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101.
Self-similarity is a property of physical systems that describes how to scale parameters such that dissimilar systems appear to be similar. Computer systems are self-similar if certain ratios of computational forces, also known as computational intensities, are equal. Two machines with different computational power, different network bandwidth and different inter-processor latency behave the same way if they have the same ratios of forces. For the parallel conjugate gradient algorithm studied in this paper, two machines are self-similar if and only if the ratio of one force describing latency effects to another force describing bandwidth effects is the same for both machines. For the two machines studied in this paper, this ratio, which we call the mixing coefficient, is invariant as problem size and processor count change. The two machines have the same mixing coefficient and belong to the same equivalence class.  相似文献   
102.
Aging and imperfections provide important visual cues for realism. We present a novel physically‐based approach for simulating the biological aging and decay process in fruits. This method simulates interactions between multiple processes. Our biologically‐derived, reaction‐diffusion model generates growth patterns for areas of fungal and bacterial infection. Fungal colony spread and propagation is affected by both bacterial growth and nutrient depletion. This process changes the physical properties of the surface of the fruit as well as its internal volume substrate. The fruit is physically simulated with parameters such as skin thickness and porosity, water content, flesh rigidity, ambient temperature, humidity, and proximity to other surfaces. Our model produces a simulation that closely mirrors the progression of decay in real fruits under similar parameterized conditions. Additionally, we provide a tool that allows artists to customize the input of the program to produce generalized fruit simulations.  相似文献   
103.
In this paper we present a novel technique for easily calibrating multiple casually aligned projectors on spherical domes using a single uncalibrated camera. Using the prior knowledge of the display surface being a dome, we can estimate the camera intrinsic and extrinsic parameters and the projector to display surface correspondences automatically using a set of images. These images include the image of the dome itself and a projected pattern from each projector. Using these correspondences we can register images from the multiple projectors on the dome. Further, we can register displays which are not entirely visible in a single camera view using multiple pan and tilted views of an uncalibrated camera making our method suitable for displays of different size and resolution. We can register images from any arbitrary viewpoint making it appropriate for a single head‐tracked user in a 3D visualization system. Also, we can use several cartographic mapping techniques to register images in a manner that is appropriate for multi‐user visualization. Domes are known to produce a tremendous sense of immersion and presence in visualization systems. Yet, till date, there exists no easy way to register multiple projectors on a dome to create a high‐resolution realistic visualizations. To the best of our knowledge, this is the first method that can achieve accurate geometric registration of multiple projectors on a dome simply and automatically using a single uncalibrated camera.  相似文献   
104.
We present a camera lens simulation model capable of producing advanced photographic phenomena in a general spectral Monte Carlo image rendering system. Our approach incorporates insights from geometrical diffraction theory, from optical engineering and from glass science. We show how to efficiently simulate all five monochromatic aberrations, spherical and coma aberration, astigmatism, field curvature and distortion. We also consider chromatic aberration, lateral colour and aperture diffraction. The inclusion of Fresnel reflection generates correct lens flares and we present an optimized sampling method for path generation.  相似文献   
105.
Human face is a complex biomechanical system and non‐linearity is a remarkable feature of facial expressions. However, in blendshape animation, facial expression space is linearized by regarding linear relationship between blending weights and deformed face geometry. This results in the loss of reality in facial animation. To synthesize more realistic facial animation, aforementioned relationship should be non‐linear to allow the greatest generality and fidelity of facial expressions. Unfortunately, few existing works pay attention to the topic about how to measure the non‐linear relationship. In this paper, we propose an optimization scheme that automatically explores the non‐linear relationship of blendshape facial animation from captured facial expressions. Experiments show that the explored non‐linear relationship is consistent with the non‐linearity of facial expressions soundly and is able to synthesize more realistic facial animation than the linear one.  相似文献   
106.
This paper presents an improvement to the stochastic progressive photon mapping (SPPM), a method for robustly simulating complex global illumination with distributed ray tracing effects. Normally, similar to photon mapping and other particle tracing algorithms, SPPM would become inefficient when the photons are poorly distributed. An inordinate amount of photons are required to reduce the error caused by noise and bias to acceptable levels. In order to optimize the distribution of photons, we propose an extension of SPPM with a Metropolis‐Hastings algorithm, effectively exploiting local coherence among the light paths that contribute to the rendered image. A well‐designed scalar contribution function is introduced as our Metropolis sampling strategy, targeting at specific parts of image areas with large error to improve the efficiency of the radiance estimator. Experimental results demonstrate that the new Metropolis sampling based approach maintains the robustness of the standard SPPM method, while significantly improving the rendering efficiency for a wide range of scenes with complex lighting.  相似文献   
107.
