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991.
主要介绍国华宁海电厂2×1000MW超超临界燃煤机组协调控制(CCS)原理、协调回路的构成及相关的逻辑关系;分析了调试过程中出现的一些故障原因、处理过程及协调优化改进的措施。  相似文献   
992.
QR code is a 2D matrix barcode widely used for product tracking, identification, document management and general marketing. Recently, there have been various attempts to utilize QR codes in 3D manufacturing by carving QR codes on the surface of the printed 3D shape. Nevertheless, significant shape editing and modulation may be required to allow readability of the embedded 3D-QR-codes with good decoding accuracy. In this paper, we introduce a novel QR code 3D fabrication framework aimed at unobtrusive embedding of 3D-QR-codes in the shape hence introducing minimal shape modulation. Essentially, our method computes bi-directional carvings in the 3D shape surface to obtain the black-and-white QR pattern. By using a directional light source, the black-and-white QR pattern emerges as lighted and shadow casted blocks on the shape respectively. To account for minimal modulation and elusiveness, we optimize the QR code carving w.r.t. shape geometry, visual disparity and light source position. Our technique employs a simulation of lighting phenomena through carved modules on the shape to ensure adequate contrast of the printed 3D-QR-code.  相似文献   
993.
The considerable interest in the high performance computing (HPC) community regarding analyzing and visualization data without first writing to disk, i. e., in situ processing, is due to several factors. First is an I/O cost savings, where data is analyzed/visualized while being generated, without first storing to a filesystem. Second is the potential for increased accuracy, where fine temporal sampling of transient analysis might expose some complex behavior missed in coarse temporal sampling. Third is the ability to use all available resources, CPU's and accelerators, in the computation of analysis products. This STAR paper brings together researchers, developers and practitioners using in situ methods in extreme‐scale HPC with the goal to present existing methods, infrastructures, and a range of computational science and engineering applications using in situ analysis and visualization.  相似文献   
994.
In this paper we introduce TimeArcs, a novel visualization technique for representing dynamic relationships between entities in a network. Force‐directed layouts provide a way to highlight related entities by positioning them near to each other Entities are brought closer to each other (forming clusters) by forces applied on nodes and connections between nodes. In many application domains, relationships between entities are not temporally stable, which means that cluster structures and cluster memberships also may vary across time. Our approach merges multiple force‐directed layouts at different time points into a single comprehensive visualization that provides a big picture overview of the most significant clusters within a user‐defined period of time. TimeArcs also supports a range of interactive features, such as allowing users to drill‐down in order to see details about a particular cluster. To highlight the benefits of this technique, we demonstrate its application to various datasets, including the IMDB co‐star network, a dataset showing conflicting evidences within biomedical literature of protein interactions, and collocated popular phrases obtained from political blogs.  相似文献   
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We present a novel highly parallel method for optimizing bounding volume hierarchies (BVH) targeting contemporary GPU architectures. The core of our method is based on the insertion‐based BVH optimization that is known to achieve excellent results in terms of the SAH cost. The original algorithm is, however, inherently sequential: no efficient parallel version of the method exists, which limits its practical utility. We reformulate the algorithm while exploiting the observation that there is no need to remove the nodes from the BVH prior to finding their optimized positions in the tree. We can search for the optimized positions for all nodes in parallel while simultaneously tracking the corresponding SAH cost reduction. We update in parallel all nodes for which better position was found while efficiently handling potential conflicts during these updates. We implemented our algorithm in CUDA and evaluated the resulting BVH in the context of the GPU ray tracing. The results indicate that the method is able to achieve the best ray traversal performance among the state of the art GPU‐based BVH construction methods.  相似文献   
998.
We present an approach to incorporate topological priors in the reconstruction of a surface from a point scan. We base the reconstruction on basis functions which are optimized to provide a good fit to the point scan while satisfying predefined topological constraints. We optimize the parameters of a model to obtain a likelihood function over the reconstruction domain. The topological constraints are captured by persistence diagrams which are incorporated within the optimization algorithm to promote the correct topology. The result is a novel topology-aware technique which can (i) weed out topological noise from point scans, and (ii) capture certain nuanced properties of the underlying shape which could otherwise be lost while performing surface reconstruction. We show results reconstructing shapes with multiple potential topologies, compare to other classical surface construction techniques, and show the completion of real scan data.  相似文献   
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1000.
Automatically computing a cinematographic consistent sequence of shots over a set of actions occurring in a 3D world is a complex task which requires not only the computation of appropriate shots (viewpoints) and appropriate transitions between shots (cuts), but the ability to encode and reproduce elements of cinematographic style. Models proposed in the literature, generally based on finite state machine or idiom‐based representations, provide limited functionalities to build sequences of shots. These approaches are not designed in mind to easily learn elements of cinematographic style, nor do they allow to perform significant variations in style over the same sequence of actions. In this paper, we propose a model for automated cinematography that can compute significant variations in terms of cinematographic style, with the ability to control the duration of shots and the possibility to add specific constraints to the desired sequence. The model is parametrized in a way that facilitates the application of learning techniques. By using a Hidden Markov Model representation of the editing process, we demonstrate the possibility of easily reproducing elements of style extracted from real movies. Results comparing our model with state‐of‐the‐art first‐order Markovian representations illustrate these features, and robustness of the learning technique is demonstrated through cross‐validation.  相似文献   
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