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991.
Anselm Grundhöfer Daniel Kurz Sebastian Thiele Oliver Bimber 《The Visual computer》2010,26(9):1167-1176
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
Sun X Rosin P Martin R Langbein F 《IEEE transactions on visualization and computer graphics》2007,13(5):925-938
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.
Michel F Deines E Hering-Bertram M Garth C Hagen H 《IEEE transactions on visualization and computer graphics》2007,13(6):1680-1687
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.
Frank Bierbrauer 《Computers & Fluids》2007,36(7):1199-1212
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
William Van Haevre Tom Van Laerhoven Fabian Di Fiore Frank Van Reeth 《The Visual computer》2007,23(9-11):925-934
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.
Farnaz Adib Yaghmaie Kristian Hengster Movric Frank L. Lewis Rong Su 《国际强度与非线性控制杂志
》2019,29(10):2995-3013
》2019,29(10):2995-3013
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