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1.
360° VR videos provide users with an immersive visual experience. To encode 360° VR videos, spherical pixels must be mapped onto a two‐dimensional domain to take advantage of the existing video encoding and storage standards. In VR industry, standard cubemap projection is the most widely used projection method for encoding 360° VR videos. However, it exhibits pixel density variation at different regions due to projection distortion. We present a generalized algorithm to improve the efficiency of cubemap projection using polynomial approximation. In our algorithm, standard cubemap projection can be regarded as a special form with 1st‐order polynomial. Our experiments show that the generalized cubemap projection can significantly reduce the projection distortion using higher order polynomials. As a result, pixel distribution can be well balanced in the resulting 360° VR videos. We use PSNR, S‐PSNR and CPP‐PSNR to evaluate the visual quality and the experimental results demonstrate promising performance improvement against standard cubemap projection and Google's equi‐angular cubemap.  相似文献   
2.
We propose a new method to obtain the representative colors and their distributions of an image. Our intuition is that it is possible to derive the global model from the local distributions. Beginning by sampling pure colors, we build a hierarchical representation of colors in the image via a bottom‐up approach. From the resulting hierarchy, we can obtain satisfactory palettes/color models automatically without a predefined size. Furthermore, we provide interactive operations to manipulate the results which allow the users to reflect their intention directly. In our experiment, we show that the proposed method produces more succinct results that faithfully represent all the colors in the image with an appropriate number of components. We also show that the proposed interactive approach can improve the results of applications such as recoloring and soft segmentation.  相似文献   
3.
针对高河矿奥灰水文观测孔空水管锈蚀断裂漏水严重的问题,分析了存在的问题,制定了钻孔涌水封堵技术方案及相应的注浆施工工艺,并进行了为期7天的井下试验。封堵注浆压力达到6 MPa,使用注浆水泥50 t,水泥浆液凝固良好,注浆阀门打开后无出水现象。  相似文献   
4.
This paper introduces a simple method for simulating highly anisotropic elastoplastic material behaviors like the dissolution of fibrous phenomena (splintering wood, shredding bales of hay) and materials composed of large numbers of irregularly-shaped bodies (piles of twigs, pencils, or cards). We introduce a simple transformation of the anisotropic problem into an equivalent isotropic one, and we solve this new “fictitious” isotropic problem using an existing simulator based on the material point method. Our approach results in minimal changes to existing simulators, and it allows us to re-use popular isotropic plasticity models like the Drucker-Prager yield criterion instead of inventing new anisotropic plasticity models for every phenomenon we wish to simulate.  相似文献   
5.
Automatic synthesis of realistic gestures promises to transform the fields of animation, avatars and communicative agents. In off-line applications, novel tools can alter the role of an animator to that of a director, who provides only high-level input for the desired animation; a learned network then translates these instructions into an appropriate sequence of body poses. In interactive scenarios, systems for generating natural animations on the fly are key to achieving believable and relatable characters. In this paper we address some of the core issues towards these ends. By adapting a deep learning-based motion synthesis method called MoGlow, we propose a new generative model for generating state-of-the-art realistic speech-driven gesticulation. Owing to the probabilistic nature of the approach, our model can produce a battery of different, yet plausible, gestures given the same input speech signal. Just like humans, this gives a rich natural variation of motion. We additionally demonstrate the ability to exert directorial control over the output style, such as gesture level, speed, symmetry and spacial extent. Such control can be leveraged to convey a desired character personality or mood. We achieve all this without any manual annotation of the data. User studies evaluating upper-body gesticulation confirm that the generated motions are natural and well match the input speech. Our method scores above all prior systems and baselines on these measures, and comes close to the ratings of the original recorded motions. We furthermore find that we can accurately control gesticulation styles without unnecessarily compromising perceived naturalness. Finally, we also demonstrate an application of the same method to full-body gesticulation, including the synthesis of stepping motion and stance.  相似文献   
6.
Modern acquisition techniques generate detailed point clouds that sample complex geometries. For instance, we are able to produce millimeter-scale acquisition of whole buildings. Processing and exploring geometrical information within such point clouds requires scalability, robustness to acquisition defects and the ability to model shapes at different scales. In this work, we propose a new representation that enriches point clouds with a multi-scale planar structure graph. We define the graph nodes as regions computed with planar segmentations at increasing scales and the graph edges connect regions that are similar across scales. Connected components of the graph define the planar structures present in the point cloud within a scale interval. For instance, with this information, any point is associated to one or several planar structures existing at different scales. We then use topological data analysis to filter the graph and provide the most prominent planar structures. Our representation naturally encodes a large range of information. We show how to efficiently extract geometrical details (e.g. tiles of a roof), arrangements of simple shapes (e.g. steps and mean ramp of a staircase), and large-scale planar proxies (e.g. walls of a building) and present several interactive tools to visualize, select and reconstruct planar primitives directly from raw point clouds. The effectiveness of our approach is demonstrated by an extensive evaluation on a variety of input data, as well as by comparing against state-of-the-art techniques and by showing applications to polygonal mesh reconstruction.  相似文献   
7.
It is notoriously difficult for artists to control liquids while generating plausible animations. We introduce a new liquid control tool that allows users to load, transform, and apply precomputed liquid simulation templates in a scene in order to control a particle-based simulation. Each template instance generates control forces that drive the global simulated liquid to locally reproduce the templated liquid behavior. Our system is augmented with a variable proportion of temporary particles to help efficiently reproduce the templated liquid density, with fewer requirements on the surrounding environment. The resulting control strategy adds only a small computational overhead, leading to quick visual feedback for resolutions allowing interactive simulation. We demonstrate the robustness and ease of use of our method on various examples in 2D and 3D.  相似文献   
8.
For the last decades, the concern of producing convincing facial animation has garnered great interest, that has only been accelerating with the recent explosion of 3D content in both entertainment and professional activities. The use of motion capture and retargeting has arguably become the dominant solution to address this demand. Yet, despite high level of quality and automation performance-based animation pipelines still require manual cleaning and editing to refine raw results, which is a time- and skill-demanding process. In this paper, we look to leverage machine learning to make facial animation editing faster and more accessible to non-experts. Inspired by recent image inpainting methods, we design a generative recurrent neural network that generates realistic motion into designated segments of an existing facial animation, optionally following user-provided guiding constraints. Our system handles different supervised or unsupervised editing scenarios such as motion filling during occlusions, expression corrections, semantic content modifications, and noise filtering. We demonstrate the usability of our system on several animation editing use cases.  相似文献   
9.
10.
针对目前部分水文要素监测工作中还存在大量人工记载、计算、录入,成果出错率较高,时效性低, 监测业务融合度不够和内部管理难度大等方面的问题,深度融合互联网技术和水文监测业务,开展“互联网 + 水文监测”研究,设计并开发分局水文监测综合管理平台是十分必要的。深入分析水文监测各项业务流程,打造水文监测在线业务流、数据流和管理流,结合程序开发语言和互联网技术,完成惠州水文监测综合管理平台设计。平台在 2020 年 6 月东江流域洪水中进行实际应用,结果表明:平台实现水文监测要素人工作业无纸化、 自动化、智能化,进一步提高水文监测工作效率和信息化水平,具有很好的推广应用前景。  相似文献   
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