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981.
In this paper, we investigate the efficiency of ray queries on the CPU in the context of path tracing, where ray distributions are mostly random. We show that existing schemes that exploit data locality to improve ray tracing efficiency fail to do so beyond the first diffuse bounce, and analyze the cause for this. We then present an alternative scheme inspired by the work of Pharr et al. in which we improve data locality by using a data‐centric breadth‐first approach. We show that our scheme improves on state‐of‐the‐art performance for ray distributions in a path tracer.  相似文献   
982.
Enforcing fluid incompressibility is one of the time‐consuming aspects in SPH. In this paper, we present a local Poisson SPH (LPSPH) method to solve incompressibility for particle based fluid simulation. Considering the pressure Poisson equation, we first convert it into an integral form, and then apply a discretization to convert the continuous integral equation to a discretized summation over all the particles in the local pressure integration domain determined by the local geometry. To control the approximation error, we further integrate our local pressure solver into the predictive‐corrective framework to avoid the computational cost of solving a pressure Poisson equation globally. Our method can effectively eliminate the large density deviations mainly caused by the solid boundary treatment and free surface topological change, and show advantage of a higher convergence rate over the predictive‐corrective incompressible SPH (PCISPH).  相似文献   
983.
Curvilinear features extracted from a 2D user‐sketched feature map have been used successfully to constraint a patch‐based texture synthesis of real landscapes. This map‐based user interface does not give fine control over the height profile of the generated terrain. We propose a new texture‐based terrain synthesis framework controllable by a terrain sketching interface. We enhance the realism of the generated landscapes by using a novel patch merging method that reduces boundary artefacts caused by overlapping terrain patches. A more constrained synthesis process is used to produce landscapes that better match user requirements. The high computational cost of texture synthesis is reduced with a parallel implementation on graphics hardware. Our GPU‐accelerated solution provides a significant speedup depending on the size of the example terrain. We show experimentally that our framework is more successful in generating realistic landscapes than current example‐based terrain synthesis methods. We conclude that texture‐based terrain synthesis combined with sketching provides an excellent solution to the user control and realism challenges of virtual landscape generation.  相似文献   
984.
The incident indirect light over a range of image pixels is often coherent. Two common approaches to exploit this inter‐pixel coherence to improve rendering performance are Irradiance Caching and Radiance Caching. Both compute incident indirect light only for a small subset of pixels (the cache), and later interpolate between pixels. Irradiance Caching uses scalar values that can be interpolated efficiently, but cannot account for shading variations caused by normal and reflectance variation between cache items. Radiance Caching maintains directional information, e.g., to allow highlights between cache items, but at the cost of storing and evaluating a Spherical Harmonics (SH) function per pixel. The arithmetic and bandwidth cost for this evaluation is linear in the number of coefficients and can be substantial. In this paper, we propose a method to replace it by an efficient per‐cache item pre‐filtering based on MIP maps — such as previously done for environment maps — leading to a single constant‐time lookup per pixel. Additionally, per‐cache item geometry statistics stored in distance‐MIP maps are used to improve the quality of each pixel's lookup. Our approximate interactive global illumination approach is an order of magnitude faster than Radiance Caching with Phong BRDFs and can be combined with Monte Carlo‐raytracing, Point‐based Global Illumination or Instant Radiosity.  相似文献   
985.
GPU Shape Grammars provide a solution for interactive procedural generation, tuning and visualization of massive environment elements for both video games and production rendering. Our technique generates detailed models without explicit geometry storage. To this end we reformulate the grammar expansion for generation of detailed models at the tesselation control and geometry shader stages. Using the geometry generation capabilities of modern graphics hardware, our technique generated massive, highly detailed models. GPU Shape Grammars integrate within a scalable framework by introducing automatic generation of levels of detail at reduced cost. We apply our solution for interactive generation and rendering of scenes containing thousands of buildings and trees.  相似文献   
986.
We provide a method for improving the parameterization of patching schemes that approximate Catmull‐Clark subdivision surfaces, such that the new parameterization conforms better to that of the original subdivision surface. We create this reparameterization in real‐time using a method that only depends on the topology of the surface and is independent of the surface's geometry. Our method can handle patches with more than one extraordinary vertex and avoids the combinatorial increase in both complexity and storage associated with multiple extraordinary vertices. Moreover, the reparameterization function is easy to implement and fast.  相似文献   
987.
Medical illustrations have been used for a long time for teaching and communicating information for diagnosis or surgery planning. Illustrative visualization systems create methods and tools that adapt traditional illustration techniques to enhance the result of renderings. Clipping the volume is a popular operation in volume rendering for inspecting the inner parts, though it may remove some information of the context that is worth preserving. In this paper we present a new editing technique based on the use of clipping planes, direct structure extrusion, and illustrative methods, which preserves the context by adapting the extruded region to the structures of interest of the volumetric model. We will show that users may interactively modify the clipping plane and edit the structures to highlight, in order to easily create the desired result. Our approach works with segmented volume models and non‐segmented ones. In the last case, a local segmentation is performed on‐the‐fly. We will demonstrate the efficiency and utility of our method.  相似文献   
988.
作者论述了微机联锁远程故障诊断系统的构成和实现,提出现阶段信号维修改革的任务、组织管理及实施远程故障诊断系统的关键技术。  相似文献   
989.
《计算机网络技术》实验教学的优化方案研究   总被引:1,自引:0,他引:1  
根据<计算机网络技术>实验教学的特点,在总结目前<计算机网络技术>实验教学现状的基础上,从实验项目、实验过程以及实验考核方式三个方面进行优化研究,以培养学生对<网络技术>的综合实践技能运用和设计创新能力,并提高实验教学质量和效果.  相似文献   
990.
This paper presents the concept used to construct a complex residential tilt-up-panel structure utilizing three-dimensional (3D) modeling and animations. The residence comprises of 108 precast concrete panels of varying rectangular shapes with “dog legs” and window and door “cutouts” that look like an assembled jigsaw puzzle. The erection and installation procedure called for a maximum panel-to-panel joint tolerance of 1.27?cm (0.5?in.), often in 90° joints between panels. 3D animations were used to experiment with the construction process on the computer screen prior to construction in order to avoid potential costly on-site errors. In addition, the 3D animations were also used as a training tool for the contractors. This paper focuses on describing the methodology used to integrate a crane selection algorithm and optimization model with 3D modeling and animation for the selection, utilization, and location of cranes on construction sites. Analytical optimization processes were used to decrease the traveling time and distance of the selected crane, to improve the crane lifting sequence and to minimize the use of panel casting slabs.  相似文献   
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