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排序方式: 共有853条查询结果,搜索用时 15 毫秒
61.
Yonghao Yue Kei Iwasaki Bing‐Yu Chen Yoshinori Dobashi Tomoyuki Nishita 《Computer Graphics Forum》2011,30(7):1911-1919
Photo‐realistic rendering of inhomogeneous participating media with light scattering in consideration is important in computer graphics, and is typically computed using Monte Carlo based methods. The key technique in such methods is the free path sampling, which is used for determining the distance (free path) between successive scattering events. Recently, it has been shown that efficient and unbiased free path sampling methods can be constructed based on Woodcock tracking. The key concept for improving the efficiency is to utilize space partitioning (e.g., kd‐tree or uniform grid), and a better space partitioning scheme is important for better sampling efficiency. Thus, an estimation framework for investigating the gain in sampling efficiency is important for determining how to partition the space. However, currently, there is no estimation framework that works in 3D space. In this paper, we propose a new estimation framework to overcome this problem. Using our framework, we can analytically estimate the sampling efficiency for any typical partitioned space. Conversely, we can also use this estimation framework for determining the optimal space partitioning. As an application, we show that new space partitioning schemes can be constructed using our estimation framework. Moreover, we show that the differences in the performances using different schemes can be predicted fairly well using our estimation framework. 相似文献
62.
Jun-ichiro Furukawa Tomoyuki Noda Tatsuya Teramae Jun Morimoto 《Advanced Robotics》2015,29(7):505-514
This paper proposes a fault tolerant framework for biosignal-based robot control with multiple sensor electrodes. In this approach, to cope with sensor faults, a reliable joint torque estimation model is selected from a group of estimation models based on sensor failure classifiers. The correlation among the electromyography (EMG) signal streams is used as input feature vectors for fault detection. To validate our proposed method, we artificially disconnect an EMG electrode or detach one side of an EMG probe from the skin surface during elbow-joint torque estimation experiments with five participants. When one EMG sensor electrode experiences one of the problems, the experimental results show that the joint torque can be estimated with significantly fewer errors using our proposed approach than a joint torque estimation method without sensor fault detection or than a method with a conventional sensor fault detection algorithm. Furthermore, we controlled a mannequin-arm-attached one-DOF exoskeleton based on the estimated torque profiles by generating movements with the estimated torque derived from the selected model. 相似文献
63.
Tomoyuki Nishita Hiroshi Iwasaki Yoshinori Dobashi Eihachiro Nakamae 《Computer Graphics Forum》1997,16(3):C357-C364
The display of natural scenes such as mountains, trees, the earth as viewed from space, the sea, and waves have been attempted. Here a method to realistically display snow is proposed. In order to achieve this, two important elements have to be considered, namely the shape and shading model of snow, based on the physical phenomenon. In this paper, a method for displaying snow fallen onto objects, including curved surfaces and snow scattered by objects, such as skis, is proposed. Snow should be treated as particles with a density distribution since it consists of water particles, ice particles, and air molecules. In order to express the material property of snow, the phase functions of the particles must be taken into account, and it is well-known that the color of snow is white because of the multiple scattering of light. This paper describes a calculation method for light scattering due to snow particles taking into account both multiple scattering and sky light, and the modeling of snow. 相似文献
64.
Masanori Kakimoto Kaoru Matsuoka Tomoyuki Nishita Takeshi Naemura Hiroshi Harashima 《Computer Graphics Forum》2005,24(2):185-193
This paper proposes a novel and general method of glare generation based on wave optics. A glare image is regarded as a result of Fraunhofer diffraction, which is equivalent to a 2D Fourier transform of the image of given apertures or obstacles. In conventional methods, the shapes of glare images are categorized according to their source apertures, such as pupils and eyelashes and their basic shapes (e.g. halos, coronas, or radial streaks) are manually generated as templates, mainly based on statistical observation. Realistic variations of these basic shapes often depend on the use of random numbers. Our proposed method computes glare images fully automatically from aperture images and can be applied universally to all kinds of apertures, including camera diaphragms. It can handle dynamic changes in the position of the aperture relative to the light source, which enables subtle movement or rotation of glare streaks. Spectra can also be simulated in the glare, since the intensity of diffraction depends on the wavelength of light. The resulting glare image is superimposed onto a given computer‐generated image containing high‐intensity light sources or reflections, aligning the center of the glare image to the high‐intensity areas. Our method is implemented as a multipass rendering software. By precomputing the dynamic glare image set and putting it into texture memory, the software runs at an interactive rate. 相似文献
65.
A theory of one-tape two-way one-head off-line linear-time Turing machines is essentially different from its polynomial-time counterpart since these machines are closely related to finite state automata. This paper discusses structural-complexity issues of one-tape Turing machines of various types (deterministic, nondeterministic, reversible, alternating, probabilistic, counting, and quantum Turing machines) that halt in linear time, where the running time of a machine is defined as the length of any longest computation path. We explore structural properties of one-tape linear-time Turing machines and clarify how the machines’ resources affect their computational patterns and power. 相似文献
66.
