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151.
针对布新水库溢洪道存在的问题,提出设二级消力池重建方案,并对溢流坝进行帷幕灌浆,对泄槽及消力池底板下的水平纵、横排水系统等进行改造的设计方案。通过两年的蓄水运行证明所提出的设计方案是有效的。  相似文献   
152.
介绍了六道水库放水塔附近大坝内坡沉降以及外坡排水棱体管涌等险情,分析了出险原因,提出加固方案,并论述了加固方案实施的效果。  相似文献   
153.
任继周 《水资源保护》2015,31(5):106-109
对云南威信煤电一体化一期电厂进行最严格水资源管理制度的三条红线控制指标定量分析和计算,选取项目用水总量和流域水资源利用率分析用水总量控制指标;取设计耗水率、新水利用率、取水指标、全厂复用水率、循环水利用率、厂区生活用水等来分析用水效率控制指标,选取水功能区水质达标率分析水功能区限制纳污指标。结果表明:项目建成后流域水资源开发利用率为7.4%;设计耗水率0.51~0.61 m3/(s·GW)、新水利用率100%、取水指标0.58 m3/(s·GW)、全厂复用水率98.3%、循环水利用率98.7%;项目要求电厂所有退水必须全部回收利用,污水零排放,所在区域水质目标为Ⅱ类。  相似文献   
154.
运用河流动力学理论,推求出整治水位下河槽在冲刷前、后航深变化值的表达式,对表达式的理论分析结果表明,在三峡水库下泄清水冲刷的条件下,通过守护关键可动洲滩,控制航槽不向两侧展宽,同时控制航槽内低矮的洲滩不被冲蚀,使清水冲刷只向纵向发展,就能达到增加航深的目的,这正是守护型控导工程对改善航道条件的积极作用所在。以长江中游荆江藕池口河段和太平口河段为例,计算了这两个河段守护关键可动洲滩后航深的变化值,模型计算值与实测断面概化后得到的航深变化值基本一致,进一步验证了守护型工程实现航道改善的作用。  相似文献   
155.
We introduce a novel fitting procedure that takes as input an arbitrary material, possibly anisotropic, and automatically converts it to a microfacet BRDF. Our algorithm is based on the property that the distribution of microfacets may be retrieved by solving an eigenvector problem that is built solely from backscattering samples. We show that the eigenvector associated to the largest eigenvalue is always the only solution to this problem, and compute it using the power iteration method. This approach is straightforward to implement, much faster to compute, and considerably more robust than solutions based on nonlinear optimizations. In addition, we provide simple conversion procedures of our fits into both Beckmann and GGX roughness parameters, and discuss the advantages of microfacet slope space to make our fits editable. We apply our method to measured materials from two large databases that include anisotropic materials, and demonstrate the benefits of spatially varying roughness on texture mapped geometric models.  相似文献   
156.
In photorealistic image synthesis the radiative transfer equation is often not solved by simulating every wavelength of light, but instead by computing tristimulus transport, for instance using sRGB primaries as a basis. This choice is convenient, because input texture data is usually stored in RGB colour spaces. However, there are problems with this approach which are often overlooked or ignored. By comparing to spectral reference renderings, we show how rendering in tristimulus colour spaces introduces colour shifts in indirect light, violation of energy conservation, and unexpected behaviour in participating media. Furthermore, we introduce a fast method to compute spectra from almost any given XYZ input colour. It creates spectra that match the input colour precisely. Additionally, like in natural reflectance spectra, their energy is smoothly distributed over wide wavelength bands. This method is both useful to upsample RGB input data when spectral transport is used and as an intermediate step for corrected tristimulus‐based transport. Finally, we show how energy conservation can be enforced in RGB by mapping colours to valid reflectances.  相似文献   
157.
Renderings of animation sequences with physics‐based Monte Carlo light transport simulations are exceedingly costly to generate frame‐by‐frame, yet much of this computation is highly redundant due to the strong coherence in space, time and among samples. A promising approach pursued in prior work entails subsampling the sequence in space, time, and number of samples, followed by image‐based spatio‐temporal upsampling and denoising. These methods can provide significant performance gains, though major issues remain: firstly, in a multiple scattering simulation, the final pixel color is the composite of many different light transport phenomena, and this conflicting information causes artifacts in image‐based methods. Secondly, motion vectors are needed to establish correspondence between the pixels in different frames, but it is unclear how to obtain them for most kinds of light paths (e.g. an object seen through a curved glass panel). To reduce these ambiguities, we propose a general decomposition framework, where the final pixel color is separated into components corresponding to disjoint subsets of the space of light paths. Each component is accompanied by motion vectors and other auxiliary features such as reflectance and surface normals. The motion vectors of specular paths are computed using a temporal extension of manifold exploration and the remaining components use a specialized variant of optical flow. Our experiments show that this decomposition leads to significant improvements in three image‐based applications: denoising, spatial upsampling, and temporal interpolation.  相似文献   
158.
We present a novel physically‐based method to visualize stress tensor fields. By incorporating photoelasticity into traditional raycasting and extending it with reflection and refraction, taking into account polarization, we obtain the virtual counterpart to traditional experimental polariscopes. This allows us to provide photoelastic analysis of stress tensor fields in arbitrary domains. In our model, the optical material properties, such as stress‐optic coefficient and refractive index, can either be chosen in compliance with the subject under investigation, or, in case of stress problems that do not model optical properties or that are not transparent, be chosen according to known or even new transparent materials. This enables direct application of established polariscope methodology together with respective interpretation. Using a GPU‐based implementation, we compare our technique to experimental data, and demonstrate its utility with several simulated datasets.  相似文献   
159.
In this paper, we introduce a two‐layered approach addressing the problem of creating believable mesh‐based skin deformation. For each frame, the skin is first deformed with a classic linear blend skinning approach, which usually leads to unsightly artefacts such as the well‐known candy‐wrapper effect and volume loss. Then we enforce some geometric constraints which displace the positions of the vertices to mimic the behaviour of the skin and achieve effects like volume preservation and jiggling. We allow the artist to control the amount of jiggling and the area of the skin affected by it. The geometric constraints are solved using a position‐based dynamics (PBDs) schema. We employ a graph colouring algorithm for parallelizing the computation of the constraints. Being based on PBDs guarantees efficiency and real‐time performances while enduring robustness and unconditional stability. We demonstrate the visual quality and the performance of our approach with a variety of skeleton‐driven soft body characters.  相似文献   
160.
This work presents a method for efficiently simplifying the pressure projection step in a liquid simulation. We first devise a straightforward dimension reduction technique that dramatically reduces the cost of solving the pressure projection. Next, we introduce a novel change of basis that satisfies free‐surface boundary conditions exactly, regardless of the accuracy of the pressure solve. When combined, these ideas greatly reduce the computational complexity of the pressure solve without compromising free surface boundary conditions at the highest level of detail. Our techniques are easy to parallelize, and they effectively eliminate the computational bottleneck for large liquid simulations.  相似文献   
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