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151.
三峡工程泥沙问题研究60年回顾 总被引:1,自引:0,他引:1
对60 a来三峡工程泥沙问题研究的历程、主要研究结论作了简要综述。三峡水库初期蓄水运用以来的泥沙实测资料与预测对比分析表明:三峡水库上游来沙减少的趋势与初步设计阶段预测基本一致,但减少的进程有所提前;三峡水库泥沙淤积量远小于预测值;坝下游河床冲刷量与预测值基本一致,河床冲刷范围则大于预测;坝下游河床冲刷对防洪与航运的影响与预测基本一致;三峡工程泥沙问题总体上未超出论证与初步设计阶段的预测。在此基础上提出三峡工程正常运行期泥沙问题研究的建议,其中关于排沙调度方面,应按控制水库防洪库容年损失率小于1 000万m~3/a,以及变动回水区上、中段无累积性泥沙淤积的要求制定排沙调度方案,以长期发挥三峡工程的综合效益。 相似文献
152.
塔里木河干流人工与天然绿洲转化及适宜比例研究 总被引:1,自引:0,他引:1
利用1990,2000,2010年3期Landsat TM/ETM遥感影像,基于RS/GIS技术,分别提取土地利用/覆被类型信息,分析1990~2010年塔里木河流域人工绿洲和天然绿洲的变化规律及其比例,探讨该区人工绿洲和天然绿洲的适宜配比。研究结果表明:(1)1990~2010年,研究区域人工绿洲呈不断扩张,天然绿洲面积不断缩小,人工绿洲替代天然绿洲的趋势。(2)1990~2010年,人工与天然绿洲总面积几乎无差异,面积变化主要是人工绿洲与天然绿洲之间的相互转换。具体表现为:天然草地、林地等向人工绿洲中的耕地、建筑用地转化;同时植被长势衰退:高覆盖草地向中、低覆盖草地转化,中覆盖草地向低覆盖草地转化,灌木林地逐渐退化为草地,低覆盖草地向沙漠转化。(3)人工与天然绿洲面积比例在近20 a呈增加的趋势,在1990,2000,2010年,人工与天然绿洲面积比值分别是1∶9,2∶8,3∶7。 相似文献
153.
通过对三峡库区中部典型支流梅溪河库湾水动力参数及水体温度、浊度数据进行分析,研究水库运行各时期梅溪河河口干支流界面水流特性,探讨其影响因素以及水交换对库湾的影响。结果表明:梅溪河河口双向水流特征明显,在温差异重流、干流惯性作用以及库区水位变动等因素影响下,干支流界面水流强度、进出水体间界面结构及形态在不同运行期有显著差异;由于双向水流结构的存在,尽管梅溪河河口干支流界面净流量较小(多小于100 m~3/s),但是干支流水体的交换量相对显著,介于314.17~535.26 m~3/s之间,可达净流量的4~40倍;在净流量最小的低水位运行期,干流倒灌水体基本能到达支流库湾常年回水区的末端。 相似文献
154.
新疆北疆供水工程跨越吉拉沟大洼槽的三个泉倒虹吸,跨度11 km,内径2.8 m,工作水头160m,是国内外同类工程中综合难度较高的大型倒虹吸工程,在结构强度、材料工艺、安装敷设、工程质量方面都有极高的要求,特别是高水头管道运行、充水、放空、水锤防护等各种工况下的水力安全控制问题,高温差与严寒条件下管道的应力应变问题尤为突出。对该工程设计、科研、施工及运行管理方面的经验进行介绍,对其在新技术、新材料、新工艺等方面取得的理论研究和技术创新成果进行总结,研究认为:工程总体布置合理,工程运行后监测资料及工程安全评价表明各项性状指标良好,通过模型试验研究确定的闸门开度、关闭速率、充水排气、放空排水等水力安全控制关键技术科学合理,为严寒地区大型倒虹吸工程的技术发展提供借鉴。 相似文献
155.
We present a new approach to microfacet‐based BSDF importance sampling. Previously proposed sampling schemes for popular analytic BSDFs typically begin by choosing a microfacet normal at random in a way that is independent of direction of incident light. To sample the full BSDF using these normals requires arbitrarily large sample weights leading to possible fireflies. Additionally, at grazing angles nearly half of the sampled normals face away from the incident ray and must be rejected, making the sampling scheme inefficient. Instead, we show how to use the distribution of visible normals directly to generate samples, where normals are weighted by their projection factor toward the incident direction. In this way, no backfacing normals are sampled and the sample weights contain only the shadowing factor of outgoing rays (and additionally a Fresnel term for conductors). Arbitrarily large sample weights are avoided and variance is reduced. Since the BSDF depends on the microsurface model, we describe our sampling algorithm for two models: the V‐cavity and the Smith models. We demonstrate results for both isotropic and anisotropic rough conductors and dielectrics with Beckmann and GGX distributions. 相似文献
156.
