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991.
Data-intensive problems challenge conventional computing architectures with demanding CPU, memory, and I/O requirements. Experiments with three benchmarks suggest that emerging hardware technologies can significantly boost performance of a wide range of applications by increasing compute cycles and bandwidth and reducing latency.  相似文献   
992.
Motion capture cannot generate cartoon‐style animation directly. We emulate the rubber‐like exaggerations common in traditional character animation as a means of converting motion capture data into cartoon‐like movement. We achieve this using trajectory‐based motion exaggeration while allowing the violation of link‐length constraints. We extend this technique to obtain smooth, rubber‐like motion by dividing the original links into shorter sub‐links and computing the positions of joints using Bézier curve interpolation and a mass‐spring simulation. This method is fast enough to be used in real time.  相似文献   
993.
The paper describes a technique to generate high‐quality light field representations from volumetric data. We show how light field galleries can be created to give unexperienced audiences access to interactive high‐quality volume renditions. The proposed light field representation is lightweight with respect to storage and bandwidth capacity and is thus ideal as exchange format for visualization results, especially for web galleries. The approach expands an existing sphere‐hemisphere parameterization for the light field with per‐pixel depth. High‐quality paraboloid maps from volumetric data are generated using GPU‐based ray‐casting or slicing approaches. Different layers, such as isosurfaces, but not restricted to, can be generated independently and composited in real time. This allows the user to interactively explore the model and to change visibility parameters at run‐time.  相似文献   
994.
Rendering animations of scenes with deformable objects, camera motion, and complex illumination, including indirect lighting and arbitrary shading, is a long‐standing challenge. Prior work has shown that complex lighting can be accurately approximated by a large collection of point lights. In this formulation, rendering of animation sequences becomes the problem of efficiently shading many surface samples from many lights across several frames. This paper presents a tensor formulation of the animated many‐light problem, where each element of the tensor expresses the contribution of one light to one pixel in one frame. We sparsely sample rows and columns of the tensor, and introduce a clustering algorithm to select a small number of representative lights to efficiently approximate the animation. Our algorithm achieves efficiency by reusing representatives across frames, while minimizing temporal flicker. We demonstrate our algorithm in a variety of scenes that include deformable objects, complex illumination and arbitrary shading and show that a surprisingly small number of representative lights is sufficient for high quality rendering. We believe out algorithm will find practical use in applications that require fast previews of complex animation.  相似文献   
995.
A hidden‐picture puzzle contains objects hidden in a background image, in such a way that each object fits closely into a local region of the background. Our system converts image of the background and objects into line drawing, and then finds places in which to hide transformed versions of the objects using rotation‐invariant shape context matching. During the hiding process, each object is subjected to a slight deformation to enhance its similarity to the background. The results were assessed by a panel of puzzle‐solvers.  相似文献   
996.
Recent progress in modelling, animation and rendering means that rich, high fidelity virtual worlds are found in many interactive graphics applications. However, the viewer's experience of a 3D world is dependent on the nature of the virtual cinematography, in particular, the camera position, orientation and motion in relation to the elements of the scene and the action. Camera control encompasses viewpoint computation, motion planning and editing. We present a range of computer graphics applications and draw on insights from cinematographic practice in identifying their different requirements with regard to camera control. The nature of the camera control problem varies depending on these requirements, which range from augmented manual control (semi‐automatic) in interactive applications, to fully automated approaches. We review the full range of solution techniques from constraint‐based to optimization‐based approaches, and conclude with an examination of occlusion management and expressiveness in the context of declarative approaches to camera control.  相似文献   
997.
For the Visible Korean Human (VKH), a male cadaver was serially ground off to acquire the serially sectioned images (SSIs) of a whole human body. Thereafter, more than 700 structures in the SSIs were outlined to produce detailed segmented images; the SSIs and segmented images were volume- and surface-reconstructed to create three-dimensional models. For outlining and reconstruction, popular software (Photoshop, MRIcro, Maya, AutoCAD, 3ds max, and Rhino) was mainly used; the technique can be reproduced by other investigators for creating their own images. For refining the segmentation and volume reconstruction, the VOXEL-MAN system was used. The continuously upgraded technique was applied to a female cadaver's pelvis to produce the SSIs with 0.1mm sized intervals and 0.1mm x 0.1mm sized pixels. The VKH data, distributed worldwide, encouraged researchers to develop virtual dissection, virtual endoscopy, and virtual lumbar puncture contributing to medical education and clinical practice. In the future, a virtual image library including all the Visible Human Project data, Chinese Visible Human data, and VKH data will hopefully be established where users will be able to download one of the data sets for medical applications.  相似文献   
998.
This paper studies the steady-state queue length process of the MAP/G/1 queue under the dyadic control of the D-policy and multiple server vacations. We derive the probability generating function of the queue length and the mean queue length. We then present computational experiences and compare the MAP queue with the Poisson queue.
Ho Woo LeeEmail:
  相似文献   
999.
A new semantic-based video scene retrieval method is proposed in this paper. Twelve low-level features extracted from a video clip are represented in a genetic chromosome and target videos that user has in mind are retrieved by the interactive genetic algorithm through the feedback iteration. In this procedure, high-level semantic relevance between retrieved videos is accumulated with so-called semantic relevance matrix and semantic frequency matrix for each iteration, and they are combined with an automatic feature weight update scheme to retrieve more target videos at the next iteration. Experiments over 300 movie scene clips extracted from latest well-known movies, showed an user satisfaction of 0.71 at the fourth iteration for eight queries such as “gloominess”, “happiness”, “quietness”, “action”, “conversation”, “explosion”, “war”, and “car chase”.  相似文献   
1000.
This paper focuses on H filtering for linear time‐delay systems. A new Lyapunov–Krasovskii functional (LKF) is constructed by uniformly dividing the delay interval into two subintervals, and choosing different Lyapunov matrices on each subinterval. Based on this new LKF, a less conservative delay‐dependent bounded real lemma (BRL) is established to ensure that the resulting filtering error system is asymptotically stable with a prescribed H performance. Then, this new BRL is equivalently converted into a set of linear matrix inequalities, which guarantee the existence of a suitable H filter. Compared with some existing filtering results, some imposed constraints on the Lyapunov matrices are removed through derivation of the sufficient condition for the existence of the filter. Numerical examples show that the results obtained in this paper significantly improve the H performance of the filtering error system over some existing results in the literature. Copyright © 2008 John Wiley & Sons, Ltd.  相似文献   
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