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81.
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   
82.
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   
83.
纹理分析中往往将彩色图像转换为灰度图以降低计算复杂度,这样就忽略了颜色信息。而利用主成分分析 的方法来降维彩色纹理,则可以尽可能地保留颜色和纹理信息。高斯图模型(Uaussian Graphical Models, GGM)可以 很好地描述有交互作用的高维数据,因此可用来建立图像纹理模型。根据局部马尔可夫性和高斯变量的条件回归之 间的关系,可将复杂的模型选择转变为较简单的变量选择。通过惩罚正则化方法,其部域选择和参数佑计可同步进 行,然后提取纹理特征进行彩色纹理分类,实验显示其具有很好的效果。因此,结合主成分分析和高斯图模型来构建 彩色纹理模型有很好的发展前景。  相似文献   
84.
用OpenGL开发三维交互式虚拟场景   总被引:12,自引:0,他引:12  
介绍了Ms Windows环境下OpenGL的体系结构和开作原理,深入剖析了用VisualC++开发真实感3D实时虚拟场是时采用的技术特点,并构造了两个可重用和继承的类-纹理贴图和画面输出保存2的设备无磁位图类以及初始化OpenGL工作环境并正确设置调色板的视图类,在此基础上设计了一个模拟3D射击游戏。  相似文献   
85.
提出了在多数据库系统中使用局部代理技术的方法 ,并且详细介绍了自行研制的多数据库 Panorama系统中的局部代理设计  相似文献   
86.
We present a universal statistical model for texture images in the context of an overcomplete complex wavelet transform. The model is parameterized by a set of statistics computed on pairs of coefficients corresponding to basis functions at adjacent spatial locations, orientations, and scales. We develop an efficient algorithm for synthesizing random images subject to these constraints, by iteratively projecting onto the set of images satisfying each constraint, and we use this to test the perceptual validity of the model. In particular, we demonstrate the necessity of subgroups of the parameter set by showing examples of texture synthesis that fail when those parameters are removed from the set. We also demonstrate the power of our model by successfully synthesizing examples drawn from a diverse collection of artificial and natural textures.  相似文献   
87.
88.
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   
89.
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   
90.
Texture analysis provides a means to quantify complex changes in microscope images. We previously showed that cytoplasmic poly-adenylated mRNAs form mRNA granules in post-ischemic neurons and that these granules correlated with protein synthesis inhibition and hence cell death. Here we utilized the texture analysis software MaZda to quantify mRNA granules in photomicrographs of the pyramidal cell layer of rat hippocampal region CA3 around 1 h of reperfusion after 10 min of normothermic global cerebral ischemia. At 1 h reperfusion, we observed variations in the texture of mRNA granules amongst samples that were readily quantified by texture analysis. Individual sample variation was consistent with the interpretation that animal-to-animal variations in mRNA granules reflected the time-course of mRNA granule formation. We also used texture analysis to quantify the effect of cycloheximide, given either before or after brain ischemia, on mRNA granules. If administered before ischemia, cycloheximide inhibited mRNA granule formation, but if administered after ischemia did not prevent mRNA granulation, indicating mRNA granule formation is dependent on dissociation of polysomes. We conclude that texture analysis is an effective means for quantifying the complex morphological changes induced in neurons by brain ischemia and reperfusion.  相似文献   
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