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991.
三峡水电站调峰运用探析   总被引:1,自引:0,他引:1  
对2003年三峡水电站投产以来的调峰运行情况进行分析总结,并结合三峡水库调度原则、梯级枢纽特性、电站机组运行特点、电网系统要求等相关因素对三峡水电站在进入正常运行期后的调峰运用进行了探讨和分析。  相似文献   
992.
We propose an efficient approach for interactive visualization of massive models with CPU ray tracing. A voxel‐based hierarchical level‐of‐detail (LOD) framework is employed to minimize rendering time and required system memory. In a pre‐processing phase, a compressed out‐of‐core data structure is constructed, which contains the original primitives of the model and the LOD voxels, organized into a kd‐tree. During rendering, data is loaded asynchronously to ensure a smooth inspection of the model regardless of the available I/O bandwidth. With our technique, we are able to explore data sets consisting of hundreds of millions of triangles in real‐time on a desktop PC with a quad‐core CPU.  相似文献   
993.
In this paper, we investigate the efficiency of ray queries on the CPU in the context of path tracing, where ray distributions are mostly random. We show that existing schemes that exploit data locality to improve ray tracing efficiency fail to do so beyond the first diffuse bounce, and analyze the cause for this. We then present an alternative scheme inspired by the work of Pharr et al. in which we improve data locality by using a data‐centric breadth‐first approach. We show that our scheme improves on state‐of‐the‐art performance for ray distributions in a path tracer.  相似文献   
994.
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   
995.
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   
996.
A recent technique that forms virtual ray lights (VRLs) from path segments in media, reduces the artifacts common to VPL approaches in participating media, however, distracting singularities still remain. We present Virtual Beam Lights (VBLs), a progressive many‐lights algorithm for rendering complex indirect transport paths in, from, and to media. VBLs are efficient and can handle heterogeneous media, anisotropic scattering, and moderately glossy surfaces, while provably converging to ground truth. We inflate ray lights into beam lights with finite thicknesses to eliminate the remaining singularities. Furthermore, we devise several practical schemes for importance sampling the various transport contributions between camera rays, light rays, and surface points. VBLs produce artifact‐free images faster than VRLs, especially when glossy surfaces and/or anisotropic phase functions are present. Lastly, we employ a progressive thickness reduction scheme for VBLs in order to render results that converge to ground truth.  相似文献   
997.
GPU Shape Grammars provide a solution for interactive procedural generation, tuning and visualization of massive environment elements for both video games and production rendering. Our technique generates detailed models without explicit geometry storage. To this end we reformulate the grammar expansion for generation of detailed models at the tesselation control and geometry shader stages. Using the geometry generation capabilities of modern graphics hardware, our technique generated massive, highly detailed models. GPU Shape Grammars integrate within a scalable framework by introducing automatic generation of levels of detail at reduced cost. We apply our solution for interactive generation and rendering of scenes containing thousands of buildings and trees.  相似文献   
998.
Environment‐mapped rendering of Lambertian isotropic surfaces is common, and a popular technique is to use a quadratic spherical harmonic expansion. This compact irradiance map representation is widely adopted in interactive applications like video games. However, many materials are anisotropic, and shading is determined by the local tangent direction, rather than the surface normal. Even for visualization and illustration, it is increasingly common to define a tangent vector field, and use anisotropic shading. In this paper, we extend spherical harmonic irradiance maps to anisotropic surfaces, replacing Lambertian reflectance with the diffuse term of the popular Kajiya‐Kay model. We show that there is a direct analogy, with the surface normal replaced by the tangent. Our main contribution is an analytic formula for the diffuse Kajiya‐Kay BRDF in terms of spherical harmonics; this derivation is more complicated than for the standard diffuse lobe. We show that the terms decay even more rapidly than for Lambertian reflectance, going as l–3, where l is the spherical harmonic order, and with only 6 terms (l = 0 and l = 2) capturing 99.8% of the energy. Existing code for irradiance environment maps can be trivially adapted for real‐time rendering with tangent irradiance maps. We also demonstrate an application to offline rendering of the diffuse component of fibers, using our formula as a control variate for Monte Carlo sampling.  相似文献   
999.
We present an importance sampling method for the bidirectional scattering distribution function (bsdf) of hair. Our method is based on the multi‐lobe hair scattering model presented by Sadeghi et al. [ [SPJT10] ]. We reduce noise by drawing samples from a distribution that approximates the bsdf well. Our algorithm is efficient and easy to implement, since the sampling process requires only the evaluation of a few analytic functions, with no significant memory overhead or need for precomputation. We tested our method in a research raytracer and a production renderer based on micropolygon rasterization. We show significant improvements for rendering direct illumination using multiple importance sampling and for rendering indirect illumination using path tracing.  相似文献   
1000.
With their distributed nature and redundant operation capability, wireless sensor networks are very suitable for border surveillance scenarios that track intruders trying to breach to a safe side. In such scenarios, keeping the operation going on for as long as possible is the most important aspect of the network. We propose that by placing sink at a carefully selected coordinate will results in a longer living network. We also place restrictions on the candidate locations so that the sensing quality of the network is above a useful predetermined value and the sink is placed in a relatively safe location to avoid destruction. In order to find the suitable coordinates we propose a modified lifetime metric which takes quality and safety measures into account. We also propose a genetic algorithm which uses a discrete event simulator-in-the-loop over a three dimensional terrain to find locations for the sink that fits the given quality and safety restrictions. Using a three dimensional underlying terrain makes the proposed approach more realistic. The results obtained for various sensor network scenarios indicate that the proposed algorithm can find locations that increase the lifetime by also considering the sensing quality and safety.  相似文献   
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