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   12086篇
  免费   492篇
  国内免费   41篇
电工技术   176篇
综合类   36篇
化学工业   2760篇
金属工艺   223篇
机械仪表   293篇
建筑科学   754篇
矿业工程   35篇
能源动力   260篇
轻工业   1076篇
水利工程   84篇
石油天然气   33篇
武器工业   1篇
无线电   824篇
一般工业技术   1980篇
冶金工业   1907篇
原子能技术   92篇
自动化技术   2085篇
  2023年   107篇
  2022年   195篇
  2021年   254篇
  2020年   161篇
  2019年   179篇
  2018年   243篇
  2017年   187篇
  2016年   310篇
  2015年   297篇
  2014年   365篇
  2013年   751篇
  2012年   559篇
  2011年   754篇
  2010年   608篇
  2009年   536篇
  2008年   582篇
  2007年   553篇
  2006年   498篇
  2005年   422篇
  2004年   381篇
  2003年   292篇
  2002年   297篇
  2001年   234篇
  2000年   211篇
  1999年   218篇
  1998年   363篇
  1997年   256篇
  1996年   209篇
  1995年   185篇
  1994年   145篇
  1993年   169篇
  1992年   146篇
  1991年   86篇
  1990年   106篇
  1989年   101篇
  1988年   113篇
  1987年   83篇
  1986年   66篇
  1985年   101篇
  1984年   104篇
  1983年   78篇
  1982年   76篇
  1981年   89篇
  1980年   74篇
  1979年   94篇
  1978年   72篇
  1977年   72篇
  1976年   78篇
  1975年   62篇
  1973年   52篇
排序方式: 共有10000条查询结果,搜索用时 15 毫秒
991.
In this article we show how temporal backdrops that alternately change their color rapidly at recording rate can aid chroma keying by transforming color spill into a neutral background illumination. Since the chosen colors sum up to white, the chromatic (color) spill component is neutralized when integrating over both backdrop states. The ability to separate both states additionally allows to compute high-quality alpha mattes. Besides the neutralization of color spill, our method is invariant to foreground colors and supports applications with real-time demands. In this article, we explain different realizations of temporal backdrops and describe how keying and color spill neutralization are carried out, how artifacts resulting from rapid motion can be reduced, and how our approach can be implemented to be compatible with common real-time post-production pipelines.  相似文献   
992.
Das Internet ist heute eine globale Infrastruktur, deren st?ndige Verfügbarkeit mehr oder weniger als gegeben angenommen wird. Die Einführung neuer Technologien (z. B. Multicast, IPv6) in diese Infrastruktur erweist sich aus unterschiedlichen Gründen als schwierig. Vielmehr haben sich Overlay-Netze in diesem Kontext als Innovationsmotor etabliert. Diese werden von Endger?ten am Netzrand aufgespannt, ben?tigen somit keine neuen Komponenten in der Netzinfrastruktur und lassen sich selbstorganisierend sowie skalierbar einsetzen. Interessant sind diese Eigenschaften auch für den Overlay-basierten Aufbau und Betrieb von Kommunikationsnetzen an sich, mit dem Ziel, unbeeinflusst von Mobilit?t, Multi-Homing und Heterogenit?t der Protokolle und Zugangsnetze nahtlose Konnektivit?t zwischen Endger?ten herzustellen. Dieser Artikel zeigt anhand von Beispielen auf, wie Overlays die Entwicklung neuer Dienste im Internet vorantreiben k?nnen. Als Beispiel für eine Overlay-basierte Netzarchitektur, welche die Realisierung neuer Dienste und Anwendungen erm?glicht, wird die Architektur zur Realisierung von Spontanen Virtuellen Netzen (SpoVNet) und deren Netzabstraktionsschicht ariba detailliert vorgestellt.  相似文献   
993.
An obnoxious facility is to be located inside a polygonal region of the plane, maximizing the sum of the k smallest weighted Euclidean distances to n given points, each protected by some polygonal forbidden region. For the unweighted case and k fixed an O(n2logn) time algorithm is presented. For the weighted case a thorough study of the relevant structure of the multiplicatively weighted order-k-Voronoi diagram leads to the design of an O(kn3+n3logn) time algorithm for finding an optimal solution to the anti-t-centrum problem for every t=1,…,k, simultaneously.  相似文献   
994.
Fast and effective feature-preserving mesh denoising   总被引:6,自引:0,他引:6  
We present a simple and fast mesh denoising method, which can remove noise effectively, while preserving mesh features such as sharp edges and corners. The method consists of two stages. Firstly, noisy face normals are filtered iteratively by weighted averaging of neighboring face normals. Secondly, vertex positions are iteratively updated to agree with the denoised face normals. The weight function used during normal filtering is much simpler than that used in previous similar approaches, being simply a trimmed quadratic. This makes the algorithm both fast and simple to implement. Vertex position updating is based on the integration of surface normals using a least-squares error criterion. Like previous algorithms, we solve the least-squares problem by gradient descent, but whereas previous methods needed user input to determine the iteration step size, we determine it automatically. In addition, we prove the convergence of the vertex position updating approach. Analysis and experiments show the advantages of our proposed method over various earlier surface denoising methods.  相似文献   
995.
