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991.
A Dynamic Motion Control Technique for Human-like Articulated Figures   总被引:1,自引:0,他引:1  
This paper presents a dynamic motion control technique for human-like articulated figures in a physically based character animation system. This method controls a figure such that the figure tracks input motion specified by a user. When environmental physical input such as an external force or a collision impulse are applied to the figure, this method generates dynamically changing motion in response to the physical input. We have introduced comfort and balance control to compute the angular acceleration of the figure's joints. Our algorithm controls the several parts of a human-like articulated figure separetely through the minimum number of degrees-of-freedom. Using this approach, our algorithm simulates realistic human motions at efficient computational cost. Unlike existing dynamic simulation systems, our method assumes that input motion is already realistic, and is aimed at dynamically changing the input motion in real-time only when unexpected physical input is applied to the figure. As such, our method works efficiently in the framework of current computer games.  相似文献   
992.
Photometric reconstruction is the process of estimating the illumination and surface reflectance properties of an environment, given a geometric model of the scene and a set of photographs of its surfaces. For mixed-reality applications, such data is required if synthetic objects are to be correctly illuminated or if synthetic light sources are to be used to re-light the scene. Current methods of estimating such data are limited in the practical situations in which they can be applied, due to the fact that the geometric and radiometric models of the scene which are provided by the user must be complete, and that the position (and in some cases, intensity) of the light sources must also be specified a-priori. In this paper, a novel algorithm is presented which overcomes these constraints, and allows photometric data to be reconstructed in less restricted situations. This is achieved through the use of virtual light sources which mimic the effect of direct illumination from unknown luminaires, and indirect illumination reflected off unknown geometry. The intensity of these virtual light sources and the surface material properties are estimated using an iterative algorithm which attempts to match calculated radiance values to those observed in photographs. Results are presented for both synthetic and real scenes that show the quality of the reconstructed data and its use in off-line mixed-reality applications.  相似文献   
993.
Automatic Lighting Design using a Perceptual Quality Metric   总被引:1,自引:0,他引:1  
Lighting has a crucial impact on the appearance of 3D objects and on the ability of an image to communicate information about a 3D scene to a human observer. This paper presents a new automatic lighting design approach for comprehensible rendering of 3D objects. Given a geometric model of a 3D object or scene, the material properties of the surfaces in the model, and the desired viewing parameters, our approach automatically determines the values of various lighting parameters by optimizing a perception-based image quality objective function. This objective function is designed to quantify the extent to which an image of a 3D scene succeeds in communicating scene information, such as the 3D shapes of the objects, fine geometric details, and the spatial relationships between the objects.
Our results demonstrate that the proposed approach is an effective lighting design tool, suitable for users without expertise or knowledge in visual perception or in lighting design.  相似文献   
994.
Fast Cloth Animation on Walking Avatars   总被引:6,自引:0,他引:6  
This paper describes a fast technique for animating clothing on walking humans. It exploits a mass-spring cloth model but applies a new velocity directional modification approach to overcome its super-elasticity. The algorithm for cloth-body collision detection and response is based on image-space interference tests, unlike the existing ones that use object-space checks. The modern workstations' graphics hardware is used not only to compute the depth maps of the body but also to interpolate the body normal vectors and velocities of each vertex. As a result the approach is very fast and makes it possible to produce animation at a rate of three to four frames per second.  相似文献   
995.
996.
Published online: 25 July 2001  相似文献   
997.
We propose a prototype of a facial surgery simulation system for surgical planning and the prediction of facial deformation. We use a physics-based human head model. Our head model has a 3D hierarchical structure that consists of soft tissue and the skull, constructed from the exact 3D CT patient data. Anatomic points measured on X-ray images from both frontal and side views are used to fire the model to the patient's head. The purposes of this research is to analyze the relationship between changes of mandibular position and facial morphology after orthognathic surgery, and to simulate the exact postoperative 3D facial shape. In the experiment, we used our model to predict the facial shape after surgery for patients with mandibular prognathism. Comparing the simulation results and the actual facial images after the surgery shows that the proposed method is practical.  相似文献   
998.
Mixture model for face-color modeling and segmentation   总被引:11,自引:0,他引:11  
In this paper, we propose a general methodology for face-color modeling and segmentation. One of the major difficulties in face detection and retrieval is partial face extraction due to highlights, shadows and lighting variations. We show that a mixture-of-Gaussians modeling of the color space, provides a robust representation that can accommodate large color variations, as well as highlights and shadows. Our method enables to segment within-face regions, and associate semantic meaning to them, and provides statistical analysis and evaluation of the dominant variability within a given archive.  相似文献   
999.
Fuzzy User Modeling for Information Retrieval on the World Wide Web   总被引:5,自引:1,他引:4  
Information retrieval from the World Wide Web through the use of search engines is known to be unable to capture effectively the information needs of users. The approach taken in this paper is to add intelligence to information retrieval from the World Wide Web, by the modeling of users to improve the interaction between the user and information retrieval systems. In other words, to improve the performance of the user in retrieving information from the information source. To effect such an improvement, it is necessary that any retrieval system should somehow make inferences concerning the information the user might want. The system then can aid the user, for instance by giving suggestions or by adapting any query based on predictions furnished by the model. So, by a combination of user modeling and fuzzy logic a prototype system has been developed (the Fuzzy Modeling Query Assistant (FMQA)) which modifies a user's query based on a fuzzy user model. The FMQA was tested via a user study which clearly indicated that, for the limited domain chosen, the modified queries are better than those that are left unmodified. Received 10 November 1998 / Revised 14 June 2000 / Accepted in revised form 25 September 2000  相似文献   
1000.
  We have discovered a class of fractal functions that are differentiable. Fractal interpolation functions have been used for over a decade to generate rough functions passing through a set of given points. The integral of a fractal interpolation function remains a fractal interpolation function, and this new fractal interpolation function is differentiable. Tensor products of pairs of these fractal functions form fractal surfaces with a well-defined tangent plane. We use this surface normal to shade fractal surfaces, and demonstrate its use with renderings of fractal mirrors.  相似文献   
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