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11.
通过对某二层住宅楼火灾后主体结构的检测鉴定与处理,分析火灾对建筑物的影响,探讨火灾后建筑结构的检测鉴定方法,提出火灾后建筑结构的处理方法,为同类建筑结构的火灾后检测鉴定及处理提供参考.  相似文献   
12.
设计一台钟表机芯柄轴与柄帽自动装配设备.根据零件的结构特点,设计一种自动上料装置,实现机芯柄轴与柄帽自动快速的装配,提高装配的效率和质量.  相似文献   
13.
对于大断面柴油机气缸盖,通过采用顶置发热冒口,并配合使用冷铁,能最大发挥冒口作用。对于大型单体气缸盖,可采用平组立浇方式,增强顺序凝固作用,进一步缩小缩松风险。  相似文献   
14.
In this research, an effective method for the form error prediction in side wall machining with a flat end mill is suggested. The form error is predicted directly from the tool deflection without surface generation by cutting edge locus with time simulation. The developed model can predict the surface form error accurately about 300 times faster than the previous method. Cutting forces and tool deflection are calculated considering tool geometry, tool setting error and machine tool stiffness. The characteristics and the difference of generated surface shape in up milling and down milling are discussed. The usefulness of the presented method is verified from a set of experiments under various cutting conditions generally used in die and mold manufacturing. This study contributes to real time surface shape estimation and cutting process planning for the improvement of form accuracy.  相似文献   
15.
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   
16.
以针对数控加工仿真的需要,以高斯映射理论为基础、GPU为主要硬件平台,提出一种基于并行计算的快速通用刀具空间扫描体建模方法.首先结合通用刀具的数学模型,利用高斯映射理论分析刀具平动时的扫描体建模原理;然后分析刀具做任意空间运动时的刀具表面点法向量和对应的接触映射,推导求解扫描体包络边界的表达式;再根据GPU上的通用计算方法和GPU图形绘制管线设计基于GPU实现刀具空间扫描体建模的算法流程,并利用C++、Open GL和Open GL着色语言GLSL实现了该方法.通过刀具扫描体建模实例,验证了文中方法的正确性与实时性.  相似文献   
17.
The article deals with the design and implementation of a flat filter tracking digital controller for a boost dc-dc power converter. A highly perturbed switched boost converter circuit is shown to be efficiently controlled, in a trajectory tracking task for its non-minimum phase output, by means of a suitable linear filter, here addressed as a flat filter. Flat filtering is a natural robust version of generalized proportional integral control (GPIC) by which the effects of arbitrary time varying exogenous disturbances, unknown endogenous nonlinearities and un-modeled dynamics can be jointly attenuated in a conceptually similar fashion to observer-based active disturbance rejection control (ADRC) and algebraic identification based model free control (MFC) but: a) without using extended state observers and b) respecting the original system order in a time-varying simplified model while avoiding algebraic estimation techniques. The proposed control technique based on the TMS320F28335 digital signal processor chip is tested by means of realistic simulations and experimental setup.  相似文献   
18.
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   
19.
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   
20.
The original prototype of the cellular automaton (CA) shading system (CASS) for building facades was based on rectangular array of cells and used liquid crystal technology. This paper introduces polarized film shading system (PFSS) – an alternative approach based on opto-mechanical modules whose opacity is a function of the rotation of polarized film elements. PFSS in regular tessellations: triangular, square and hexagonal are discussed. Simulations for each type of tessellation are presented and visualized. Visual attractiveness of emergent CA patterns manifested by “particles” and “solitons” is discussed.  相似文献   
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