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991.
Carsten Dachsbacher Jaroslav Křivánek Miloš Hašan Adam Arbree Bruce Walter Jan Novák 《Computer Graphics Forum》2014,33(1):88-104
Recent years have seen increasing attention and significant progress in many‐light rendering, a class of methods for efficient computation of global illumination. The many‐light formulation offers a unified mathematical framework for the problem reducing the full lighting transport simulation to the calculation of the direct illumination from many virtual light sources. These methods are unrivaled in their scalability: they are able to produce plausible images in a fraction of a second but also converge to the full solution over time. In this state‐of‐the‐art report, we give an easy‐to‐follow, introductory tutorial of the many‐light theory; provide a comprehensive, unified survey of the topic with a comparison of the main algorithms; discuss limitations regarding materials and light transport phenomena and present a vision to motivate and guide future research. We will cover both the fundamental concepts as well as improvements, extensions and applications of many‐light rendering. 相似文献
992.
Interactive rigid body simulation is an important part of many modern computer tools, which no authoring tool nor game engine can do without. Such high‐performance computer tools open up new possibilities for changing how designers, engineers, modelers and animators work with their design problems. This paper is a self contained state‐of‐the‐art report on the physics, the models, the numerical methods and the algorithms used in interactive rigid body simulation all of which have evolved and matured over the past 20 years. Furthermore, the paper communicates the mathematical and theoretical details in a pedagogical manner. This paper is not only a stake in the sand on what has been done, it also seeks to give the reader deeper insights to help guide their future research. 相似文献
993.
Zhichao Huang Junfeng Yao Zichun Zhong Yang Liu Xiaohu Guo 《Computer Graphics Forum》2014,33(7):239-248
Sparse localized decomposition is a useful technique to extract meaningful deformation components out of a training set of mesh data. However, existing methods cannot capture large rotational motion in the given mesh dataset. In this paper we present a new decomposition technique based on deformation gradients. Given a mesh dataset, the deformation gradient field is extracted, and decomposed into two groups: rotation field and stretching field, through polar decomposition. These two groups of deformation information are further processed through the sparse localized decomposition into the desired components. These sparse localized components can be linearly combined to form a meaningful deformation gradient field, and can be used to reconstruct the mesh through a least squares optimization step. Our experiments show that the proposed method addresses the rotation problem associated with traditional deformation decomposition techniques, making it suitable to handle not only stretched deformations, but also articulated motions that involve large rotations. 相似文献
994.
Markus Steinberger Michael Kenzel Bernhard Kainz Peter Wonka Dieter Schmalstieg 《Computer Graphics Forum》2014,33(2):105-114
In this paper, we present a new approach for shape‐grammar‐based generation and rendering of huge cities in real‐time on the graphics processing unit (GPU). Traditional approaches rely on evaluating a shape grammar and storing the geometry produced as a preprocessing step. During rendering, the pregenerated data is then streamed to the GPU. By interweaving generation and rendering, we overcome the problems and limitations of streaming pregenerated data. Using our methods of visibility pruning and adaptive level of detail, we are able to dynamically generate only the geometry needed to render the current view in real‐time directly on the GPU. We also present a robust and efficient way to dynamically update a scene's derivation tree and geometry, enabling us to exploit frame‐to‐frame coherence. Our combined generation and rendering is significantly faster than all previous work. For detailed scenes, we are capable of generating geometry more rapidly than even just copying pregenerated data from main memory, enabling us to render cities with thousands of buildings at up to 100 frames per second, even with the camera moving at supersonic speed. 相似文献
995.
从反应注射成型过程对混合器的结构设计、操作条件等的要求出发,对碰撞式混合器的设计和使用应注意的问题进行了分析探讨,并提出了相应的解决办法和处理措施。 相似文献
996.