Acoustic quality in room acoustics is measured by well defined quantities, like definition, which can be derived from simulated impulse response filters or measured values. These take into account the intensity and phase shift of multiple reflections due to a wave front emanating from a sound source. Definition (D50) and clarity (C50) for example correspond to the fraction of the energy received in total to the energy received in the first 50 ms at a certain listener position. Unfortunately, the impulse response measured at a single point does not provide any information about the direction of reflections, and about the reflection surfaces which contribute to this measure. For the visualization of room acoustics, however, this information is very useful since it allows to discover regions with high contribution and provides insight into the influence of all reflecting surfaces to the quality measure. We use the phonon tracing method to calculate the contribution of the reflection surfaces to the impulse response for different listener positions. This data is used to compute importance values for the geometry taking a certain acoustic metric into account. To get a visual insight into the directional aspect, we map the importance to the reflecting surfaces of the geometry. This visualization indicates which parts of the surfaces need to be changed to enhance the chosen acoustic quality measure.We apply our method to the acoustic improvement of a lecture hall by means of enhancing the overall speech comprehensibility (clarity) and evaluate the results using glyphs to visualize the clarity (C50) values at listener positions throughout the room.  相似文献   
996.
The CFD modeling of two-dimensional multiphase flows is a useful tool in industry, although accurate modeling itself remains a difficult task. One of the difficulties is to track the complicated topological deformations of the interfaces between different phases. This paper describes a marker-particle method designed to track fluid interfaces for fluid flows of at least three phases. The interface-tracking scheme presented in this paper is the first part of a series of papers presenting our complete model based on a one-field Godunov marker-particle projection scheme (GMPPS). In this part, we shall focus on the presentation of the interface-tracking scheme and the kinematic tests we conducted to examine the scheme’s ability to accurately track interfacial movements typified by vorticity-induced stretching and tearing of the interface. Our test results show that for a set of carefully designed and commonly used error measures, relative percentage errors never exceed 2% for all of the tests and grid sizes considered, provided a sufficient number of marker particles are used. We shall also demonstrate that the method is of second-order accuracy and the interface transition width remains constant never exceeding three cell widths.  相似文献   
997.
From dust till drawn   总被引:1,自引:0,他引:1  
We present a system for drawing pastel media in real-time as an effective alternative to most existing digital solutions that basically allow for drawing arbitrary strokes in a particular style. Our approach is focused on the simulation of the natural material itself and on its interaction with the drawing surface and the drawing tool. Upon free-form drawing, a bidirectional transfer of pigment takes place. In one direction, the paper surface is dusted with new pigment particles broken off the tip (i.e., the end of the drawing tool). A large part of these particles will be deposited or blended together with previously deposited ones whereas the remainder does not contribute to the drawing and is blown off. On the other hand, a certain amount of previously deposited pigment is scraped off and picked up again soiling the tip. This is noticeable in the next strokes to be drawn. Furthermore, both the tip and the paper surface are subject to weathering depending on the exerted pressure and friction of the drawing tool, and the bumpiness of the paper. As a result, the paper surface becomes slightly damaged, limiting the deposition of new pigment. The tip, on the other hand, becomes blunt making new strokes wider. From a stylistic point of view, similarly to traditional drawings our results convey the artists’ characteristics (e.g., the way of wielding the brush, skillfulness, feeling for the medium). Therefore, we believe that our system allows an artist to create realistically looking pastel images without losing his/her personal touch.  相似文献   
998.
In Deutschland geh?rt der Einsatz von NEDAP-Wahlcomputern in immer mehr Gemeinden zum Alltag. Durch Untersuchungen zur Sicherheit und Manipulierbarkeit konnten Erkenntnisse gewonnen werden, mit welchen Methoden manipulierte Software in den Wahlcomputer eingebracht und Hardwarekomponenten ausgetauscht werden k?nnen. Dadurch ist erstmals eine Beurteilung der Eignung der NEDAP-Wahlcomputer hinsichtlich der Anforderungen an manipulationsfeste, nachvollziehbare und transparente Wahlen m?glich.  相似文献   
999.
Differential graphical games have been introduced in the literature to solve state synchronization problem for linear homogeneous agents. When the agents are heterogeneous, the previous notion of graphical games cannot be used anymore and a new definition is required. In this paper, we define a novel concept of differential graphical games for linear heterogeneous agents subject to external unmodeled disturbances, which contain the previously introduced graphical game for homogeneous agents as a special case. Using our new formulation, we can solve both the output regulation and H output regulation problems. Our graphical game framework yields coupled Hamilton‐Jacobi‐Bellman equations, which are, in general, impossible to solve analytically. Therefore, we propose a new actor‐critic algorithm to solve these coupled equations numerically in real time. Moreover, we find an explicit upper bound for the overall ‐gain of the output synchronization error with respect to disturbance. We demonstrate our developments by a simulation example.  相似文献   
1000.
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