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1.
一个新颖的轮廓线跟踪算法   总被引:1,自引:0,他引:1  
马波  张田文 《信号处理》2004,20(2):174-178
提出了一个新颖的基于隐马尔科夫模型与光流的轮廓线跟踪算法。曲线描绘由B样条形状空间向量来表达,能够捕捉全局和局部变形。提出应用沿曲线的光流计算来预测曲线在下一帧的位置,在预测曲线的基础上,提出应用隐马尔科夫模型来准确定位曲线的位置。隐马尔科夫模型提供了一种有效的概率手段来融合多种量测特征比如边缘,曲线平滑性,区域灰度或颜色统计信息等等,能够更准确的定位曲线位置。基于仿射形状空间的实验了表明本文所提出算法的有效性。  相似文献   
2.
About 50% of patients with arrhythmogenic cardiomyopathy (ACM) carry a pathogenic or likely pathogenic mutation in the desmosomal genes. However, there is a significant number of patients without positive familial anamnesis. Therefore, the molecular reasons for ACM in these patients are frequently unknown and a genetic contribution might be underestimated. Here, we used a next-generation sequencing (NGS) approach and in addition single nucleotide polymor-phism (SNP) arrays for the genetic analysis of two independent index patients without familial medical history. Of note, this genetic strategy revealed a homozygous splice site mutation (DSG2–c.378+1G>T) in the first patient and a nonsense mutation (DSG2–p.L772X) in combination with a large deletion in DSG2 in the second one. In conclusion, a recessive inheritance pattern is likely for both cases, which might contribute to the hidden medical history in both families. This is the first report about these novel loss-of-function mutations in DSG2 that have not been previously identi-fied. Therefore, we suggest performing deep genetic analyses using NGS in combination with SNP arrays also for ACM index patients without obvious familial medical history. In the future, this finding might has relevance for the genetic counseling of similar cases.  相似文献   
3.
研究了机械法再生ACM硫化胶工艺对其性能的影响及ACM再生胶在ACM中并用的效果,结果表明,用机械法再生工艺制得的ACM再生胶可以单用也可以并用.较好的再生工艺条件为辊温60~80℃,辊距和薄通次数分别为0.3mm和10~20次或0.5mm和20~30次.  相似文献   
4.
We present a new approach to microfacet‐based BSDF importance sampling. Previously proposed sampling schemes for popular analytic BSDFs typically begin by choosing a microfacet normal at random in a way that is independent of direction of incident light. To sample the full BSDF using these normals requires arbitrarily large sample weights leading to possible fireflies. Additionally, at grazing angles nearly half of the sampled normals face away from the incident ray and must be rejected, making the sampling scheme inefficient. Instead, we show how to use the distribution of visible normals directly to generate samples, where normals are weighted by their projection factor toward the incident direction. In this way, no backfacing normals are sampled and the sample weights contain only the shadowing factor of outgoing rays (and additionally a Fresnel term for conductors). Arbitrarily large sample weights are avoided and variance is reduced. Since the BSDF depends on the microsurface model, we describe our sampling algorithm for two models: the V‐cavity and the Smith models. We demonstrate results for both isotropic and anisotropic rough conductors and dielectrics with Beckmann and GGX distributions.  相似文献   
5.
Crowded motions refer to multiple objects moving around and interacting such as crowds, pedestrians and etc. We capture crowded scenes using a depth scanner at video frame rates. Thus, our input is a set of depth frames which sample the scene over time. Processing such data is challenging as it is highly unorganized, with large spatio‐temporal holes due to many occlusions. As no correspondence is given, locally tracking 3D points across frames is hard due to noise and missing regions. Furthermore global segmentation and motion completion in presence of large occlusions is ambiguous and hard to predict. Our algorithm utilizes Gestalt principles of common fate and good continuity to compute motion tracking and completion respectively. Our technique does not assume any pre‐given markers or motion template priors. Our key‐idea is to reduce the motion completion problem to a 1D curve fitting and matching problem which can be solved efficiently using a global optimization scheme. We demonstrate our segmentation and completion method on a variety of synthetic and real world crowded scanned scenes.  相似文献   
6.
