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71.
方晓芬 《计算机科学技术学报》2003,18(1):0-0
This paper describes an immersive system,called 3DIVE,for interactive volume data visualization and exploration inside the CAVE virtual environment.Combining interactive volume rendering and virtual reality provides a netural immersive environment for volumetric data visualization.More advanced data exploration operations,such as object level data manipulation,simulation and analysis ,are supported in 3DIVE by several new techniques,In particular,volume primitives and texture regions ae used for the rendering,manipulation,and collision detection of volumetric objects;and the region-based rendering pipeline is integrated with 3D image filters to provide an image-based mechanism for interactive transfer function design.The system has been recently released as public domain software for CAVE/ImmersaDesk users,and is currently being actively used by various scientific and biomedical visualization projects. 相似文献
72.
影像装置艺术是新媒体艺术中影像与装置艺术的综合形态,是科技前沿与现实生活相结合的重要艺术形式。本文以近年来新媒体影像装置的相关作品为例,探索了数字时代影像装置艺术的交互模式类型。作者指出:随着宽带网络、云计算和各种体感交互设备的出现,以动作感应或动态捕捉为基础的影像装置已成为当前主流的新媒体影像装置的表现形式。同时,随着技术手段的多样性,交互影像装置的发展也呈现出更为多元化的趋势。影像装置作品的丰富性、趣味性、观念性和观众的参与度将成为未来决定作品成败的关键。 相似文献
73.
74.
L. P. Soares F. Pires R. Varela R. Bastos N. Carvalho F. Gaspar M. S. Dias 《Computer Graphics Forum》2010,29(6):1756-1769
To achieve a full‐scale simulation of a pyrite mine, a highly immersive environment becomes necessary and this research has led to a complex system enabling users to walk through a virtual mine in real time, presenting all the behaviours present in such environment. Some of the problems encountered are the tunnels behaviours, including highly contrasted images due to the presence of the head light, narrow paths, elevators, sound reverberation and tunnels texture shades. The use of immersive virtual reality enables the generation of high‐quality simulations, because it is possible to control several feedback mechanisms such as the degree of luminance of produced imagery and spatial sound. In this research, a projection infrastructure and tracking system were specified and developed, aiming at producing the best results for this kind of simulation. To achieve our purposes, distributed algorithms were developed to run in a cluster solution that drives a four‐sided CAVE‐like environment. The complete production pipeline is presented, ranging from the developed authoring techniques, enabling fast production of new content for the simulation, to the tracking techniques produced for the improvement of the interaction. 相似文献
75.
针对传统协同过滤推荐技术应用于大规模动态数据集时难以兼顾准确度和效率的问题,提出一种基于上下文的分布式协同过滤推荐技术,引入推荐上下文的概念,并在此基础上充分考虑用户的即时兴趣以提高推荐的准确度,采用评分矩阵的分布式存储和计算以提高推荐的效率。实验结果表明,该分布式协同过滤技术能同时保证推荐的准确度和效率,使其在大规模动态数据集上的应用更具优势。 相似文献
76.
Linus Franke Laura Fink Jana Martschinke Kai Selgrad Marc Stamminger 《Computer Graphics Forum》2021,40(1):110-123
Rendering in real time for virtual reality headsets with high user immersion is challenging due to strict framerate constraints as well as due to a low tolerance for artefacts. Eye tracking‐based foveated rendering presents an opportunity to strongly increase performance without loss of perceived visual quality. To this end, we propose a novel foveated rendering method for virtual reality headsets with integrated eye tracking hardware. Our method comprises recycling pixels in the periphery by spatio‐temporally reprojecting them from previous frames. Artefacts and disocclusions caused by this reprojection are detected and re‐evaluated according to a confidence value that is determined by a newly introduced formalized perception‐based metric, referred to as confidence function. The foveal region, as well as areas with low confidence values, are redrawn efficiently, as the confidence value allows for the delicate regulation of hierarchical geometry and pixel culling. Hence, the average primitive processing and shading costs are lowered dramatically. Evaluated against regular rendering as well as established foveated rendering methods, our approach shows increased performance in both cases. Furthermore, our method is not restricted to static scenes and provides an acceleration structure for post‐processing passes. 相似文献
77.
James S. Sims John G. Hagedorn Peter M. Ketcham Steven G. Satterfield Terence J. Griffin William L. George Howland A. Fowler Barbara A. am Ende Howard K. Hung Robert B. Bohn John E. Koontz Nicos S. Martys Charles E. Bouldin James A. Warren David L. Feder Charles W. Clark B. James Filla Judith E. Devaney 《Journal of research of the National Institute of Standards and Technology》2000,105(6):875-894
The rate of scientific discovery can be accelerated through computation and visualization. This acceleration results from the synergy of expertise, computing tools, and hardware for enabling high-performance computation, information science, and visualization that is provided by a team of computation and visualization scientists collaborating in a peer-to-peer effort with the research scientists.In the context of this discussion, high performance refers to capabilities beyond the current state of the art in desktop computing. To be effective in this arena, a team comprising a critical mass of talent, parallel computing techniques, visualization algorithms, advanced visualization hardware, and a recurring investment is required to stay beyond the desktop capabilities.This article describes, through examples, how the Scientific Applications and Visualization Group (SAVG) at NIST has utilized high performance parallel computing and visualization to accelerate condensate modeling, (2) fluid flow in porous materials and in other complex geometries, (3) flows in suspensions, (4) x-ray absorption, (5) dielectric breakdown modeling, and (6) dendritic growth in alloys. 相似文献
78.
Mark Taylor 《Architectural Design》2009,79(6):42-47
What happens when patterns become all pervasive? When pattern contagiously corrupts and saturates adjacent objects, artefacts and surfaces; blurring internal and external environment and dissolving any single point of perspective or static conception of space. Mark Taylor ruminates on the possibilities of relentless patterning in interior space in both a historic and a contemporary context. Copyright © 2009 John Wiley & Sons, Ltd. 相似文献
79.
在分析传统沉浸感显示系统优缺点的基础上,设计并实现了一种新型的沉浸感显示系统。该系统使用柱面反射镜对单投影仪投射光线进行反射,并在弧形背投幕上成像,能够获得无缝画面,实现了广角度虚拟场景的连贯显示。通过合理设计柱面反射镜形状,实现了投影画面在水平方向上的均匀放大。通过对图像进行预变形可以基本消除因投影幕曲率而产生的投影画面形变,同时采用背投技术使参与者在虚拟场景中活动更加自如。该系统克服了传统的多投影仪或多显示器沉浸感显示系统中存在的图像拼接问题,且易于构建,经实验验证能够获得良好的沉浸感显示效果。 相似文献
80.
目的 探究TouchDesigner视觉化编程技术于粤剧当代发展中的数字化设计创新路径。方法 分析粤剧的数字化发展现状,探讨TouchDesigner视觉化编程技术与粤剧的数字化转换关系,从而研究粤剧的可数字化元素及TouchDesigner技术的数据转换方法。分析当下数字技术介入粤剧的研究现状,并总结特点与不足,从中发现TouchDesigner编程技术之于粤剧的数字化创新突破口。最后通过TouchDesigner介入粤剧的数字化设计实践与案例剖析,探索多元交互与沉浸式表现技术中的粤剧多重感官体验形式,探究粤剧数字化设计的多维表达方式。结论 为粤剧的当代发展提供一种融媒体、跨感官的交互式数字化设计创新方法,实现粤剧数字化创新表达,同时,也为传统文化的数字化设计注入中国式血液,进而引发对未来智能场景下粤剧数字化设计创新的新思考。 相似文献