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71.
相对于主机集中式架构,以X86和云计算为基础的分布式架构在扩展性、低成本方面的优势明显,随着技术的进步,其可用性也在逐步提升,已经成为主流的架构方案.针对在数据库层应用分布式架构,本文从分库分表、读写分离、数据共享和访问性能优化、高效运维等方面,提出了一套适用于银行核心业务系统的分布式架构解决方案,并已取得应用实践的成功. 相似文献
72.
Rendering translucent materials in real time is usually done by using surface diffusion and/or (translucent) shadow maps. The downsides of these approaches are, that surface diffusion cannot handle translucency effects that show up when rendering thin objects, and that translucent shadow maps are only available for point light sources. Furthermore, translucent shadow maps introduce limitations to shadow mapping techniques exploiting the same maps. In this paper we present a novel approach for rendering translucent materials at interactive frame rates. Our approach allows for an efficient calculation of translucency with native support for general illumination conditions, especially area and environment lighting, at high accuracy. The proposed technique's only parameter is the used diffusion profile, and thus it works out of the box without any parameter tuning. Furthermore, it can be used in combination with any existing surface diffusion techniques to add translucency effects. Our approach introduces Spatial Adjacency Maps that depend on precalculations to be done for fixed meshes. We show that these maps can be updated in real time to also handle deforming meshes and that our results are of superior quality as compared to other well known real‐time techniques for rendering translucency. 相似文献
73.
We present a new technique to jointly MIP‐map BRDF and normal maps. Starting with generating an instant BRDF map, our technique builds its MIP‐mapped versions based on a highly efficient algorithm that interpolates von Mises‐Fisher (vMF) distributions. In our BRDF MIP‐maps, each pixel stores a vMF mixture approximating the average of all BRDF lobes from the finest level. Our method is capable of jointly MIP‐mapping BRDF and normal maps, even with high‐frequency variations, at real‐time while preserving high‐quality reflectance details. Further, it is very fast, easy to implement, and requires no precomputation. 相似文献
74.
In the theory of shape from shading, behaviours of the local solution around a critical point of the image play an important role. This paper shows that the second derivatives of the object surface can be locally determined at these image critical points. Closed form expressions of the surface second derivatives in terms of the second derivatives of the image brightness and of the reflectance map are shown. They are derived as follows: By differentiating the image irradiance equation twice at an image critical point, a set of polynomial equations is obtained that contains the second derivatives of the surface, of the image brightness and of the reflectance map. Regarding these equations as simultaneous equations for unknown surface second derivatives, they are algebraically solved and their explicit expressions are derived. Such a derivation is possible only at image critical points and is impossible at any other image point. The applicability of the derived expressions to noisy images is tested using synthetic images. 相似文献
75.
We present two novel mobile reflectometry approaches for acquiring detailed spatially varying isotropic surface reflectance and mesostructure of a planar material sample using commodity mobile devices. The first approach relies on the integrated camera and flash pair present on typical mobile devices to support free‐form handheld acquisition of spatially varying rough specular material samples. The second approach, suited for highly specular samples, uses the LCD panel to illuminate the sample with polarized second‐order gradient illumination. To address the limited overlap of the front facing camera's view and the LCD illumination (and thus limited sample size), we propose a novel appearance transfer method that combines controlled reflectance measurement of a small exemplar section with uncontrolled reflectance measurements of the full sample under natural lighting. Finally, we introduce a novel surface detail enhancement method that adds fine scale surface mesostructure from close‐up observations under uncontrolled natural lighting. We demonstrate the accuracy and versatility of the proposed mobile reflectometry methods on a wide variety of spatially varying materials. 相似文献
76.
提出一种基于边界轮廓的区域生长算法提取各个细胞的图像,并运用阴影恢复技术进一步得到每个细胞的三维高度场数据,这些三维数据可用于计算细胞表面曲率。整个提取算法分为三个步骤:轮廓跟踪、区域生长、基于SEM成像条件的三维形状重建。考虑到重叠细胞的统计特征,只需提取处在最上层的细胞。实验结果表明,该方法具有很强的可行性和实用性。 相似文献
77.
We present a spectral rendering technique that offers a compelling set of advantages over existing approaches. The key idea is to propagate energy along paths for a small, constant number of changing wavelengths. The first of these, the hero wavelength, is randomly sampled for each path, and all directional sampling is solely based on it. The additional wavelengths are placed at equal distances from the hero wavelength, so that all path wavelengths together always evenly cover the visible range. A related technique, spectral multiple importance sampling, was already introduced a few years ago. We propose a simplified and optimised version of this approach which is easier to implement, has good performance characteristics, and is actually more powerful than the original method. Our proposed method is also superior to techniques which use a static spectral representation, as it does not suffer from any inherent representation bias. We demonstrate the performance of our method in several application areas that are of critical importance for production work, such as fidelity of colour reproduction, sub‐surface scattering, dispersion and volumetric effects. We also discuss how to couple our proposed approach with several technologies that are important in current production systems, such as photon maps, bidirectional path tracing, environment maps, and participating media. 相似文献
78.
The quality of shadow mapping is traditionally limited by texture resolution. We present a novel lossless compression scheme for high‐resolution shadow maps based on precomputed multiresolution hierarchies. Traditional multiresolution trees can compactly represent homogeneous regions of shadow maps at coarser levels, but require many nodes for fine details. By conservatively adapting the depth map, we can significantly reduce the tree complexity. Our proposed method offers high compression rates, avoids quantization errors, exploits coherency along all data dimensions, and is well‐suited for GPU architectures. Our approach can be applied for coherent shadow maps as well, enabling several applications, including high‐quality soft shadows and dynamic lights moving on fixed‐trajectories. 相似文献
79.
Solving aliasing artifacts is an essential problem in shadow mapping approaches. Many works have been proposed, however, most of them focused on removing the texel‐level aliasing that results from the limited resolution of shadow maps. Little work has been done to solve the pixel‐level shadow aliasing that is produced by the rasterization on the screen plane. In this paper, we propose a fast, sub‐pixel antialiased shadowing algorithm to solve the pixel aliasing problem. Our work is based on the alias‐free shadow maps, which is capable of computing accurate per‐pixel shadow, and only incurs little cost to extend to sub‐pixel accuracy. Instead of direct supersampling the screen space, we take facets to approximate pixels in shadow testing. The shadowed area of one facet is rapidly evaluated by projecting blocker geometry onto a supersampled 2D occlusion mask with bitmasks fusion. It provides a sub‐pixel occlusion sampling so as to capture fine shadow details and features. Furthermore, we introduce the silhouette mask map that limits visibility evaluation to pixels only on the silhouette, which greatly reduces the computation cost. Our algorithm runs entirely on the GPU, achieving real‐time performance and is an order of magnitude faster than the brute‐force supersampling method to produce comparable 32× antialiased shadows. 相似文献
80.
Texture atlases are commonly used as representations for mesh parameterizations in numerous applications including texture and normal mapping. Therefore, packing is an important post‐processing step that tries to place and orient the single parameterizations in a way that the available space is used as efficiently as possible. However, since packing is NP hard, only heuristics can be used in practice to find near‐optimal solutions. In this publication we introduce the new search space of modulo valid packings. The key idea thereby is to allow the texture charts to wrap around in the atlas. By utilizing this search space we propose a new algorithm that can be used in order to automatically pack texture atlases. In the evaluation section we show that our algorithm achieves solutions with a significantly higher packing efficiency when compared to the state of the art, especially for complex packing problems. 相似文献