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11.
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   
12.
手柄多工位级进模设计   总被引:7,自引:0,他引:7  
分析了文件夹手柄多工位级进模的冲压工艺 ,设计了排样图及模具结构。说明了模具结构的特点。该模具的上下模固定板具有高精度和长寿命 ,可快速更换凸模和凹模镶块 ,且重复装配精度高 ,可快速定位导料板 ,卸料板上安装了弯曲上模 ,卸料板既可弹性压料又可刚性卸料。  相似文献   
13.
Glossy to glossy reflections are lights bounced between glossy surfaces. Such directional light transports are important for humans to perceive glossy materials, but difficult to simulate. This paper proposes a new method for rendering screen‐space glossy to glossy reflections in realtime. We use spherical von Mises‐Fisher (vMF) distributions to model glossy BRDFs at surfaces, and employ screen space directional occlusion (SSDO) rendering framework to trace indirect light transports bounced in the screen space. As our main contributions, we derive a new parameterization of vMF distribution so as to convert the non‐linear fit of multiple vMF distributions into a linear sum in the new space. Then, we present a new linear filtering technique to build MIP‐maps on glossy BRDFs, which allows us to create filtered radiance transfer functions at runtime, and efficiently estimate indirect glossy to glossy reflections. We demonstrate our method in a realtime application for rendering scenes with dynamic glossy objects. Compared with screen space directional occlusion, our approach only requires one extra texture and has a negligible overhead, 3% ~ 6% loss at frame rate, but enables glossy to glossy reflections.  相似文献   
14.
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   
15.
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   
16.
We introduce a novel fitting procedure that takes as input an arbitrary material, possibly anisotropic, and automatically converts it to a microfacet BRDF. Our algorithm is based on the property that the distribution of microfacets may be retrieved by solving an eigenvector problem that is built solely from backscattering samples. We show that the eigenvector associated to the largest eigenvalue is always the only solution to this problem, and compute it using the power iteration method. This approach is straightforward to implement, much faster to compute, and considerably more robust than solutions based on nonlinear optimizations. In addition, we provide simple conversion procedures of our fits into both Beckmann and GGX roughness parameters, and discuss the advantages of microfacet slope space to make our fits editable. We apply our method to measured materials from two large databases that include anisotropic materials, and demonstrate the benefits of spatially varying roughness on texture mapped geometric models.  相似文献   
17.
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   
18.
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   
19.
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   
20.
PFMM(perspective fast marching method)是一种有效解决透视投影下从明暗恢复形状(SFS)问题的方法,但是适应条件受限,且对初始数据的精度较为敏感。本文通过对Eikonal方程系数的分析,提出了在透视投影下基于自适应Eikonal方程的PFMM,解决了PFMM对初始数据过于依赖的问题,是PFMM的推广。对合成图像的实验表明本文算法比PFMM精度更高,对透视投影下SFS问题可以得到比较好的结果。  相似文献   
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