Yusuke Tsuda Yonghao Yue Yoshinori Dobashi Tomoyuki Nishita 《The Visual computer》2010,26(6-8):883-891
In the field of computer graphics, simulation of fluids, including avalanches, is an important research topic. In this paper, we propose a method to simulate a kind of avalanche, mixed-motion avalanche, which is usually large and travels down the slope fast, often resulting in impressive visual effects. The mixed-motion avalanche consists of snow smokes and liquefied snow which form an upper suspension layer and a lower dense-flow layer, respectively. The mixed-motion avalanche travels down the surface of the snow-covered mountain, which is called accumulated snow layer. We simulate a mixed-motion avalanche taking into account these three snow layers. We simulate the suspension layer using a grid-based approach, the dense-flow and accumulated snow layer using a particle-based approach. An important contribution of our method is an interaction model between these snow layers that enables us to obtain the characteristic motions of avalanches, such as the generation of the snow smoke from the head of the avalanche. 相似文献
67.
Yoshihisa Shinya Kenji Kamiya Tomoyuki Toyoda Yasumi Endo Nelly Soudakova Hirofumi Kondo 《Journal of the Society for Information Display》2009,17(4):331-336
Abstract— The display used in current cell phones has an air gap between the cover glass and the liquid‐crystal‐display (LCD) module to prevent the LCD glass from being damaged. Reflections at the boundaries of the air gap cause a reduction in the LCD luminance and contrast. To address this problem, a newly proposed LCD structure has been investigated. The “Super View Resin (SVR),” a transparent elastic resin which improves the shock resistance and visibility of the LCD, has been developed. Filling the air gap between the cover glass and LCD module with a refractive‐index‐matching resin solves the light‐reflection problem inherent in the use of a reinforced cover‐glass lens. Moreover, the elastic filler works as a damper, reducing any external shock, which prevents not only the cover glass and LCD module from being damaged, but also the glass from being shattered when it is broken. 相似文献
68.
Skylight for Interior Lighting Design 总被引:2,自引:0,他引:2
Yoshinori Dobashi Kazufumi Kaneda Takanobu Nakashima Hideo Yamashita Tomoyuki Nishita Kastumi Tadamura 《Computer Graphics Forum》1994,13(3):85-96
It is inevitable for indoor lighting design to render a room lit by natural light, especially for an atelier or an indoor pool where there are many windows. This paper proposes a method for calculating the illuminance due to natural light, i.e. direct sunlight and skylight, passing through transparent planes such as window glass. The proposed method makes it possible to efficiently calculate such illuminance accurately, because it takes into account both non-uniform luminous intensity distribution of skylight and the distribution of transparency of glass according to incident angles of light. Several examples including the lighting design in an indoor pool, are shown to demonstrate the usefulness of the proposed method. 相似文献
69.
Yoshinori Dobashi Kazufumi Kaneda Hideki Nakatani Hideo Yamashita Tomoyuki Nishita 《Computer Graphics Forum》1995,14(3):229-240
When designing interior lighting effects, it is desirable to compare a variety of lighting designs involving different lighting devices and directions of light. It is, however, time-consuming to generate images with many different lighting parameters, taking interreflection into account, because all luminances must be calculated and recalculated. This makes it difficult to design lighting effects interactively. To address this problem, this paper proposes a method of quickly generating images of a given scene illustrating an interreflective environment illuminated by sources with arbitrary luminous intensity distributions. In the proposed method, the luminous intensity ditribution is expressed with basis functions. The proposed method uses a series of spherical harmonic functions as basis functions, and calculates in advance each intensity on surfaces lit by the light sources whose luminous intensity distribution are the same as the spherical harmonic functions. The proposed method makes it possible to generate images so quickly that we can change the luminous intensity distribution interactively. Combining the proposed method with an interactive walk-through that employs intensity mapping, an interactive system for lighting design is implemented. The usefulness of the proposed method is demonstrated by its application to interactive lighting design, where many images are generated by altering lighting devices and/or direction of light. 相似文献
70.
An Interactive Deformation System for Granular Material 总被引:2,自引:0,他引:2
Computer Graphics (CG) animations of natural phenomena are currently widely used for movies and in video games. Granular materials occur widely in nature, and therefore it is necessary that CG animations represent ground surfaces composed of a granular material as well as model deformations when the granular material comes into contact with other physical rigid objects (called solid objects). In this paper, we propose a deformation algorithm for ground surfaces composed of granular material. The deformation algorithm is divided into three steps: (1) detection of the collision between a solid object and the ground surface, (2) displacement of the granular material and (3) erosion of the material at steep slopes. The proposed algorithm can handle solid objects of various shapes, including concave polyhedra by additionally using a layered data structure called the Height Span Map. Furthermore, a texture sliding technique is presented to render the motion of granular materials. In addition, our implementation of the deformation algorithm can be used at interactive frame rates. 相似文献