We propose a fast method for 3D shape segmentation and labeling via Extreme Learning Machine (ELM). Given a set of example shapes with labeled segmentation, we train an ELM classifier and use it to produce initial segmentation for test shapes. Based on the initial segmentation, we compute the final smooth segmentation through a graph‐cut optimization constrained by the super‐face boundaries obtained by over‐segmentation and the active contours computed from ELM segmentation. Experimental results show that our method achieves comparable results against the state‐of‐the‐arts, but reduces the training time by approximately two orders of magnitude, both for face‐level and super‐face‐level, making it scale well for large datasets. Based on such notable improvement, we demonstrate the application of our method for fast online sequential learning for 3D shape segmentation at face level, as well as realtime sequential learning at super‐face level.  相似文献   
7.
Natural objects often contain vivid color distribution with wide variety of colors. Conventional colorization techniques, on the other hand, produce colors that are relatively flat with little color variation. In this paper, we introduce a randomized algorithm which considers not only the value of target color but also the distribution of target color. In essence, our algorithm paints a color distribution to a region which synthesizes color distribution of a natural object. Our approach models the correlation between intensity and color in HSV color space in terms of H – S, H – V and S – V joint histogram. During the colorization process, we randomly swap and reassign color of a pixel to minimize a cost function that measures color consistency to its neighborhood and intensity‐to‐color correlation captured in the joint histogram. We tested our algorithm extensively on many natural objects and our user study confirms that our results are more vivid and natural compared to results from previous techniques.  相似文献   
8.
Mappings between color spaces are ubiquitous in image processing problems such as gamut mapping, decolorization, and image optimization for color‐blind people. Simple color transformations often result in information loss and ambiguities, and one wishes to find an image‐specific transformation that would preserve as much as possible the structure of the original image in the target color space. In this paper, we propose Laplacian colormaps, a generic framework for structure‐preserving color transformations between images. We use the image Laplacian to capture the structural information, and show that if the color transformation between two images preserves the structure, the respective Laplacians have similar eigenvectors, or in other words, are approximately jointly diagonalizable. Employing the relation between joint diagonalizability and commutativity of matrices, we use Laplacians commutativity as a criterion of color mapping quality and minimize it w.r.t. the parameters of a color transformation to achieve optimal structure preservation. We show numerous applications of our approach, including color‐to‐gray conversion, gamut mapping, multispectral image fusion, and image optimization for color deficient viewers.  相似文献   
9.
4D Video Textures (4DVT) introduce a novel representation for rendering video‐realistic interactive character animation from a database of 4D actor performance captured in a multiple camera studio. 4D performance capture reconstructs dynamic shape and appearance over time but is limited to free‐viewpoint video replay of the same motion. Interactive animation from 4D performance capture has so far been limited to surface shape only. 4DVT is the final piece in the puzzle enabling video‐realistic interactive animation through two contributions: a layered view‐dependent texture map representation which supports efficient storage, transmission and rendering from multiple view video capture; and a rendering approach that combines multiple 4DVT sequences in a parametric motion space, maintaining video quality rendering of dynamic surface appearance whilst allowing high‐level interactive control of character motion and viewpoint. 4DVT is demonstrated for multiple characters and evaluated both quantitatively and through a user‐study which confirms that the visual quality of captured video is maintained. The 4DVT representation achieves >90% reduction in size and halves the rendering cost.  相似文献   
10.
This paper introduces a system for the direct editing of highlights produced by anisotropic BRDFs, which we call anisotropic highlights. We first provide a comprehensive analysis of the link between the direction of anisotropy and the shape of highlight curves for arbitrary object surfaces. The gained insights provide the required ingredients to infer BRDF orientations from a prescribed highlight tangent field. This amounts to a non‐linear optimization problem, which is solved at interactive framerates during manipulation. Taking inspiration from sculpting software, we provide tools that give the impression of manipulating highlight curves while actually modifying their tangents. Our solver produces desired highlight shapes for a host of lighting environments and anisotropic BRDFs.  相似文献   
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