Image‐based rendering (IBR) techniques allow users to create interactive 3D visualizations of scenes by taking a few snapshots. However, despite substantial progress in the field, the main barrier to better quality and more efficient IBR visualizations are several types of common, visually objectionable artifacts. These occur when scene geometry is approximate or viewpoints differ from the original shots, leading to parallax distortions, blurring, ghosting and popping errors that detract from the appearance of the scene. We argue that a better understanding of the causes and perceptual impact of these artifacts is the key to improving IBR methods. In this study we present a series of psychophysical experiments in which we systematically map out the perception of artifacts in IBR visualizations of façades as a function of the most common causes. We separate artifacts into different classes and measure how they impact visual appearance as a function of the number of images available, the geometry of the scene and the viewpoint. The results reveal a number of counter‐intuitive effects in the perception of artifacts. We summarize our results in terms of practical guidelines for improving existing and future IBR techniques.  相似文献   
108.
We investigate the representation of signals defined on triangle meshes using linearly interpolated vertex attributes. Compared to texture mapping, storing data only at vertices yields significantly lower memory overhead and less expensive runtime reconstruction. However, standard approaches to determine vertex values such as point sampling or averaging triangle samples lead to suboptimal approximations. We discuss how an optimal solution can be efficiently calculated using continuous least‐squares. In addition, we propose a regularization term that allows us to minimize gradient discontinuities and mach banding artifacts while staying close to the optimum. Our method has been integrated in a game production lighting tool and we present examples of representing signals such as ambient occlusion and precomputed radiance transfer in real game scenes, where vertex baking was used to free up resources for other game components.  相似文献   
109.
Interactive computation of global illumination is a major challenge in current computer graphics research. Global illumination heavily affects the visual quality of generated images. It is therefore a key attribute for the perception of photo‐realistic images. Path tracing is able to simulate the physical behaviour of light using Monte Carlo techniques. However, the computational burden of this technique prohibits interactive rendering times on standard commodity hardware in high‐quality. Trying to solve the Monte Carlo integration with fewer samples results in characteristic noisy images. Global illumination filtering methods take advantage of the fact that the integral for neighbouring pixels may be very similar. Averaging samples of similar characteristics in screen‐space may approximate the correct integral, but may result in visible outliers. In this paper, we present a novel path tracing pipeline based on an edge‐aware filtering method for the indirect illumination which produces visually more pleasing results without noticeable outliers. The key idea is not to filter the noisy path traced images but to use it as a guidance to filter a second image composed from characteristic scene attributes that do not contain noise by default. We show that our approach better approximates the Monte Carlo integral compared to previous methods. Since the computation is carried out completely in screen‐space it is therefore applicable to fully dynamic scenes, arbitrary lighting and allows for high‐quality path tracing at interactive frame rates on commodity hardware.  相似文献   
110.
Photo‐realistic rendering of inhomogeneous participating media with light scattering in consideration is important in computer graphics, and is typically computed using Monte Carlo based methods. The key technique in such methods is the free path sampling, which is used for determining the distance (free path) between successive scattering events. Recently, it has been shown that efficient and unbiased free path sampling methods can be constructed based on Woodcock tracking. The key concept for improving the efficiency is to utilize space partitioning (e.g., kd‐tree or uniform grid), and a better space partitioning scheme is important for better sampling efficiency. Thus, an estimation framework for investigating the gain in sampling efficiency is important for determining how to partition the space. However, currently, there is no estimation framework that works in 3D space. In this paper, we propose a new estimation framework to overcome this problem. Using our framework, we can analytically estimate the sampling efficiency for any typical partitioned space. Conversely, we can also use this estimation framework for determining the optimal space partitioning. As an application, we show that new space partitioning schemes can be constructed using our estimation framework. Moreover, we show that the differences in the performances using different schemes can be predicted fairly well using our estimation framework.  相似文献   
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