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81.
82.
Performance comparison of texture feature analysis methods using PNN classifier for segmentation and classification of brain CT images 下载免费PDF全文
A computer software system is designed for the segmentation and classification of benign and malignant tumor slices in brain computed tomography images. In this paper, we present a texture analysis methods to find and select the texture features of the tumor region of each slice to be segmented by support vector machine (SVM). The images considered for this study belongs to 208 benign and malignant tumor slices. The features are extracted and selected using Student's t‐test. The reduced optimal features are used to model and train the probabilistic neural network (PNN) classifier and the classification accuracy is evaluated using k fold cross validation method. The segmentation results are also compared with the experienced radiologist ground truth. Quantitative analysis between ground truth and segmented tumor is presented in terms of quantitative measure of segmentation accuracy and the overlap similarity measure of Jaccard index. The proposed system provides some newly found texture features have important contribution in segmenting and classifying benign and malignant tumor slices efficiently and accurately. The experimental results show that the proposed hybrid texture feature analysis method using Probabilistic Neural Network (PNN) based classifier is able to achieve high segmentation and classification accuracy effectiveness as measured by Jaccard index, sensitivity, and specificity. 相似文献
83.
金属钽可作为集成电路中铜与硅基板的阻隔层材料,以防止铜与硅扩散生成铜硅合金影响电路性能。采用钽靶材通过物理气相沉积技术溅射钽到硅片上。靶材晶粒尺寸与织构取向影响溅射速率及溅射薄膜均匀性,要求钽靶材晶粒尺寸应小于100μm,在靶材整个厚度范围内应主要是(111)型织构。同时,为了避免薄膜存在杂质颗粒,要求钽靶材纯度不小于99.99%。本文对钽靶材电子束熔炼、锻造、轧制、热处理等关键工艺进行了系统研究,找到了一种有别于常规钽靶材生产工艺的新方法,所生产产品化学纯度、晶粒尺寸、织构等性能优良,产品成品率高,适于批量化生产。 相似文献
84.
Wenyuan Li Zhiyong Chen Jianrong Liu Shaoxiang Zhu Guoxin Sui Qingjiang Wang 《材料科学技术学报》2019,35(5):790-798
Rolling texture and its effect on tensile properties of Ti60 alloy plates were investigated in the present study. The plates wereβ-rolled at 1070℃ and(α+β)-rolled at 980℃, using uni-directionally rolling(UDR) and cross-directionally rolling(CDR) processes, respectively.β-rolled plates exhibited weak textures, which were attributed to the dispersive orientations of secondary α during the β→α phase transformation. Strong deformation textures formed in(α+β)-rolled plates as a result of slipping mechanisms: the strong T-type texture in UDR plate was related to {10 1 0}[11 2 0] slipping, while the B-type texture in CDR plate was relevant with {0001}[11 2 0] slip. Strong T-type textures led to anisotropic tensile properties. B-type textures would decrease such an anisotropy. The(α+β)-CDR process was found to be a candidate process for reducing anisotropy of Ti60 alloy plates. 相似文献
85.
Rational Filters for Passive Depth from Defocus 总被引:9,自引:0,他引:9
A fundamental problem in depth from defocus is the measurement of relative defocus between images. The performance of previously proposed focus operators are inevitably sensitive to the frequency spectra of local scene textures. As a result, focus operators such as the Laplacian of Gaussian result in poor depth estimates. An alternative is to use large filter banks that densely sample the frequency space. Though this approach can result in better depth accuracy, it sacrifices the computational efficiency that depth from defocus offers over stereo and structure from motion. We propose a class of broadband operators that, when used together, provide invariance to scene texture and produce accurate and dense depth maps. Since the operators are broadband, a small number of them are sufficient for depth estimation of scenes with complex textural properties. In addition, a depth confidence measure is derived that can be computed from the outputs of the operators. This confidence measure permits further refinement of computed depth maps. Experiments are conducted on both synthetic and real scenes to evaluate the performance of the proposed operators. The depth detection gain error is less than 1%, irrespective of texture frequency. Depth accuracy is found to be 0.51.2% of the distance of the object from the imaging optics. 相似文献
86.
