首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   127篇
  免费   18篇
  国内免费   13篇
电工技术   1篇
综合类   6篇
机械仪表   2篇
矿业工程   1篇
轻工业   62篇
武器工业   1篇
无线电   7篇
一般工业技术   1篇
冶金工业   1篇
自动化技术   76篇
  2023年   5篇
  2022年   5篇
  2021年   10篇
  2019年   5篇
  2018年   6篇
  2017年   6篇
  2016年   1篇
  2014年   9篇
  2013年   4篇
  2012年   6篇
  2011年   11篇
  2010年   9篇
  2009年   7篇
  2008年   12篇
  2007年   20篇
  2006年   13篇
  2005年   6篇
  2004年   4篇
  2003年   1篇
  2002年   8篇
  2001年   6篇
  2000年   2篇
  1996年   1篇
  1993年   1篇
排序方式: 共有158条查询结果,搜索用时 31 毫秒
1.
In this paper, we propose a new continuous self‐collision detection (CSCD) method for a deformable surface that interacts with a simple solid model. The method is developed based on the radial‐view‐based culling method. Our method is suitable for the deformable surface that has large contact region with the solid model. The deformable surface may consist of small round‐shaped holes. At the pre‐processing stage, the holes of the deformable surface are filled with ghost triangles so as to make the mesh of the deformable surface watertight. An observer primitive (i.e. a point or a line segment) is computed so that it lies inside the solid model. At the runtime stage, the orientations of triangles with respect to the observer primitive are evaluated. The collision status of the deformable surface is then determined. We evaluated our method for several animations including virtual garments. Experimental results show that our method improves the process of CSCD.  相似文献   
2.
提出采用八叉树组织真实山体数据,根据视点距离采用不同的细节层次LOD表示山体各部分,并结合视觉剪裁和帧间相关性进一步减少绘制的山体,达到加速三维地形的绘制和漫游的目的。使用混合纹理映射、阴影渲染技术,并加入山谷中的水面模拟,生成具有真实感的大规模三维风景场景。实验结果表明该方法有效地减少了算法复杂度,易实现碰撞检测,大大提高了绘制效率,在PC机上能实时地生成高分辨率、具有真实感的场景,完全满足VR交互要求。  相似文献   
3.
一种超大规模地形场景的实时渲染算法   总被引:2,自引:0,他引:2  
林继承  万旺根  崔滨  丁欢 《计算机仿真》2009,26(11):224-227,246
超大规模地形场景包含大量的数据,无法一次性载入内存进行实时渲染.基于Geometrical Mipmapping算法,结合动态调度技术,提出一种高效的超大规模地形场景实时渲染算法.算法对海量地形数据进行分块,在实时运行时,根据视点的位置动态地载入所需的地形块和释放无用的地形块,使得内存中的地形数据维持在一定范围内.然后,通过LOD技术和视域剔除对内存中的地形数据进行简化,大量减少送入GPU的三角形数量,从而达到实时渲染.实验结果表明,算法渲染速度快,内存开销较小,适合于超大规模地形场景的实时渲染.  相似文献   
4.
海量模型实时交互可视化技术综述   总被引:2,自引:1,他引:1       下载免费PDF全文
综述了海量模型实时交互可视化的最新研究进展,详细讨论了其中涉及的主要支撑技术,并对目前国内外典型的交互绘制系统进行比较和分析;最后,对今后的发展方向进行了展望。  相似文献   
5.
介绍一种结合分形算法与四叉树算法生成动态随机地形的新方法,并提出一种融合地形中点位移法及四叉树递归分割算法的实时优化算法,利用可见性剔除的简化策略和三角形扇的数据简化存储方式,解决地形绘制的裂缝、突跳问题,采用纹理混合贴图方式的渲染方法实现该层次细节模型的地形渲染。通过对该算法的实现和优化,在保证一定地形环境的视觉真实程度前提下,减少开销,从而达到提高实时渲染速度的目的。  相似文献   
6.
提出了一种被遮挡单元的裁剪算法,以加速非规则数据场的体绘制过程。在基于一组平行切割平面的体绘制方法上,新算法通过对图像不透明度缓冲区中的值进行求平均操作,并将所计算的结果存储在一个与不透明度缓冲区间同样大小的平均不透明度缓冲区中,使得只需根据每一数据单元重心投影点在平均不透明度缓冲区中的值,就可得到此数据单元的可见性,从而有效裁剪掉被遮挡单元,降低需处理的数据量,加速体绘制过程。  相似文献   
7.
