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991.
Interactive computation of global illumination is a major challenge in current computer graphics research. Global illumination heavily affects the visual quality of generated images. It is therefore a key attribute for the perception of photo‐realistic images. Path tracing is able to simulate the physical behaviour of light using Monte Carlo techniques. However, the computational burden of this technique prohibits interactive rendering times on standard commodity hardware in high‐quality. Trying to solve the Monte Carlo integration with fewer samples results in characteristic noisy images. Global illumination filtering methods take advantage of the fact that the integral for neighbouring pixels may be very similar. Averaging samples of similar characteristics in screen‐space may approximate the correct integral, but may result in visible outliers. In this paper, we present a novel path tracing pipeline based on an edge‐aware filtering method for the indirect illumination which produces visually more pleasing results without noticeable outliers. The key idea is not to filter the noisy path traced images but to use it as a guidance to filter a second image composed from characteristic scene attributes that do not contain noise by default. We show that our approach better approximates the Monte Carlo integral compared to previous methods. Since the computation is carried out completely in screen‐space it is therefore applicable to fully dynamic scenes, arbitrary lighting and allows for high‐quality path tracing at interactive frame rates on commodity hardware. 相似文献
992.
Quentin Mérigot 《Computer Graphics Forum》2011,30(5):1583-1592
In this paper, we propose an improvement of an algorithm of Aurenhammer, Hoffmann and Aronov to find a least square matching between a probability density and finite set of sites with mass constraints, in the Euclidean plane. Our algorithm exploits the multiscale nature of this optimal transport problem. We iteratively simplify the target using Lloyd's algorithm, and use the solution of the simplified problem as a rough initial solution to the more complex one. This approach allows for fast estimation of distances between measures related to optimal transport (known as Earth‐mover or Wasserstein distances). We also discuss the implementation of these algorithms, and compare the original one to its multiscale counterpart. 相似文献
993.
This paper presents an efficient technique for synthesizing motions by stitching, or splicing, an upper‐body motion retrieved from a motion space on top of an existing lower‐body locomotion of another motion. Compared to the standard motion splicing problem, motion space splicing imposes new challenges as both the upper and lower body motions might not be known in advance. Our technique is the first motion (space) splicing technique that propagates temporal and spatial properties of the lower‐body locomotion to the newly generated upper‐body motion and vice versa. Whereas existing techniques only adapt the upper‐body motion to fit the lower‐body motion, our technique also adapts the lower‐body locomotion based on the upper body task for a more coherent full‐body motion. In this paper, we will show that our decoupled approach is able to generate high‐fidelity full‐body motion for interactive applications such as games. 相似文献
994.
Mani Golparvar-Fard Arsalan Heydarian Juan Carlos Niebles 《Advanced Engineering Informatics》2013,27(4):652-663
Video recordings of earthmoving construction operations provide understandable data that can be used for benchmarking and analyzing their performance. These recordings further support project managers to take corrective actions on performance deviations and in turn improve operational efficiency. Despite these benefits, manual stopwatch studies of previously recorded videos can be labor-intensive, may suffer from biases of the observers, and are impractical after substantial period of observations. This paper presents a new computer vision based algorithm for recognizing single actions of earthmoving construction equipment. This is particularly a challenging task as equipment can be partially occluded in site video streams and usually come in wide variety of sizes and appearances. The scale and pose of the equipment actions can also significantly vary based on the camera configurations. In the proposed method, a video is initially represented as a collection of spatio-temporal visual features by extracting space–time interest points and describing each feature with a Histogram of Oriented Gradients (HOG). The algorithm automatically learns the distributions of the spatio-temporal features and action categories using a multi-class Support Vector Machine (SVM) classifier. This strategy handles noisy feature points arisen from typical dynamic backgrounds. Given a video sequence captured from a fixed camera, the multi-class SVM classifier recognizes and localizes equipment actions. For the purpose of evaluation, a new video dataset is introduced which contains 859 sequences from excavator and truck actions. This dataset contains large variations of equipment pose and scale, and has varied backgrounds and levels of occlusion. The experimental results with average accuracies of 86.33% and 98.33% show that our supervised method outperforms previous algorithms for excavator and truck action recognition. The results hold the promise for applicability of the proposed method for construction activity analysis. 相似文献
995.
