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961.
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
962.
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
963.
Miloš Hašan Edgar Velázquez‐Armendáriz Fabio Pellacini Kavita Bala 《Computer Graphics Forum》2008,27(4):1105-1114
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
964.
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
965.
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
966.
In this paper we describe a general grouping technique to devise faster and simpler approximation schemes for several scheduling
problems. We illustrate the technique on two different scheduling problems: scheduling on unrelated parallel machines with
costs and the job shop scheduling problem. The time complexity of the resulting approximation schemes is always linear in
the number n of jobs, and the multiplicative constant hidden in the O(n) running time is reasonably small and independent of the error ε.
Supported by Swiss National Science Foundation project 200020-109854, “Approximation Algorithms for Machine scheduling Through
Theory and Experiments II”.
A preliminary version of this paper appeared in the Proceedings of ESA’01. 相似文献
967.
Peter Baumann 《Informatik-Spektrum》2008,31(5):435-450
Zusammenfassung Navigationssysteme, ortsbezogene Suchdienste wie Google Maps, interaktive Augmented-Reality-Spiele, Handy-basierte FindMe-Dienste
– diese wenige Beispiele zeigen bereits, wie direkt oder indirekt raumbezogene Dienste unser Alltagsleben immer mehr durchdringen.
Wir beobachten, wie sich die Nutzung von Geodaten schrittweise vom pers?nlichen Desktop-Geoinformationssystem (GIS) über hausinternen
Zugriff auf die Geodatenbank bis zum Webzugriff durch Clients und Servern unterschiedlicher Provenienz ausweitet (,,Web-GIS“).
Klassische Aufgaben wie Kartenproduktion und Beauskunftung treten dabei gegenüber komplexen, situationsbezogenen Verknüpfungen
von Geo- mit anderen Daten eher in den Hintergrund. Damit geht offensichtlich ein Paradigmenwechsel von der einfachen, passiven
Geodatenbereitstellung via WWW zu funktional komplexeren Geodiensten einher.
Sollen solche Mehrwertdienste offen und flexibel orchestrierbar sein, so müssen Geodaten systemübergreifend ad hoc abgefragt werden k?nnen. Unabdingbar sind dafür offene Standards, nicht nur auf der Ebene von Datenaustauschformaten, sondern
auch bei den Zugriffsdiensten; diese Geoservice-Standardisierung leistet das Open GeoSpatial Consortium (OGC).
Im vorliegenden Beitrag geben wir einen überblick über die Modellierung von Web-basierten Geodiensten auf Basis ausgew?hlter
OGC-Standards. Modellierung bedeutet in diesem Kontext die Gestaltung von Funktionalit?t und Schnittstellen eines potenziell
komplexen Dienstes auf Basis offener Standards und ihrer Basisdienste und -operationen. Diskutiert werden Standards für den
Meta-, Vektor- und Rasterdatenzugriff sowie ein anwendungsorientierter Standard für Sensordaten. 相似文献
968.
Natashia Boland Barry D. Hughes Liam T.G. Merlot Peter J. Stuckey 《Computers & Operations Research》2008
The most complete form of academic timetabling problem is the population and course timetabling problem. In this problem, there may be multiple classes of each subject, and the decision on which students are to constitute each class is made in concert with the decision on the timetable for each class. In order to solve this problem, it is normally simplified or decomposed in some fashion. One simplification commonly used in practice is known as blocking: it is assumed that the classes can be partitioned into sets of classes (or blocks) that will be timetabled in parallel. This restricts clashing to occur only between classes in the same block, and essentially removes the timetabling aspect of the problem, which can be carried out once the blocks are constituted and the classes populated. The problem of constituting the blocks and populating the classes, known as the course blocking and population problem, is nevertheless a challenging problem, and provides the focus of this paper. We demonstrate, using data provided by a local high school, that integer linear programming approaches can solve the problem in a matter of seconds. Key features include remodelling to remove symmetry caused by students with identical subject selection, and the observation that in practice, only integrality of the block composition variables needs to be enforced; the class population aspects of the model have strong integrality properties. 相似文献
969.
This paper addresses the problem of minimizing the expected cost of locating a number of single product facilities and allocating uncertain customer demand to these facilities. The total costs consist of two components: firstly linear transportation cost and secondly the costs of investing in a facility as well as maintaining and operating it. These facility costs are general and non-linear in shape and could express both changing economies of scale and diseconomies of scale. We formulate the problem as a two-stage stochastic programming model where both demand and short-run costs may be uncertain at the investment time. We use a solution method based on Lagrangean relaxation, and show computational results for a slaughterhouse location case from the Norwegian meat industry. 相似文献
970.
Todd Zickler Satya P. Mallick David J. Kriegman Peter N. Belhumeur 《International Journal of Computer Vision》2008,79(1):13-30
Complex reflectance phenomena such as specular reflections confound many vision problems since they produce image ‘features’
that do not correspond directly to intrinsic surface properties such as shape and spectral reflectance. A common approach
to mitigate these effects is to explore functions of an image that are invariant to these photometric events. In this paper
we describe a class of such invariants that result from exploiting color information in images of dichromatic surfaces. These
invariants are derived from illuminant-dependent ‘subspaces’ of RGB color space, and they enable the application of Lambertian-based
vision techniques to a broad class of specular, non-Lambertian scenes. Using implementations of recent algorithms taken from
the literature, we demonstrate the practical utility of these invariants for a wide variety of applications, including stereo,
shape from shading, photometric stereo, material-based segmentation, and motion estimation. 相似文献