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61.
62.
In this paper, we introduce a novel technique for pre‐filtering multi‐layer shadow maps. The occluders in the scene are stored as variable‐length lists of fragments for each texel. We show how this representation can be filtered by progressively merging these lists. In contrast to previous pre‐filtering techniques, our method better captures the distribution of depth values, resulting in a much higher shadow quality for overlapping occluders and occluders with different depths. The pre‐filtered maps are generated and evaluated directly on the GPU, and provide efficient queries for shadow tests with arbitrary filter sizes. Accurate soft shadows are rendered in real‐time even for complex scenes and difficult setups. Our results demonstrate that our pre‐filtered maps are general and particularly scalable. 相似文献
63.
针对三峡—葛洲坝梯级水利枢纽运行的流量、水位、电力数据进行相关分析研究,揭示出三峡出库流量与葛洲坝入库流量、葛洲坝毛水头与耗水率、葛洲坝出库流量与葛洲坝下游水位相互关系和变化规律,并根据拟合的关系线制成关系表,以指导葛洲坝工程出力预报及修订水库调度出力计划。 相似文献
64.
近年来,三峡水库藻类水华频发,而传统的藻类检测方法由于分类鉴定工作量大,难以适应野外大批量样品快速准确分析的要求,因此,开展水华的快速监测和鉴定工作迫在眉睫。在藻类形态特征识别与快速定量检测方面,流式细胞摄像系统(FlowCAM)是目前先进可靠的方法。采用流式细胞摄像系统技术对三峡水库水华藻类样品建立了藻类特征的自动鉴定标准,进行藻类快速检测分析,并与显微镜人工检测方法进行对比研究。结果表明:三峡库区各支流采样点鉴定出的优势藻类为4~10种;小江黄石、小江河口、大宁河和梅溪河采样点优势种依次为飞燕角甲藻、微囊藻、拟多甲藻和颗粒直链藻,检测结果和显微镜方法检测结果一致;FlowCAM可在15 min内快速完成藻类鉴定分析,测量精度高,有传统检测方法不可比拟的优势。总之,FlowCAM为水华藻类的快速检测提供了一个行之有效的方法。 相似文献
65.
宝塔坪滑坡是三峡库区现有成因复杂的巨型老滑坡之一,长期以来,工程界对其形成机制一直有着不同的认识。通过详细的现场调查和对勘察资料的深入分析,基于滑坡形态和结构特征,进一步探讨了宝塔坪滑坡的形成机制和演化过程。研究发现:滑坡发育受控于巴东组三段泥灰岩内部及其与二段泥岩之间的层间错动带、坡体后部卸荷裂隙带和长江下切提供的高陡临空面。根据巴东组四段紫红色泥岩在滑坡区不同高程的分布和滑坡结构分析,滑坡形成及演化具有典型“多期活动,逐级牵引”模式。该滑坡共分3期活动历史,地质力学模式均为“临空面形成-卸荷裂隙带发育-泥化的层间错动带塑流沉陷-蠕滑拉裂-滑面贯通”。每期活动牵引后部坡体变形,进而重复前一期的变形破坏过程。 相似文献
66.
三峡右岸电站是世界上首个在700 MW级水轮发电机主回路配套使用发电机断路器(简称GCB)的水电工程,其额定电流26 kA、短路开断电流160 kA。为了确保大型GCB在三峡工程中得到成功运用,进行了大量的工程设计和研究工作,解决了GCB特征参数确定、设备布置、厂内运输安装等一系列工程实际问题。对GCB在三峡水电站工程实际运用中遇到的一些问题及其有针对性地开展的分析研究工作、所采取的一些应对措施等情况作了介绍。对问题的论述及结论可为同类电站的设计提供参考。 相似文献
67.
Johannes Meng Florian Simon Johannes Hanika Carsten Dachsbacher 《Computer Graphics Forum》2015,34(4):31-40
In photorealistic image synthesis the radiative transfer equation is often not solved by simulating every wavelength of light, but instead by computing tristimulus transport, for instance using sRGB primaries as a basis. This choice is convenient, because input texture data is usually stored in RGB colour spaces. However, there are problems with this approach which are often overlooked or ignored. By comparing to spectral reference renderings, we show how rendering in tristimulus colour spaces introduces colour shifts in indirect light, violation of energy conservation, and unexpected behaviour in participating media. Furthermore, we introduce a fast method to compute spectra from almost any given XYZ input colour. It creates spectra that match the input colour precisely. Additionally, like in natural reflectance spectra, their energy is smoothly distributed over wide wavelength bands. This method is both useful to upsample RGB input data when spectral transport is used and as an intermediate step for corrected tristimulus‐based transport. Finally, we show how energy conservation can be enforced in RGB by mapping colours to valid reflectances. 相似文献
68.
Henning Zimmer Fabrice Rousselle Wenzel Jakob Oliver Wang David Adler Wojciech Jarosz Olga Sorkine‐Hornung Alexander Sorkine‐Hornung 《Computer Graphics Forum》2015,34(4):131-142
Renderings of animation sequences with physics‐based Monte Carlo light transport simulations are exceedingly costly to generate frame‐by‐frame, yet much of this computation is highly redundant due to the strong coherence in space, time and among samples. A promising approach pursued in prior work entails subsampling the sequence in space, time, and number of samples, followed by image‐based spatio‐temporal upsampling and denoising. These methods can provide significant performance gains, though major issues remain: firstly, in a multiple scattering simulation, the final pixel color is the composite of many different light transport phenomena, and this conflicting information causes artifacts in image‐based methods. Secondly, motion vectors are needed to establish correspondence between the pixels in different frames, but it is unclear how to obtain them for most kinds of light paths (e.g. an object seen through a curved glass panel). To reduce these ambiguities, we propose a general decomposition framework, where the final pixel color is separated into components corresponding to disjoint subsets of the space of light paths. Each component is accompanied by motion vectors and other auxiliary features such as reflectance and surface normals. The motion vectors of specular paths are computed using a temporal extension of manifold exploration and the remaining components use a specialized variant of optical flow. Our experiments show that this decomposition leads to significant improvements in three image‐based applications: denoising, spatial upsampling, and temporal interpolation. 相似文献
69.
We present a novel physically‐based method to visualize stress tensor fields. By incorporating photoelasticity into traditional raycasting and extending it with reflection and refraction, taking into account polarization, we obtain the virtual counterpart to traditional experimental polariscopes. This allows us to provide photoelastic analysis of stress tensor fields in arbitrary domains. In our model, the optical material properties, such as stress‐optic coefficient and refractive index, can either be chosen in compliance with the subject under investigation, or, in case of stress problems that do not model optical properties or that are not transparent, be chosen according to known or even new transparent materials. This enables direct application of established polariscope methodology together with respective interpretation. Using a GPU‐based implementation, we compare our technique to experimental data, and demonstrate its utility with several simulated datasets. 相似文献
70.
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