Crowded motions refer to multiple objects moving around and interacting such as crowds, pedestrians and etc. We capture crowded scenes using a depth scanner at video frame rates. Thus, our input is a set of depth frames which sample the scene over time. Processing such data is challenging as it is highly unorganized, with large spatio‐temporal holes due to many occlusions. As no correspondence is given, locally tracking 3D points across frames is hard due to noise and missing regions. Furthermore global segmentation and motion completion in presence of large occlusions is ambiguous and hard to predict. Our algorithm utilizes Gestalt principles of common fate and good continuity to compute motion tracking and completion respectively. Our technique does not assume any pre‐given markers or motion template priors. Our key‐idea is to reduce the motion completion problem to a 1D curve fitting and matching problem which can be solved efficiently using a global optimization scheme. We demonstrate our segmentation and completion method on a variety of synthetic and real world crowded scanned scenes. 相似文献
157.
4D Video Textures (4DVT) introduce a novel representation for rendering video‐realistic interactive character animation from a database of 4D actor performance captured in a multiple camera studio. 4D performance capture reconstructs dynamic shape and appearance over time but is limited to free‐viewpoint video replay of the same motion. Interactive animation from 4D performance capture has so far been limited to surface shape only. 4DVT is the final piece in the puzzle enabling video‐realistic interactive animation through two contributions: a layered view‐dependent texture map representation which supports efficient storage, transmission and rendering from multiple view video capture; and a rendering approach that combines multiple 4DVT sequences in a parametric motion space, maintaining video quality rendering of dynamic surface appearance whilst allowing high‐level interactive control of character motion and viewpoint. 4DVT is demonstrated for multiple characters and evaluated both quantitatively and through a user‐study which confirms that the visual quality of captured video is maintained. The 4DVT representation achieves >90% reduction in size and halves the rendering cost. 相似文献
158.
In this paper we present a novel approach to simulate image formation for a wide range of real world lenses in the Monte Carlo ray tracing framework. Our approach sidesteps the overhead of tracing rays through a system of lenses and requires no tabulation. To this end we first improve the precision of polynomial optics to closely match ground‐truth ray tracing. Second, we show how the Jacobian of the optical system enables efficient importance sampling, which is crucial for difficult paths such as sampling the aperture which is hidden behind lenses on both sides. Our results show that this yields converged images significantly faster than previous methods and accurately renders complex lens systems with negligible overhead compared to simple models, e.g. the thin lens model. We demonstrate the practicality of our method by incorporating it into a bidirectional path tracing framework and show how it can provide information needed for sophisticated light transport algorithms. 相似文献
159.
This study aims to develop a controller for use in the online simulation of two interacting characters. This controller is capable of generalizing two sets of interaction motions of the two characters based on the relationships between the characters. The controller can exhibit similar motions to a captured human motion while reacting in a natural way to the opponent character in real time. To achieve this, we propose a new type of physical model called a coupled inverted pendulum on carts that comprises two inverted pendulum on a cart models, one for each individual, which are coupled by a relationship model. The proposed framework is divided into two steps: motion analysis and motion synthesis. Motion analysis is an offline preprocessing step, which optimizes the control parameters to move the proposed model along a motion capture trajectory of two interacting humans. The optimization procedure generates a coupled pendulum trajectory which represents the relationship between two characters for each frame, and is used as a reference in the synthesis step. In the motion synthesis step, a new coupled pendulum trajectory is planned reflecting the effects of the physical interaction, and the captured reference motions are edited based on the planned trajectory produced by the coupled pendulum trajectory generator. To validate the proposed framework, we used a motion capture data set showing two people performing kickboxing. The proposed controller is able to generalize the behaviors of two humans to different situations such as different speeds and turning speeds in a realistic way in real time. 相似文献
160.
We present a spectral rendering technique that offers a compelling set of advantages over existing approaches. The key idea is to propagate energy along paths for a small, constant number of changing wavelengths. The first of these, the hero wavelength, is randomly sampled for each path, and all directional sampling is solely based on it. The additional wavelengths are placed at equal distances from the hero wavelength, so that all path wavelengths together always evenly cover the visible range. A related technique, spectral multiple importance sampling, was already introduced a few years ago. We propose a simplified and optimised version of this approach which is easier to implement, has good performance characteristics, and is actually more powerful than the original method. Our proposed method is also superior to techniques which use a static spectral representation, as it does not suffer from any inherent representation bias. We demonstrate the performance of our method in several application areas that are of critical importance for production work, such as fidelity of colour reproduction, sub‐surface scattering, dispersion and volumetric effects. We also discuss how to couple our proposed approach with several technologies that are important in current production systems, such as photon maps, bidirectional path tracing, environment maps, and participating media. 相似文献