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51.
Adaptable Splatting for Irregular Volume Rendering 总被引:3,自引:0,他引:3
By employment of a footprint table in conducting intensity integration, splatting method has been very successful in rendering regular data volumes. Recently, the method has also been extended to render irregular data volumes. However, since samples in irregular volumes vary greatly in size and shape, the footprint table is unable to be employed in an efficient manner. This hinders the application of splatting approach from being used in the irregular volume case. In this paper, an adaptable splatting method is proposed, which provides an efficient way to integrate color intensity in terms of footprint table for the samples in various sizes. Experiments show that the new method may be used to produce better images without extra expense. 相似文献
52.
Stochastic Iteration for Non-diffuse Global Illumination 总被引:1,自引:0,他引:1
László Szirmay-Kalos 《Computer Graphics Forum》1999,18(3):233-244
This paper presents a single-pass, view-dependent method to solve the rendering equation, using a stochastic iterational scheme where the transport operator is selected randomly in each iteration. The requirements of convergence are given for the general case. To demonstrate the basic idea, a very simple,continuous random transport operator is examined, which gives back the light tracing algorithm incorporating Russian roulette. Then, a new mixed continuous and finite-element based iteration method is proposed, which uses ray-bundles to transfer the radiance in a single random direction. The resulting algorithm is fast, it provides initial results in seconds and accurate solutions in minutes and does not suffer from the error accumulation problem and the high memory demand of other finite-element and hierarchical approaches. 相似文献
53.
54.
A fast design variation technique for mechanical systems is presented. It is used to interactively optimize mechanical characteristics while "self-assembling" or satisfying large systems of mechanical constraints. The high speed method is central to providing inverse dynamics force feedback in haptics and control applications. Performance advantages with the use of augmented coordinates for inverse dynamics of closed loop topologies are also noted. The interaction framework allows manipulation of complex assemblies while maintaining kinematically admissible configurations though linkage and joint limit constraints. Furthermore, design variables such as link length can be treated as free variables and optimized to meet design criteria such as assembly dexterity. Assemblies with flexible bodies fit naturally within this framework. Thus, the contribution of this paper is the advancement of techniques in augmented coordinates for the kinematic and force feedback interaction with virtual mechanical assembly design optimization at force control rates. 相似文献
55.
自然景物中大气退化模型的研究 总被引:3,自引:0,他引:3
从大气中水汽对光照的影响入手,探讨了自然景物图像的退化机制,通过以典型天气情况的观察,总结并推导了基于输运理论的大气光线变化的亮度、饱和度和色度变化的公式,采用该模型对三维地形立体显示进行退化效果表现,其处理结果令人满意。 相似文献
56.
Recent Advances in Volume Visualization 总被引:12,自引:0,他引:12
In the past few years, there have been key advances in the three main approaches to the visualization of volumetric data: isosurfacing, slicing and volume rendering, which together make up the field of volume visualization.
In this survey paper we set the scene by describing the fundamental techniques for each of these approaches, using this to motivate the range of advances which have evolved over the past few years.
In isosurfacing, we see how the original marching cubes algorithm has matured, with improvements in robustness, topological consistency, accuracy and performance. In the performance area, we look in detail at pre-processing steps which help identify data which contributes to the particular isosurface required. In slicing too, there are performance gains from identifying active cells quickly.
In volume rendering, we describe the two main approaches of ray casting and projection. Both approaches have evolved technically over the past decade, and the holy grail of real-time volume rendering has arguably been reached.
The aim of this review paper is to pull these developments together in a coherent review of recent advances in volume visualization. 相似文献
In this survey paper we set the scene by describing the fundamental techniques for each of these approaches, using this to motivate the range of advances which have evolved over the past few years.
In isosurfacing, we see how the original marching cubes algorithm has matured, with improvements in robustness, topological consistency, accuracy and performance. In the performance area, we look in detail at pre-processing steps which help identify data which contributes to the particular isosurface required. In slicing too, there are performance gains from identifying active cells quickly.
In volume rendering, we describe the two main approaches of ray casting and projection. Both approaches have evolved technically over the past decade, and the holy grail of real-time volume rendering has arguably been reached.
The aim of this review paper is to pull these developments together in a coherent review of recent advances in volume visualization. 相似文献
57.
2个Smarandache LCM函数的混合均值估计 总被引:1,自引:0,他引:1
黄炜 《纺织高校基础科学学报》2011,24(3):390-393
研究了Smarandache LCM函数SL(n)与r角形数函数ur(n)和vr(n)的混合均值问题.利用初等方法和解析方法,给出了2个有趣的渐近公式,发展了F.Smarandache教授在《Only Problems,Not Solution》中涉及的相关研究工作. 相似文献
58.
Because of its versatility, speed and robustness, shadow mapping has always been a popular algorithm for fast hard shadow generation since its introduction in 1978, first for offline film productions and later increasingly so in real‐time graphics. So it is not surprising that recent years have seen an explosion in the number of shadow map related publications. Because of the abundance of articles on the topic, it has become very hard for practitioners and researchers to select a suitable shadow algorithm, and therefore many applications miss out on the latest high‐quality shadow generation approaches. The goal of this survey is to rectify this situation by providing a detailed overview of this field. We show a detailed analysis of shadow mapping errors and derive a comprehensive classification of the existing methods. We discuss the most influential algorithms, consider their benefits and shortcomings and thereby provide the readers with the means to choose the shadow algorithm best suited to their needs. 相似文献
59.
I. QuinzeniS. Ferrari E. Quartarone P. Mustarelli 《Journal of power sources》2011,196(23):10228-10233
Due to easiness of preparation and high energy density, V2O5 nanocrystalline thin films are particularly attractive as cathode materials for all-solid-state rechargeable lithium microbatteries. However, their electrochemical performances are strictly related to the film microstructure, which, in turn, is related to the nature and parameters of the deposition technique. For this reason, the preparation of thin films with reproducible electrochemical properties is still an open problem.Here, we report on the deposition of V2O5 crystalline thin films by means of reactive radiofrequency (r.f.) magnetron sputtering, using vanadium metal as the target. Different deposition times and substrate temperatures were adopted. X-ray powder diffraction (XRD) and atomic force microscopy were used to investigate the structural and morphological features of the films. In particular, XRD analysis revealed that the deposition parameters affect the crystallographic orientation of the films. A h 0 0 orientation is observed in case of thin samples (about 100 nm) prepared at 300 °C, whereas a 1 1 0 preferential growth is obtained for thicker films. Films deposited at 500 °C display a 0 0 1 orientation irrespective on the deposition time.Reversible Li intercalation/deintercalation processes and high specific capacity are observed for the h 0 0-oriented V2O5 thinner films, with the ab plane arranged perpendicular to the substrate. In this case, the cycling behaviour is very promising, and a stable capacity higher than 300 mAh g−1 was delivered in the potential range 3.8-1.5 V at 1C rate over at least 70 cycles. 相似文献
60.
We propose an efficient framework to realistically render 3D faces with a reduced set of points. First, a robust active appearance model is presented to detect facial features in the projected faces under different illumination conditions. Then, an adaptive simplification of 3D faces is proposed to reduce the number of points, yet preserve the detected facial features. Finally, the point model is rendered directly, without such additional processing as parameterization of skin texture. This fully automatic framework is very effective in rendering massive facial data on mobile devices. 相似文献