全文获取类型
收费全文 | 1103篇 |
免费 | 589篇 |
国内免费 | 18篇 |
专业分类
电工技术 | 96篇 |
综合类 | 27篇 |
化学工业 | 59篇 |
金属工艺 | 3篇 |
机械仪表 | 18篇 |
建筑科学 | 8篇 |
矿业工程 | 10篇 |
能源动力 | 101篇 |
轻工业 | 2篇 |
水利工程 | 5篇 |
石油天然气 | 7篇 |
武器工业 | 2篇 |
无线电 | 50篇 |
一般工业技术 | 12篇 |
冶金工业 | 7篇 |
原子能技术 | 1篇 |
自动化技术 | 1302篇 |
出版年
2023年 | 102篇 |
2022年 | 15篇 |
2021年 | 9篇 |
2020年 | 189篇 |
2019年 | 190篇 |
2018年 | 145篇 |
2017年 | 152篇 |
2016年 | 182篇 |
2015年 | 157篇 |
2014年 | 186篇 |
2013年 | 23篇 |
2012年 | 26篇 |
2011年 | 57篇 |
2010年 | 55篇 |
2009年 | 48篇 |
2008年 | 19篇 |
2007年 | 28篇 |
2006年 | 23篇 |
2005年 | 33篇 |
2004年 | 12篇 |
2003年 | 18篇 |
2002年 | 11篇 |
2001年 | 3篇 |
2000年 | 10篇 |
1999年 | 4篇 |
1998年 | 1篇 |
1996年 | 4篇 |
1995年 | 1篇 |
1994年 | 1篇 |
1993年 | 2篇 |
1991年 | 1篇 |
1989年 | 2篇 |
1988年 | 1篇 |
排序方式: 共有1710条查询结果,搜索用时 15 毫秒
61.
Andre Suslik Spritzer Jeremy Boy Pierre Dragicevic Jean‐Daniel Fekete Carla Maria Dal Sasso Freitas 《Computer Graphics Forum》2015,34(3):461-470
Node‐link infographics are visually very rich and can communicate messages effectively, but can be very difficult to create, often involving a painstaking and artisanal process. In this paper we present an investigation of node‐link visualizations for communication and how to better support their creation. We begin by breaking down these images into their basic elements and analyzing how they are created. We then present a set of techniques aimed at improving the creation workflow by bringing more flexibility and power to users, letting them manipulate all aspects of a node‐link diagram (layout, visual attributes, etc.) while taking into account the context in which it will appear. These techniques were implemented in a proof‐of‐concept prototype called GraphCoiffure, which was designed as an intermediary step between graph drawing/editing software and image authoring applications. We describe how GraphCoiffure improves the workflow and illustrate its benefits through practical examples. 相似文献
62.
In this paper, we study the problem of automatic camera placement for computer graphics and computer vision applications. We extend the problem formulations of previous work by proposing a novel way to incorporate visibility constraints and camera‐to‐camera relationships. For example, the placement solution can be encouraged to have cameras that image the same important locations from different viewing directions, which can enable reconstruction and surveillance tasks to perform better. We show that the general camera placement problem can be formulated mathematically as a convex binary quadratic program (BQP) under linear constraints. Moreover, we propose an optimization strategy with a favorable trade‐off between speed and solution quality. Our solution is almost as fast as a greedy treatment of the problem, but the quality is significantly higher, so much so that it is comparable to exact solutions that take orders of magnitude more computation time. Because it is computationally attractive, our method also allows users to explore the space of solutions for variations in input parameters. To evaluate its effectiveness, we show a range of 3D results on real‐world floorplans (garage, hotel, mall, and airport). 相似文献
63.
We present a discrete‐time mathematical formulation for applying recursive digital filters to non‐uniformly sampled signals. Our solution presents several desirable features: it preserves the stability of the original filters; is well‐conditioned for low‐pass, high‐pass, and band‐pass filters alike; its cost is linear in the number of samples and is not affected by the size of the filter support. Our method is general and works with any non‐uniformly sampled signal and any recursive digital filter defined by a difference equation. Since our formulation directly uses the filter coefficients, it works out‐of‐the‐box with existing methodologies for digital filter design. We demonstrate the effectiveness of our approach by filtering non‐uniformly sampled signals in various image and video processing tasks including edge‐preserving color filtering, noise reduction, stylization, and detail enhancement. Our formulation enables, for the first time, edge‐aware evaluation of any recursive infinite impulse response digital filter (not only low‐pass), producing high‐quality filtering results in real time. 相似文献
64.
