全文获取类型
收费全文 | 7875篇 |
免费 | 967篇 |
国内免费 | 360篇 |
专业分类
电工技术 | 239篇 |
技术理论 | 1篇 |
综合类 | 359篇 |
化学工业 | 828篇 |
金属工艺 | 286篇 |
机械仪表 | 288篇 |
建筑科学 | 452篇 |
矿业工程 | 72篇 |
能源动力 | 728篇 |
轻工业 | 359篇 |
水利工程 | 220篇 |
石油天然气 | 154篇 |
武器工业 | 55篇 |
无线电 | 823篇 |
一般工业技术 | 498篇 |
冶金工业 | 191篇 |
原子能技术 | 309篇 |
自动化技术 | 3340篇 |
出版年
2024年 | 10篇 |
2023年 | 53篇 |
2022年 | 156篇 |
2021年 | 189篇 |
2020年 | 143篇 |
2019年 | 142篇 |
2018年 | 178篇 |
2017年 | 293篇 |
2016年 | 361篇 |
2015年 | 372篇 |
2014年 | 486篇 |
2013年 | 457篇 |
2012年 | 526篇 |
2011年 | 596篇 |
2010年 | 481篇 |
2009年 | 531篇 |
2008年 | 526篇 |
2007年 | 435篇 |
2006年 | 506篇 |
2005年 | 500篇 |
2004年 | 437篇 |
2003年 | 408篇 |
2002年 | 302篇 |
2001年 | 202篇 |
2000年 | 167篇 |
1999年 | 140篇 |
1998年 | 94篇 |
1997年 | 86篇 |
1996年 | 59篇 |
1995年 | 52篇 |
1994年 | 57篇 |
1993年 | 48篇 |
1992年 | 40篇 |
1991年 | 35篇 |
1990年 | 15篇 |
1989年 | 17篇 |
1988年 | 16篇 |
1987年 | 13篇 |
1986年 | 6篇 |
1985年 | 8篇 |
1984年 | 10篇 |
1983年 | 6篇 |
1982年 | 9篇 |
1981年 | 6篇 |
1979年 | 2篇 |
1978年 | 4篇 |
1977年 | 7篇 |
1976年 | 6篇 |
1975年 | 4篇 |
1959年 | 2篇 |
排序方式: 共有9202条查询结果,搜索用时 15 毫秒
91.
Yulia Gryaditskya Tania Pouli Erik Reinhard Hans‐Peter Seidel 《Computer Graphics Forum》2014,33(7):61-69
Image calibration requires both linearization of pixel values and scaling so that values in the image correspond to real‐world luminances. In this paper we focus on the latter and rather than rely on camera characterization, we calibrate images by analysing their content and metadata, obviating the need for expensive measuring devices or modeling of lens and camera combinations. Our analysis correlates sky pixel values to luminances that would be expected based on geographical metadata. Combined with high dynamic range (HDR) imaging, which gives us linear pixel data, our algorithm allows us to find absolute luminance values for each pixel—effectively turning digital cameras into absolute light meters. To validate our algorithm we have collected and annotated a calibrated set of HDR images and compared our estimation with several other approaches, showing that our approach is able to more accurately recover absolute luminance. We discuss various applications and demonstrate the utility of our method in the context of calibrated color appearance reproduction and lighting design. 相似文献
92.
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
93.
Shihui Guo Jian Chang Xiaosong Yang Wencheng Wang Jianjun Zhang 《Computer Graphics Forum》2014,33(7):31-40
Natural‐looking insect animation is very difficult to simulate. The fast movement and small scale of insects often challenge the standard motion capture techniques. As for the manual key‐framing or physics‐driven methods, significant amounts of time and efforts are necessary due to the delicate structure of the insect, which prevents practical applications. In this paper, we address this challenge by presenting a two‐level control framework to efficiently automate the modeling and authoring of insects’ locomotion. On the top level, we design a Triangle Placement Engine to automatically determine the location and orientation of insects’ foot contacts, given the user‐defined trajectory and settings, including speed, load, path and terrain etc. On the low‐level, we relate the Central Pattern Generator to the triangle profiles with the assistance of a Controller Look‐Up Table to fast simulate the physically‐based movement of insects. With our approach, animators can directly author insects’ behavior among a wide range of locomotion repertoire, including walking along a specified path or on an uneven terrain, dynamically adjusting to external perturbations and collectively transporting prey back to the nest. 相似文献
94.
95.
Inverse Procedural Modelling of Trees 总被引:1,自引:0,他引:1
O. Stava S. Pirk J. Kratt B. Chen R. Měch O. Deussen B. Benes 《Computer Graphics Forum》2014,33(6):118-131
Procedural tree models have been popular in computer graphics for their ability to generate a variety of output trees from a set of input parameters and to simulate plant interaction with the environment for a realistic placement of trees in virtual scenes. However, defining such models and their parameters is a difficult task. We propose an inverse modelling approach for stochastic trees that takes polygonal tree models as input and estimates the parameters of a procedural model so that it produces trees similar to the input. Our framework is based on a novel parametric model for tree generation and uses Monte Carlo Markov Chains to find the optimal set of parameters. We demonstrate our approach on a variety of input models obtained from different sources, such as interactive modelling systems, reconstructed scans of real trees and developmental models. 相似文献
96.