Jens Cornelis Markus Ihmsen Andreas Peer Matthias Teschner 《Computer Graphics Forum》2014,33(2):255-262
We propose to use Implicit Incompressible Smoothed Particle Hydrodynamics (IISPH) for pressure projection and boundary handling in Fluid‐Implicit‐Particle (FLIP) solvers for the simulation of incompressible fluids. This novel combination addresses two issues of existing SPH and FLIP solvers, namely mass preservation in FLIP and efficiency and memory consumption in SPH. First, the SPH component enables the simulation of incompressible fluids with perfect mass preservation. Second, the FLIP component efficiently enriches the SPH component with detail that is comparable to a standard SPH simulation with the same number of particles, while improving the performance by a factor of 7 and significantly reducing the memory consumption. We demonstrate that the proposed IISPH‐FLIP solver can simulate incompressible fluids with a quantifiable, imperceptible density deviation below 0.1%. We show large‐scale scenarios with up to 160 million particles that have been processed on a single desktop PC using only 15GB of memory. One‐ and two‐way coupled solids are illustrated. 相似文献
997.
固相反应法制备YAG透明陶瓷 总被引:21,自引:4,他引:21
研究了固相反应法制备钇铝石榴石(yttrium aluminum garnet,YAG)透明陶瓷的工艺。采用高纯Y2O3和Al2O3超徽粉为原料,在1300℃煅烧2h,制备出YAG粉末。YAG相生成温度比常规温度大约低200℃。加入0.5%(质量分数)正硅酸乙醑烧结助剂后,YAG坯体在1700℃真空烧结5h,得到了高透光的YAG陶瓷,其在可见光区最大透光率为63%,在红外光区的透光率接近70%。YAG陶瓷具有均匀的微观结构,晶粒尺寸大约为10~30μm。 相似文献
998.
999.
Joon‐Seop Kim Min‐Chul Hong Yeon Hwa Nah Yeonhee Lee Seunghee Han Hyun Eui Lim 《应用聚合物科学杂志》2002,83(11):2500-2504
The wetting properties of polystyrene‐based ionomers treated with plasma source ion implantation (PSII) were investigated by the measurement of water contact angles. When sulfonated ionomers were aged for a few days, the hydrophobic recovery for the ionomers became much slower than that for the nonionic polymers. However, when the samples were aged over 20 days, the water contact angle of the ionomers converged with that of the nonionic polymer. Thus, it was concluded that the ionic interaction between the ionic groups and the presence of ionic groups together resulted in the slow hydrophobic recovery and that the aging effect was significant for the ionomers. For the methacrylate ionomer of low ion content, on the other hand, it was found that the PSII treatment produced only a small change in hydrophobic recovery behavior. Thus, it was suggested that the low ionic content coupled with the small size of the ionic unit might cause changes only of a very insignificant degree in hydrophobic recovery behavior. © 2002 Wiley Periodicals, Inc. J Appl Polym Sci 83: 2500–2504, 2002 相似文献
1000.
Microcapsules with phenolic resin (PFR) shell and n‐hexadecane (HD) core were prepared by controlled precipitation of the polymer from droplets of oil‐in‐water emulsion, followed by a heat‐curing process. The droplets of the oil phase are composed of a polymer (PFR), a good solvent (ethyl acetate), and a poor solvent (HD) for the polymer. Removal of the good solvent from the droplets leads to the formation of microcapsules with the poor solvent encapsulated by the polymer. The microstructure, morphology, and phase‐change property as well as thermal stability of the microcapsules were systematically characterized by scanning electron microscope (SEM), Fourier transform infrared spectroscopy (FTIR), differential scanning calorimety (DSC), and thermogravimetric analysis (TGA). The phase‐change microcapsules exhibit smooth and perfect structure, and the shell thickness is a constant fraction of the capsule radius. The initial weight loss temperature of the microcapsules was determined to be 330°C in N2 and 255°C in air, respectively, while that of the bulk HD is only about 120°C both in air and N2 atmospheres. The weight loss mechanism of the microcapsules in different atmosphere is not the same, changing from the pyrolysis temperature of the core material in N2 to the evaporation of core material caused by the fracture of shell material in air. The melting point of HD in microcapsules is slightly lower than that of bulk HD, and a supercooling was observed upon crystallization. © 2007 Wiley Periodicals, Inc. J Appl Polym Sci 2007 相似文献