In this paper, we introduce a two‐layered approach addressing the problem of creating believable mesh‐based skin deformation. For each frame, the skin is first deformed with a classic linear blend skinning approach, which usually leads to unsightly artefacts such as the well‐known candy‐wrapper effect and volume loss. Then we enforce some geometric constraints which displace the positions of the vertices to mimic the behaviour of the skin and achieve effects like volume preservation and jiggling. We allow the artist to control the amount of jiggling and the area of the skin affected by it. The geometric constraints are solved using a position‐based dynamics (PBDs) schema. We employ a graph colouring algorithm for parallelizing the computation of the constraints. Being based on PBDs guarantees efficiency and real‐time performances while enduring robustness and unconditional stability. We demonstrate the visual quality and the performance of our approach with a variety of skeleton‐driven soft body characters. 相似文献
65.
J. Kratt M. Spicker A. Guayaquil M. Fiser S. Pirk O. Deussen J. C. Hart B. Benes 《Computer Graphics Forum》2015,34(2):361-372
We present a botanical simulation of secondary (cambial) tree growth coupled to a physical cracking simulation of its bark. Whereas level set growth would use a fixed resolution voxel grid, our system extends the deformable simplicial complex (DSC), supporting new biological growth functions robustly on any surface polygonal mesh with adaptive subdivision, collision detection and topological control. We extend the DSC with temporally coherent texturing, and surface cracking with a user‐controllable biological model coupled to the stresses introduced by the cambial growth model. 相似文献
66.
This work presents a method for efficiently simplifying the pressure projection step in a liquid simulation. We first devise a straightforward dimension reduction technique that dramatically reduces the cost of solving the pressure projection. Next, we introduce a novel change of basis that satisfies free‐surface boundary conditions exactly, regardless of the accuracy of the pressure solve. When combined, these ideas greatly reduce the computational complexity of the pressure solve without compromising free surface boundary conditions at the highest level of detail. Our techniques are easy to parallelize, and they effectively eliminate the computational bottleneck for large liquid simulations. 相似文献
67.
Tetsuya Takahashi Yoshinori Dobashi Issei Fujishiro Tomoyuki Nishita Ming C. Lin 《Computer Graphics Forum》2015,34(2):493-502
We propose a stable and efficient particle‐based method for simulating highly viscous fluids that can generate coiling and buckling phenomena and handle variable viscosity. In contrast to previous methods that use explicit integration, our method uses an implicit formulation to improve the robustness of viscosity integration, therefore enabling use of larger time steps and higher viscosities. We use Smoothed Particle Hydrodynamics to solve the full form of viscosity, constructing a sparse linear system with a symmetric positive definite matrix, while exploiting the variational principle that automatically enforces the boundary condition on free surfaces. We also propose a new method for extracting coefficients of the matrix contributed by second‐ring neighbor particles to efficiently solve the linear system using a conjugate gradient solver. Several examples demonstrate the robustness and efficiency of our implicit formulation over previous methods and illustrate the versatility of our method. 相似文献
68.
CCS上FFT运算的实现 总被引:6,自引:0,他引:6
FFT运算是数字信号处理技术的基础,DSP经常要用到FFT的运算,但FFT算法程序的编写调试费时费力。TI公司提供了以TMS320C28x系列芯片为基础的CCSFFTLibrary库函数,该库函数专门用于FFT运算,使在TMS320C28x系列芯片上实现FFT变得容易,本文就在CCS软件仿真器模式情况下对FFTLibrary库函数进行介绍并就使用方法进行说明。 相似文献
69.
Kai-Wen Hsiao Yong-Liang Yang Yung-Chih Chiu Min-Chun Hu Chih-Yuan Yao Hung-Kuo Chu 《Computer Graphics Forum》2023,42(2):37-49
Logos are one of the most important graphic design forms that use an abstracted shape to clearly represent the spirit of a community. Among various styles of abstraction, a particular golden-ratio design is frequently employed by designers to create a concise and regular logo. In this context, designers utilize a set of circular arcs with golden ratios (i.e., all arcs are taken from circles whose radii form a geometric series based on the golden ratio) as the design elements to manually approximate a target shape. This error-prone process requires a large amount of time and effort, posing a significant challenge for design space exploration. In this work, we present a novel computational framework that can automatically generate golden ratio logo abstractions from an input image. Our framework is based on a set of carefully identified design principles and a constrained optimization formulation respecting these principles. We also propose a progressive approach that can efficiently solve the optimization problem, resulting in a sequence of abstractions that approximate the input at decreasing levels of detail. We evaluate our work by testing on images with different formats including real photos, clip arts, and line drawings. We also extensively validate the key components and compare our results with manual results by designers to demonstrate the effectiveness of our framework. Moreover, our framework can largely benefit design space exploration via easy specification of design parameters such as abstraction levels, golden circle sizes, etc. 相似文献
70.