In this paper, we propose a new continuous self‐collision detection (CSCD) method for a deformable surface that interacts with a simple solid model. The method is developed based on the radial‐view‐based culling method. Our method is suitable for the deformable surface that has large contact region with the solid model. The deformable surface may consist of small round‐shaped holes. At the pre‐processing stage, the holes of the deformable surface are filled with ghost triangles so as to make the mesh of the deformable surface watertight. An observer primitive (i.e. a point or a line segment) is computed so that it lies inside the solid model. At the runtime stage, the orientations of triangles with respect to the observer primitive are evaluated. The collision status of the deformable surface is then determined. We evaluated our method for several animations including virtual garments. Experimental results show that our method improves the process of CSCD. 相似文献
97.
Claudia Kuster Jean‐Charles Bazin Cengiz Öztireli Teng Deng Tobias Martin Tiberiu Popa Markus Gross 《Computer Graphics Forum》2014,33(2):1-10
Multi‐view reconstruction aims at computing the geometry of a scene observed by a set of cameras. Accurate 3D reconstruction of dynamic scenes is a key component for a large variety of applications, ranging from special effects to telepresence and medical imaging. In this paper we propose a method based on Moving Least Squares surfaces which robustly and efficiently reconstructs dynamic scenes captured by a calibrated set of hybrid color+depth cameras. Our reconstruction provides spatio‐temporal consistency and seamlessly fuses color and geometric information. We illustrate our approach on a variety of real sequences and demonstrate that it favorably compares to state‐of‐the‐art methods. 相似文献
98.
Capturing exposure sequences to compute high dynamic range (HDR) images causes motion blur in cases of camera movement. This also applies to light‐field cameras: frames rendered from multiple blurred HDR light‐field perspectives are also blurred. While the recording times of exposure sequences cannot be reduced for a single‐sensor camera, we demonstrate how this can be achieved for a camera array. Thus, we decrease capturing time and reduce motion blur for HDR light‐field video recording. Applying a spatio‐temporal exposure pattern while capturing frames with a camera array reduces the overall recording time and enables the estimation of camera movement within one light‐field video frame. By estimating depth maps and local point spread functions (PSFs) from multiple perspectives with the same exposure, regional motion deblurring can be supported. Missing exposures at various perspectives are then interpolated. 相似文献
99.
M. Schulze J. Martinez Esturo T. Günther C. Rössl H.‐P. Seidel T. Weinkauf H. Theisel 《Computer Graphics Forum》2014,33(3):1-10
Stream surfaces are a well‐studied and widely used tool for the visualization of 3D flow fields. Usually, stream surface seeding is carried out manually in time‐consuming trial and error procedures. Only recently automatic selection methods were proposed. Local methods support the selection of a set of stream surfaces, but, contrary to global selection methods, they evaluate only the quality of the seeding lines but not the quality of the whole stream surfaces. Global methods, on the other hand, only support the selection of a single optimal stream surface until now. However, for certain flow fields a single stream surface is not sufficient to represent all flow features. In our work, we overcome this limitation by introducing a global selection technique for a set of stream surfaces. All selected surfaces optimize global stream surface quality measures and are guaranteed to be mutually distant, such that they can convey different flow features. Our approach is an efficient extension of the most recent global selection method for single stream surfaces. We illustrate its effectiveness on a number of analytical and simulated flow fields and analyze the quality of the results in a user study. 相似文献
100.
In the literature on optimal regular volume sampling, the Body‐Centered Cubic (BCC) lattice has been proven to be optimal for sampling spherically band‐limited signals above the Nyquist limit. On the other hand, if the sampling frequency is below the Nyquist limit, the Face‐Centered Cubic (FCC) lattice was demonstrated to be optimal in reducing the prealiasing effect. In this paper, we confirm that the FCC lattice is indeed optimal in this sense in a certain interval of the sampling frequency. By theoretically estimating the prealiasing error in a realistic range of the sampling frequency, we show that in other frequency intervals, the BCC lattice and even the traditional Cartesian Cubic (CC) lattice are expected to minimize the prealiasing. The BCC lattice is superior over the FCC lattice if the sampling frequency is not significantly below the Nyquist limit. Interestingly, if the original signal is drastically undersampled, the CC lattice is expected to provide the lowest prealiasing error. Additionally, we give a comprehensible clarification that the sampling efficiency of the FCC lattice is lower than that of the BCC lattice. Although this is a well‐known fact, the exact percentage has been erroneously reported in the literature. Furthermore, for the sake of an unbiased comparison, we propose to rotate the Marschner‐Lobb test signal such that an undue advantage is not given to either lattice. 相似文献