网格在GPU中的重构。因为运算以及水面网格重构都在GPU中完成,充分利用GPU强大的图形处理能力,因此不会造成额外的系统开支,并且增强了对水面细节的表现,使得水面的逼真度和实时性增强。 相似文献
65.
基于光线投射的全GPU实现的地形渲染算法 总被引:1,自引:0,他引:1
地形渲染算法需要处理大量的地形及纹理数据,影响三维动画显示的流畅性和性能提高。随着GPU绘制能力提高,CPU与GPU的负载失衡逐渐成为制约性能提高的瓶颈。结合现代GPU体系结构,在GPU上实现了基于光线投射(Ray Casting)的地形渲染算法。算法简化了Ray Casting算法,把LOD策略和预裁剪统一到GPU中实现,保证了CPU和GPU之间的负载平衡,同时简化了应用程序的编制。为获得较好效果,还采用查找表(Lookup—Table)的实时纹理合成算法合成纹理,进一步降低了CPU处理纹理数据的开销。实验表明,本文算法不仅充分利用了GPU的处理能力,还降低了CPU负载,提高了动态三维重建的帧刷新率,并获得较逼真的渲染效果。 相似文献
66.
This paper presents a systematic study of light interferences at single thin films. Based on Fresnel's law, we have derived generic expressions of reflectance and transmittance for film interference, as well as specific expressions for free thin films and films coated on transparent or opaque objects. By combining film interference and volume absorption, we have obtained the reflectances and transmittances of film‐coated thin objects such as ribbons. Illumination models for all interference cases of single thin films are presented, and they have been implemented and tested for various structures and materials. 相似文献
67.
Oliver Bimber Daisuke Iwai Gordon Wetzstein Anselm Grundhöfer 《Computer Graphics Forum》2008,27(8):2219-2245
This article focuses on real‐time image correction techniques that enable projector‐camera systems to display images onto screens that are not optimized for projections, such as geometrically complex, coloured and textured surfaces. It reviews hardware‐accelerated methods like pixel‐precise geometric warping, radiometric compensation, multi‐focal projection and the correction of general light modulation effects. Online and offline calibration as well as invisible coding methods are explained. Novel attempts in super‐resolution, high‐dynamic range and high‐speed projection are discussed. These techniques open a variety of new applications for projection displays. Some of them will also be presented in this report. 相似文献
68.
Yi?GongEmail author Wei?Chen Long?Zhang Yun?Zeng Qunsheng?Peng 《The Visual computer》2008,24(2):95-103
In this paper we introduce an approximate image-space approach for real-time rendering of deformable translucent models by
flattening the geometry and lighting information of objects into textures to calculate multi-scattering in texture spaces.
We decompose the process into two stages, called the gathering and scattering corresponding to the computations for incident and exident irradiance respectively. We derive a simplified illumination model
for the gathering of the incident irradiance, which is amenable for deformable models using two auxiliary textures. In the scattering stage,
we adopt two modes for efficient accomplishment of the view-dependent scattering. Our approach is implemented by fully exploiting the capabilities of graphics processing units (GPUs). It achieves visually
plausible results and real-time frame rates for deformable models on commodity desktop PCs. 相似文献
69.
Guido Böttcher Dennis Allerkamp Daniel Glöckner Franz-Erich Wolter 《The Visual computer》2008,24(10):911-922
Real-time cloth simulation involves many computational challenges to be solved, particularly in the context of haptic applications,
where high frame rates are necessary for obtaining a satisfying experience. In this paper, we present an interactive cloth
simulation system that offers a compromise between a realistic physics-based simulation of fabrics and a haptic application
meeting high requirements in terms of computation speed. Our system allows the user to interact with the fabric using two
fingers. The required performance of the system is achieved by introducing an intermediate layer responsible for the simulation
of the small part of the surface being in contact with the fingers. Additionally we separate the possible contact situations
into different cases, each being individually handled by a specialised contact algorithm.
相似文献
Franz-Erich WolterEmail: |
70.
Systems for the creation of photorealistic models using range scans and digital photographs are becoming increasingly popular
in a wide range of fields, from reverse engineering to cultural heritage preservation. These systems employ a range finder
to acquire the geometry information and a digital camera to measure color detail. But bringing together a set of range scans
and color images to produce an accurate and usable model is still an area of research with many unsolved problems. In this
paper we address the problem of how to build illumination coherent integrated texture maps from images that were taken under
different illumination conditions. To achieve this we present two different solutions. The first one is to align all the images
to the same illumination, for which we have developed a technique that computes a relighting operator over the area of overlap
of a pair of images that we then use to relight the entire image. Our proposed method can handle images with shadows and can
effectively remove the shadows from the image, if required. The second technique uses the ratio of two images to factor out
the diffuse reflectance of an image from its illumination. We do this without any light measuring device. By computing the
actual reflectance we remove from the images any effects of the illumination, allowing us to create new renderings under novel
illumination conditions. 相似文献