Recent yearsin graphics area many rendering al-gorithms have been developed to support a newset ofdemanding applications.An efficient way to speed uprenderingis to avoid rendering geometry that cannotbe seen from current viewpoint,such as geometryoutside the current viewfrustumand obscured by ge-ometrythat is closer tothe current viewer.The hard-est part of the visibility culling problem is how toavoid rendering geometry whichis obscured by closergeometry.Our approach will focus on this.In thi…  相似文献   
8.
通过建立一个与不透明度缓冲区同样大小的平均不透明度缓冲区,就可根据数据单元重心点在平均不透明度缓冲区内的值判定数据单元的可见性,从而使得在以物体空间为序的非规则数据场体绘制过程中直接将投影完全位于不透明区域内的数据单元裁剪掉,极大地减少需处理的数据量,加速绘制过程。  相似文献   
9.
《Journal of dairy science》2021,104(12):12912-12924
The objective of this study was to evaluate the effect of an ultra-diluted complex supplemented as a prophylactic strategy on the incidence risk of diseases, metabolism, and performance of weaned Holstein calves immediately after grouping. Additionally, the objective was to investigate the carryover effects on heifer-raising and first-lactation periods, in a double-blind, placebo-controlled trial. A total of 184 weaned Holstein calves (83 ± 7.9 d of life; 112.5 ± 11.7 kg of body weight; values are mean ± standard deviation) were allocated to 8 paddocks in a completely randomized block design experiment. During a 112-d period, animals received a total mixed ration and were randomly allocated into 2 groups: (1) CON: placebo-control (basal diet + calcium carbonate, top-dressed at 30 g/animal per day of placebo), or (2) UD: ultra-diluted complex (basal diet + TopVita-Real H, top-dressed at 30 g/animal per day of sulfur (10−60) + viola tricolor (10−14) + caladium seguinum (10−30) + zincum oxydatum (10−30) + phosphorus (10−60) + carduus marianus (10−60) + colibacillinum (10−30) + podophyllum (10−30) + vehicle: calcium carbonate; quantum sufficit 1 kg). Incidence risk of diseases, number of days with disease, and mortality events were recorded daily. Performance measurements and blood collection were carried out at enrollment and every 28 d until the end of the study period. The incidence risk of digestive problems was higher for the CON group. Additionally, the CON group had higher cumulative number of days per calf affected by tick-borne disease. Blood analysis revealed that CON calves had increased mean corpuscular hemoglobin amount and concentration than UD calves on d 28 after enrollment and had increased serum albumin and total protein concentration on d 84. Furthermore, higher albumin to globulin ratio was found in CON calves than in those of UD group at enrollment; however, on d 56, the inverse was observed. On d 28 after enrollment, CON calves had increased serum cortisol concentration. Regarding body measurements, higher withers height and body depth were detected in UD calves, on d 28 and d 84, respectively. Finally, higher culling risk was observed in the CON group during the heifer-raising period. In conclusion, a lower incidence risk of digestive problems and days with tick-borne disease were detected in the UD group. Additionally, systemic inflammation was improved by UD complex based on circulating inflammation and stress biomarkers on specific days after enrollment. However, UD product did not improve performance at the post-weaning, heifer-raising, and first-lactation periods.  相似文献   
10.
Sequential point trees provide the state-of-the-art technique for rendering point models, by re-arranging hierarchical points sequentially according to geometric errors running on GPU for fast rendering. This paper presents a view dependent method to augment sequential point trees by embedding the hierarchical tree structures in the sequential list of hierarchical points. By the method,two kinds of indices are constructed to facilitate the points rendering in an order mostly from near to far and from coarse to fine. As a result, invisible points can be culled view-dependently in high efficiency for hardware acceleration, and at the same time, the advantage of sequential point trees could be still fully taken. Therefore, the new method can run much faster than the conventional sequential point trees, and the acceleration can be highly promoted particularly when the objects possess complex occlusion relationship and viewed closely because invisible points would be in a high percentage of the points at finer levels.  相似文献   
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号