全文获取类型
收费全文 | 93篇 |
免费 | 5篇 |
国内免费 | 4篇 |
专业分类
综合类 | 3篇 |
金属工艺 | 3篇 |
机械仪表 | 5篇 |
矿业工程 | 3篇 |
水利工程 | 2篇 |
石油天然气 | 1篇 |
无线电 | 5篇 |
一般工业技术 | 2篇 |
原子能技术 | 1篇 |
自动化技术 | 77篇 |
出版年
2022年 | 1篇 |
2021年 | 1篇 |
2020年 | 3篇 |
2018年 | 1篇 |
2016年 | 2篇 |
2015年 | 2篇 |
2014年 | 1篇 |
2013年 | 1篇 |
2012年 | 5篇 |
2011年 | 7篇 |
2010年 | 1篇 |
2009年 | 1篇 |
2008年 | 6篇 |
2007年 | 12篇 |
2006年 | 8篇 |
2005年 | 3篇 |
2004年 | 10篇 |
2003年 | 1篇 |
2002年 | 4篇 |
2001年 | 12篇 |
2000年 | 3篇 |
1999年 | 3篇 |
1998年 | 3篇 |
1997年 | 1篇 |
1996年 | 1篇 |
1995年 | 5篇 |
1992年 | 1篇 |
1990年 | 1篇 |
1988年 | 1篇 |
1985年 | 1篇 |
排序方式: 共有102条查询结果,搜索用时 140 毫秒
61.
鉴于传统的图形学-面图形学只能表达三维实体的表面的形状和属性,不能表达实体内部的属性,如纹理、密度场以及温度场等,因而在计算机图形学、CAD以及有限元分析等许多领域都需要一种新的可视化技术-三维实体的可视化技术,以表达实体内部的属性;三维实体的可视化技术是新兴的图形学-体图形学的一个重要组成部分,为了实现三维实体的可视化,针对CAD造型系统中的实际要求,根据体图形学的理论和八叉树的特点,提出了一种基于八叉树的实体内部可视化技术,该技术采用八叉树算法对边界数据结构表达的实体进行体元化。由于实体内部属性变化的不均匀,算法采用了不规则体元,以充分表达实体内部的细节,实际应用效果表明,该算法不但能充分表达实体内部属性,而且也具有一定的造型功能。 相似文献
62.
介绍了多层面单位分割隐函数曲面(MPU)算法.该算法建立在局部形状函数、单位分割和八叉树细分的基础上,可由点云数据快速、准确、自适应地进行曲面反求.应用该算法,对车身外覆盖件和内部结构件进行了曲面反求,结果表明,该算法对汽车车身开发具有重要的应用价值. 相似文献
63.
Humans mainly communicate among them and with the world around them using light and vision, thus implying that visual representation technologies play a central role in human societies. While visual representation has been based on the 2D representation paradigm for many decades, multiple developments are nowadays pressing towards the adoption of more realistic and immersive 3D visual representation models. Point clouds are one of these emerging representation models. However, the huge amount of data involved asks for highly efficient coding solutions, some of which have recently started to be developed by the MPEG and JPEG standardization groups. In this hectic context, this paper proposes a privileged view over the current point cloud coding technologies, driven by a novel, appropriate classification taxonomy. For this purpose, some of the most representative point cloud coding solutions available in the literature will be reviewed to exercise the most relevant classification paths in the proposed taxonomy. It is expected that this type of classification taxonomy and privileged view may help better understanding the point cloud coding landscape for further solid and consistent advancements in this emerging technical area. 相似文献
64.
N. Ferrando M.A. Gosálvez J. Cerdá R. Gadea K. Sato 《Computer Physics Communications》2011,182(3):628-640
Presently, dynamic surface-based models are required to contain increasingly larger numbers of points and to propagate them over longer time periods. For large numbers of surface points, the octree data structure can be used as a balance between low memory occupation and relatively rapid access to the stored data. For evolution rules that depend on neighborhood states, extended simulation periods can be obtained by using simplified atomistic propagation models, such as the Cellular Automata (CA). This method, however, has an intrinsic parallel updating nature and the corresponding simulations are highly inefficient when performed on classical Central Processing Units (CPUs), which are designed for the sequential execution of tasks. In this paper, a series of guidelines is presented for the efficient adaptation of octree-based, CA simulations of complex, evolving surfaces into massively parallel computing hardware. A Graphics Processing Unit (GPU) is used as a cost-efficient example of the parallel architectures. For the actual simulations, we consider the surface propagation during anisotropic wet chemical etching of silicon as a computationally challenging process with a wide-spread use in microengineering applications. A continuous CA model that is intrinsically parallel in nature is used for the time evolution. Our study strongly indicates that parallel computations of dynamically evolving surfaces simulated using CA methods are significantly benefited by the incorporation of octrees as support data structures, substantially decreasing the overall computational time and memory usage. 相似文献
65.
66.
Dr. M. Saxena P. M. Finnigan C. M. Graichen A. F. Hathaway V. N. Parthasarathy 《Engineering with Computers》1995,11(1):1-14
Automatic mesh generation within the context of non-manifold geometric models is far from a commercial reality. While manifold objects are the most commonly encountered domains in many applications, other applications such as those requiring multiple material models and mixedmodel representations (combination of 1-D, 2-D and 3-D domains) fall beyond the realm of the existing automatic meshing procedures as they require a non-conventional modeling enviroment, namely the non-manifold topology (NMT) based environment. This paper focuses on automatic mesh generation issues in the context of two such applications: (i) finite element modeling for multiple material models and (ii) geometric abstractions requiring a mixed-model representation. Specifically, the paper describes a geometry utility system, built around an NMT data structure and geometry-based meshing algorithms that ensure the validity of the mesh for non-manifold domains.GE Consulting Services. 相似文献
67.
This paper presents the design, implementation, and evaluation of the etree, a database-oriented method for large out-of-core octree mesh generation. The main idea is to map an octree to a database structure and perform all octree operations by querying and updating the database. We apply two standard database techniques, the linear octree and the B-tree, to index and store the octants on disk. Then we introduce two new techniques, auto-navigation and local balancing, to address the special needs of mesh generation. Preliminary evaluation suggests that the etree method is an effective way of generating very large octree meshes on desktop machines. 相似文献
68.
苏超轼 《数字社区&智能家居》2007,(20)
高性能GPU使得体绘制在廉价的硬件上获得良好的性能,但海量数据体绘制的效率依旧低下.本文探讨了GPU体绘制中图形硬件的瓶颈,并提出新颖的算法解决这些问题:采用数据分块和八叉树划分体数据实现空单元跳过优化.该算法解决了海量数据超过可用纹理空间的难题,同时允许实时改变体绘制传递函数. 相似文献
69.
An octree is a recursive partition of the unit cube, such that in each step a cube is subdivided into eight smaller cubes. Those cubes that are not further subdivided are the leaves of the octree. We consider the problem of coloring the leaves of an octree using as few colors as possible such that no two of them get the same color if they share a facet. It turns out that the number of colors needed depends on a parameter that we call unbalancedness. Roughly speaking, this parameter measures how much adjacent cubes differ in size. For most values of this parameter we give tight bounds on the minimum number of colors, and extend the results to higher dimensions. 相似文献
70.
一种生成物体八叉树模型的新算法 总被引:3,自引:0,他引:3
八叉树模型是表达三维实体的一种方法。本文提出了一个由三维实体的CSG模型转换到八叉树模型的算法。该算法采用动态分解策略,利用长整数的“位”来记录结点的状态信息,从而较大地节省了存储量并较好地弥补了八叉树模型存储量大的缺陷。 相似文献