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1.
Polarization imaging can retrieve inaccurate objects’ 3D shapes with fine textures, whereas coarse but accurate depths can be provided by binocular stereo vision. To take full advantage of these two complementary techniques, we investigate a novel 3D reconstruction method based on the fusion of polarization imaging and binocular stereo vision for high quality 3D reconstruction. We first generate the polarization surface by correcting the azimuth angle errors on the basis of registered binocular depth, to solve the azimuthal ambiguity in the polarization imaging. Then we propose a joint 3D reconstruction model for depth fusion, including a data fitting term and a robust low-rank matrix factorization constraint. The former is to transfer textures from the polarization surface to the fused depth by assuming their relationship linear, whereas the latter is to utilize the low-frequency part of binocular depth to improve the accuracy of the fused depth considering the influences of missing-entries and outliers. To solve the optimization problem in the proposed model, we adopt an efficient solution based on the alternating direction method of multipliers. Extensive experiments have been conducted to demonstrate the efficiency of the proposed method in comparison with state-of-the-art methods and to exhibit its wide application prospects in 3D reconstruction. 相似文献
2.
利用从运动中恢复结构方法(SFM),提出了一种基于多视图立体视觉的沙堆三维重建及三维尺寸测量方法。首先根据SFM方法的求解不稳定特点,结合光束平差法对SFM求解过程进行分析及优化;其次针对SFM重建结果为稀疏点云的问题,利用基于面片的稠密重建算法重新生成稠密的三维点云,再利用泊松算法对密集点云进行三维曲面重建;最后获得模型的三维尺寸信息。对某建筑工地的沙堆进行了三维尺寸的测量实验,实验结果验证了该方法的有效及可行性,提高了重建能力及精度,同时考虑了目标实际测量误差与重建误差,能够满足实际智能测量的应用需求。 相似文献
3.
大多数现有的主流结构光测量装置在被测物体的表面上投射单条激光,通过移动装置实现物体表面的扫描重建。为了实现物体表面的在线快速重建,将多线结构光和双目立体视觉理论相结合,设计了一种新的三维测量方法。提出了一种结合形态滤波和Zhang-Suen细化算法的光条骨架提取方法和基于光条序列关系的光条匹配算法,并通过极线约束实现光条上特征点的精确匹配。通过实验验证了方法的有效性,相对误差在3%以内。 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.
This paper presents a spectral approach to compress dynamic animation consisting of a sequence of homeomor-phic manifold meshes. Our new approach directly compresses the field of deformation gradient d... 相似文献
6.
Simon Alexanderson Gustav Eje Henter Taras Kucherenko Jonas Beskow 《Computer Graphics Forum》2020,39(2):487-496
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
7.
目的 可回溯感是艺术欣赏和临摹时产生的一种审美感受,即在审美过程中想象地再现原作的创作行为,是书法艺术凸显的审美心理现象。在计算机书法的研究中,鲜有研究以动画效果增强书法可回溯感,且缺少关于可回溯感的量化评估方法。因此,本文结合心理感知实验提出可回溯感的测评方法,并探究动态墨迹效果对书法作品可回溯感的影响。方法 首先将可回溯感分解为两种心理因素:顺序感和运动感。然后针对动态书法形式应用粒子动画制作7种不同墨迹效果,并设计心理感知实验对书法作品的可回溯感进行测量,即对选定标记点的运笔顺序进行排列以及对其运笔方向和相对速率进行估计。最后比较原作和动态书法可回溯感的差异,分析动态墨迹对书法作品可回溯感的影响。结果 实验结果证明测评方法是可行的,并发现恰当运用动态墨迹效果,即沿笔迹流动的墨迹动画,可以改进作品的运动感、显著增强顺序感以及提升可回溯感,反之则不能。若混入逆向流动墨迹效果,会削弱其提升顺序感的效用,但减弱的程度与正逆向墨迹的比例并非线性关系。结论 运笔顺序和笔触运动感知的评测方法可以有效量化视觉艺术品的可回溯感,为书法欣赏和临摹过程的研究提供实证方法。动态墨迹的设计也可用于增进书法的艺术化呈现,特别是增强其可回溯感。 相似文献
8.
Masaki Oshita Hayato Oshima Yuta Senju Syun Morishige 《Computer Animation and Virtual Worlds》2016,27(6):532-545
In this paper, we propose an interactive character motion control interface that uses hands. Using their hands and fingers, the user can control a large number of degrees of freedom at the same time. We applied principal component analysis to a set of sample poses and assigned the extracted principal components to each degree of freedom of the hands (such as the hand positions and finger bending/extending angles). The user can control the blending weights of the principal components and deform the character's pose by moving their hands and bending/extending their fingers. We introduced pose and action controls, so that we can alter the standing pose and perform various actions with deformations. So that various types of actions were possible, we constructed a number of action models in advance. We introduced action model selection and action execution mechanisms. We developed methods for computing the feature vector, for applying principal component analysis, and for pose and action synthesis. In addition, we introduced a pose transition method for performing a step motion when necessary to prevent foot sliding. We present our experimental results and demonstrate the effectiveness of our interface. Copyright © 2015 John Wiley & Sons, Ltd. 相似文献
9.
We present a points‐based user interface for character posing. In our method, users insert a number of three‐dimensional (3D) points in a virtual environment. The system performs a linear search of a motion capture database for the best matched pose and then places the pose immediately in the virtual environment to be overlapped with the input points. For a fast and precise distance computation between the input points and the example poses from the database, we developed a closed‐form solution of the 3D points registration problem. To demonstrate the easiness and usability of our approach, we built a motion database including various kinds of human motion and conducted a user study of character posing tasks with non‐expert users. Copyright © 2016 John Wiley & Sons, Ltd. 相似文献
10.
提出的靶场报靶系统实现对炮兵、航空兵对地火力打击的远程监测以及弹落点落地位置的自动评估,给部队作战训练效果提供有效的科学依据,同时也是建设数字化靶场的需要。系统基于无线网络传输终端及RS485,是具有分布式测量、无人值守、远程控制、人机交互界面友好等特点,实现弹落点自动识别定位、信息无线传输、数字化显示及数据管理等功能的三级报靶系统。系统构建基于双目立体视觉测量原理,相机25 fps连续采集100帧图像,实时在线实现15个弹落点定位解算,较好解决了超大三维空间下多个目标自动定位解算问题。 相似文献