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991.
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   
992.
Most graph visualization techniques focus on the structure of graphs and do not offer support for dealing with node attributes and edge labels. To enable users to detect relations and patterns in terms of data associated with nodes and edges, we present a technique where this data plays a more central role. Nodes and edges are clustered based on associated data. Via direct manipulation users can interactively inspect and query the graph. Questions that can be answered include, “which edge types are activated by specific node attributes?” and, “how and from where can I reach specific types of nodes?” To validate our approach we contrast it with current practice. We also provide several examples where our method was used to study transition graphs that model real‐world systems.  相似文献   
993.
To assist wayfinding and navigation, the display of maps and driving directions on mobile devices is nowadays commonplace. While existing system can naturally exploit GPS information to facilitate orientation, the inherently limited screen space is often perceived as a drawback compared to traditional street maps as it constrains the perception of contextual information. Moreover, occlusion issues add to this problem if the environment is shown from the popular egocentric perspective. In this paper we describe an interactive visualization system that addresses these problems by reallocating the available screen space. At the heart of our system are three novel visualization techniques: First, we propose a non‐standard perspective that allows to blend between the familiar pedestrian perspective and a standard map depiction with reduced occlusion. Second, we derive an efficient deformation technique that allows an interactive allocation of screen space to areas of interest like e.g. nearby touristic attractions. Finally, a path adaptive isometric perspective is proposed that reveals otherwise hidden facades in top‐down views. We describe efficient implementations of all techniques and exemplify our interactive system on real world urban models.  相似文献   
994.
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   
995.
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   
996.
Proximity queries such as closest point computation and collision detection have many applications in computer graphics, including computer animation, physics‐based modelling, augmented and virtual reality. We present efficient algorithms for proximity queries between a closed rigid object and an arbitrary, possibly deformable, polygonal mesh. Using graphics hardware to densely sample the distance field of the rigid object over the arbitrary mesh, we compute minimal proximity and collision response information on the graphics processing unit (GPU) using blending and depth buffering, as well as parallel reduction techniques, thus minimizing the readback bottleneck. Although limited to image‐space resolution, our algorithm provides high and steady performance when compared with other similar algorithms. Proximity queries between arbitrary meshes with hundreds of thousands of triangles and detailed distance fields of rigid objects are computed in a few milliseconds at high‐sampling resolution, even in situations with large overlap.  相似文献   
997.
Visual fidelity and interactivity are the main goals in Computer Graphics research, but recently also audio is assuming an important role. Binaural rendering can provide extremely pleasing and realistic three‐dimensional sound, but to achieve best results it's necessary either to measure or to estimate individual Head Related Transfer Function (HRTF). This function is strictly related to the peculiar features of ears and face of the listener. Recent sound scattering simulation techniques can calculate HRTF starting from an accurate 3D model of a human head. Hence, the use of binaural rendering on large scale (i.e. video games, entertainment) could depend on the possibility to produce a sufficiently accurate 3D model of a human head, starting from the smallest possible input. In this paper we present a completely automatic system, which produces a 3D model of a head starting from simple input data (five photos and some key‐points indicated by user). The geometry is generated by extracting information from images and accordingly deforming a 3D dummy to reproduce user head features. The system proves to be fast, automatic, robust and reliable: geometric validation and preliminary assessments show that it can be accurate enough for HRTF calculation.  相似文献   
998.
Suboptimal robust synthesis for MIMO nominal system under coprime factor perturbations is considered in classical and non-classical statements. In the classical statement, weights of perturbations and upper bound on magnitude bounded exogenous disturbance are assumed to be known to controller designer. Suboptimal synthesis within ε tolerance is reduced to the solution of log2(1/ε) standard mixed sensitivity problems of ℓ1 optimization. In the non-classical statement, the upper bounds on perturbations and exogenous disturbance are to be estimated from measurement data and suboptimal synthesis is reduced to the solution of 1/ε mixed sensitivity problems.  相似文献   
999.
In an organization operating in the bancassurance sector we identified a low-risk IT subportfolio of 84 IT projects comprising together 16,500 function points, each project varying in size and duration, for which we were able to quantify its requirements volatility. This representative portfolio stems from a much larger portfolio of IT projects. We calculated the volatility from the function point countings that were available to us. These figures were aggregated into a requirements volatility benchmark. We found that maximum requirements volatility rates depend on size and duration, which refutes currently known industrial averages. For instance, a monthly growth rate of 5% is considered a critical failure factor, but in our low-risk portfolio we found more than 21% of successful projects with a volatility larger than 5%. We proposed a mathematical model taking size and duration into account that provides a maximum healthy volatility rate that is more in line with the reality of low-risk IT portfolios. Based on the model, we proposed a tolerance factor expressing the maximal volatility tolerance for a project or portfolio. For a low-risk portfolio its empirically found tolerance is apparently acceptable, and values exceeding this tolerance are used to trigger IT decision makers. We derived two volatility ratios from this model, the π-ratio and the ρ-ratio. These ratios express how close the volatility of a project has approached the danger zone when requirements volatility reaches a critical failure rate. The volatility data of a governmental IT portfolio were juxtaposed to our bancassurance benchmark, immediately exposing a problematic project, which was corroborated by its actual failure. When function points are less common, e.g. in the embedded industry, we used daily source code size measures and illustrated how to govern the volatility of a software product line of a hardware manufacturer. With the three real-world portfolios we illustrated that our results serve the purpose of an early warning system for projects that are bound to fail due to excessive volatility. Moreover, we developed essential requirements volatility metrics that belong on an IT governance dashboard and presented such a volatility dashboard.  相似文献   
1000.
Distributed real-time and embedded (DRE) systems have become critical in domains such as avionics (e.g., flight mission computers), telecommunications (e.g., wireless phone services), tele-medicine (e.g., robotic surgery), and defense applications (e.g., total ship computing environments). These types of system are increasingly interconnected via wireless and wireline networks to form systems of systems. A challenging requirement for these DRE systems involves supporting a diverse set of quality of service (QoS) properties, such as predictable latency/jitter, throughput guarantees, scalability, 24x7 availability, dependability, and security that must be satisfied simultaneously in real-time. Although increasing portions of DRE systems are based on QoS-enabled commercial-off-the-shelf (COTS) hardware and software components, the complexity of managing long lifecycles (often ∼15-30 years) remains a key challenge for DRE developers and system integrators. For example, substantial time and effort is spent retrofitting DRE applications when the underlying COTS technology infrastructure changes.This paper provides two contributions that help improve the development, validation, and integration of DRE systems throughout their lifecycles. First, we illustrate the challenges in creating and deploying QoS-enabled component middleware-based DRE applications and describe our approach to resolving these challenges based on a new software paradigm called Model Driven Middleware (MDM), which combines model-based software development techniques with QoS-enabled component middleware to address key challenges faced by developers of DRE systems — particularly composition, integration, and assured QoS for end-to-end operations. Second, we describe the structure and functionality of CoSMIC (Component Synthesis using Model Integrated Computing), which is an MDM toolsuite that addresses key DRE application and middleware lifecycle challenges, including partitioning the components to use distributed resources effectively, validating software configurations, assuring multiple simultaneous QoS properties in real-time, and safeguarding against rapidly changing technology.  相似文献   
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