Veronika Šoltészová Daniel Patel Stefan Bruckner Ivan Viola 《Computer Graphics Forum》2010,29(3):883-891
In this paper, we present a novel technique which simulates directional light scattering for more realistic interactive visualization of volume data. Our method extends the recent directional occlusion shading model by enabling light source positioning with practically no performance penalty. Light transport is approximated using a tilted cone‐shaped function which leaves elliptic footprints in the opacity buffer during slice‐based volume rendering. We perform an incremental blurring operation on the opacity buffer for each slice in front‐to‐back order. This buffer is then used to define the degree of occlusion for the subsequent slice. Our method is capable of generating high‐quality soft shadowing effects, allows interactive modification of all illumination and rendering parameters, and requires no pre‐computation. 相似文献
87.
车标定位在车标识别系统中具有关键作用,为解决倾斜的车辆图像及多种车标背景纹理的车标定位问题,提出了一种新的车标定位方法。先进行车辆图像的倾斜校正,再通过三绝对值最大梯度方法定位出车灯带区域,利用车标与车牌、车灯的位置先验知识进行车标粗定位,并根据车标背景纹理特征利用模板匹配和边缘检测方法进行车标精定位。该方法充分利用了车标的先验知识和背景纹理特征,并将模板匹配与边缘检测技术相结合,提高了车标定位的准确率。实验结果表明,该方法既适用于倾斜的车辆图像又适用于多种车标背景纹理,具有很好的车标定位效果。 相似文献
88.
Solving aliasing artifacts is an essential problem in shadow mapping approaches. Many works have been proposed, however, most of them focused on removing the texel‐level aliasing that results from the limited resolution of shadow maps. Little work has been done to solve the pixel‐level shadow aliasing that is produced by the rasterization on the screen plane. In this paper, we propose a fast, sub‐pixel antialiased shadowing algorithm to solve the pixel aliasing problem. Our work is based on the alias‐free shadow maps, which is capable of computing accurate per‐pixel shadow, and only incurs little cost to extend to sub‐pixel accuracy. Instead of direct supersampling the screen space, we take facets to approximate pixels in shadow testing. The shadowed area of one facet is rapidly evaluated by projecting blocker geometry onto a supersampled 2D occlusion mask with bitmasks fusion. It provides a sub‐pixel occlusion sampling so as to capture fine shadow details and features. Furthermore, we introduce the silhouette mask map that limits visibility evaluation to pixels only on the silhouette, which greatly reduces the computation cost. Our algorithm runs entirely on the GPU, achieving real‐time performance and is an order of magnitude faster than the brute‐force supersampling method to produce comparable 32× antialiased shadows. 相似文献
89.
Sabrina Dammertz Holger Dammertz Alexander Keller Hendrik P. A. Lensch 《Computer Graphics Forum》2009,28(7):1945-1954
Storing textures on orthogonal tensor product lattices is predominant in computer graphics, although it is known that their sampling efficiency is not optimal. In two dimensions, the hexagonal lattice provides the maximum sampling efficiency. However, handling these lattices is difficult, because they are not able to tile an arbitrary rectangular region and have an irrational basis. By storing textures on rank‐1 lattices, we resolve both problems: Rank‐1 lattices can closely approximate hexagonal lattices, while all coordinates of the lattice points remain integer. At identical memory footprint texture quality is improved as compared to traditional orthogonal tensor product lattices due to the higher sampling efficiency. We introduce the basic theory of rank‐1 lattice textures and present an algorithmic framework which easily can be integrated into existing off‐line and real‐time rendering systems. 相似文献
90.
Charles W. Fox Ben Mitchinson Martin J. Pearson Anthony G. Pipe Tony J. Prescott 《Autonomous Robots》2009,26(4):223-239
Actuated artificial whiskers modeled on rat macrovibrissae can provide effective tactile sensor systems for autonomous robots.
This article focuses on texture classification using artificial whiskers and addresses a limitation of previous studies, namely,
their use of whisker deflection signals obtained under relatively constrained experimental conditions. Here we consider the
classification of signals obtained from a whiskered robot required to explore different surface textures from a range of orientations
and distances. This procedure resulted in a variety of deflection signals for any given texture. Using a standard Gaussian
classifier we show, using both hand-picked features and ones derived from studies of rat vibrissal processing, that a robust
rough-smooth discrimination is achievable without any knowledge of how the whisker interacts with the investigated object.
On the other hand, finer discriminations appear to require knowledge of the target’s relative position and/or of the manner
in which the whisker contact its surface.
Electronic Supplementary Material The online version of this article () contains supplementary material, which is available to authorized users.
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Anthony G. Pipe |