Pro/Engineer在逆向工程曲面造型上的应用 总被引:9,自引:0,他引:9
介绍了在逆向工程曲面建模过程中,使用美国PTC公司的Pro/Engineer三维造型软件,处理由三坐标测量机所测得的大量点数据,建立符合工程要求的曲面的方法。着重阐述了由大量数据点进行不规则曲线、曲面反求的完整技术。探讨了在Pro/Engineer环境下,直接从三坐标测量机产生的数据文档生成合乎工程要求的三维曲线,进而生成三维曲面的方法。通过对实验测量的涡轮表面数据的处理,在Pro/Engineer中建立了符合工程要求的涡轮曲面,从而证实了本方法的确实可行性。 相似文献
996.
系统采用研华工控的ADAM-4000系列远端数据采集与控制模块及工业控制计算机开发了35t/h循环流化床锅炉计算机测控系统和远程监控网络.应用KingView6.0组态软件.实现对循环流化床锅炉的智能控制.大大提高了控制系统的自动化水平。实践表明,该系统实时性好。控制稳定.操作方便. 相似文献
997.
本文介绍了单片机状态监测系统中以Bresenham算法在LCM上绘制任意起点、任意斜率线段的方法,并给出其C51程序和系统构成框图。 相似文献
998.
Joaquim Salvi Author Vitae Jordi Pagès Author Vitae Author Vitae 《Pattern recognition》2004,37(4):827-849
Coded structured light is considered one of the most reliable techniques for recovering the surface of objects. This technique is based on projecting a light pattern and viewing the illuminated scene from one or more points of view. Since the pattern is coded, correspondences between image points and points of the projected pattern can be easily found. The decoded points can be triangulated and 3D information is obtained. We present an overview of the existing techniques, as well as a new and definitive classification of patterns for structured light sensors. We have implemented a set of representative techniques in this field and present some comparative results. The advantages and constraints of the different patterns are also discussed. 相似文献
999.
Katrina?HandsEmail author D.?Ramanee?Peiris Peter?Gregor 《Requirements Engineering》2004,9(3):204-216
Software design is an area where it is most important to elicit an accurate and complete set of requirements. Determining the users requirements and their qualitative satisfaction with a developing product are two major problems which arise, often due to the different backgrounds and perspectives of the different stakeholders, including the software engineer, the domain expert and the end-user. Involving users throughout the design and development process is an essential part of any project. Computer-based interviewing has been found to be a valuable tool in eliciting information, which can also enhance interpersonal communication afterwards. This paper discusses the development of a computer interviewing tool to facilitate the gathering of user requirements and conducting user evaluations. 相似文献
1000.
Raquel Urtasun Pascal Glardon Ronan Boulic Daniel Thalmann Pascal Fua 《Computer Graphics Forum》2004,23(4):799-812
Representing motions as linear sums of principal components has become a widely accepted animation technique. While powerful, the simplest version of this approach is not particularly well suited to modeling the specific style of an individual whose motion had not yet been recorded when building the database: it would take an expert to adjust the PCA weights to obtain a motion style that is indistinguishable from his. Consequently, when realism is required, the current practice is to perform a full motion capture session each time a new person must be considered. In this paper, we extend the PCA approach so that this requirement can be drastically reduced: for whole classes of cyclic and noncyclic motions such as walking, running or jumping, it is enough to observe the newcomer moving only once at a particular speed or jumping a particular distance using either an optical motion capture system or a simple pair of synchronized video cameras. This one observation is used to compute a set of principal component weights that best approximates the motion and to extrapolate in real‐time realistic animations of the same person walking or running at different speeds, and jumping a different distance. 相似文献