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81.
We address the problem of robust and efficient treatment of element collapse and inversion in corotational FEM simulations of deformable objects in two and three dimensions, and show that existing degeneration treatment methods have previously unreported flaws that seriously threaten robustness and physical plausibility in interactive applications. We propose a new method that avoids such flaws, yields faster and smoother degeneration recovery and extends the range of well‐behaved degenerate configurations without adding significant complexity or computational cost to standard explicit and quasi‐implicit solvers. 相似文献
82.
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
83.
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
84.
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
85.
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
86.
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
87.
基于集流型涡轮流量计与放射性低能源密度—持水率计在大庆生产测井研究所油、气、水三相流动环路中的实验响应结果,首先考察了用于气液两相流中涡轮流量计的Aya物理模型,进而提出了经过校正后用于确定油、气、水三相流总流量的测量模型,用此模型预测三相流总流量与流动环标定数据对比后其误差小于5%,满足了石油工业应用要求 相似文献
88.
89.
通过分析2016长江第1号洪水的水雨情发展、洪水组成、水情预报、调度还原计算成果等,解析了该场洪水的暴雨洪水特性、预报对调度的支撑作用以及三峡水库调度对城陵矶河段水位的影响。分析表明:金沙江、乌江来水对第1号洪水起筑底作用,三峡区间洪水则为该场洪水造峰,三者最大1d洪量占三峡入库来水比率分别达26.1%,15.6%,38.1%;第1号洪水期间,水情预报为调度决策提供了长预见期、较高精度的前提支撑,78,54,30,6 h预见期的三峡入库洪峰预报误差分别仅为-20.0%,-10.0%,-4.0%,0;三峡水库在第1号洪水期间通过防洪调度将入库洪峰流量削峰38%,最大拦蓄洪量约29亿m3,削减莲花塘站洪峰水位0.39 m左右,避免了城陵矶河段出现超保证水位。 相似文献
90.