首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   622篇
  免费   99篇
  国内免费   16篇
综合类   17篇
化学工业   3篇
金属工艺   5篇
机械仪表   23篇
建筑科学   19篇
矿业工程   2篇
能源动力   1篇
轻工业   5篇
无线电   66篇
一般工业技术   19篇
冶金工业   6篇
原子能技术   2篇
自动化技术   569篇
  2025年   2篇
  2023年   3篇
  2021年   2篇
  2020年   5篇
  2019年   10篇
  2018年   27篇
  2017年   40篇
  2016年   51篇
  2015年   47篇
  2014年   49篇
  2013年   27篇
  2012年   37篇
  2011年   60篇
  2010年   46篇
  2009年   44篇
  2008年   39篇
  2007年   30篇
  2006年   21篇
  2005年   20篇
  2004年   21篇
  2003年   9篇
  2002年   10篇
  2001年   11篇
  2000年   11篇
  1999年   13篇
  1998年   17篇
  1997年   9篇
  1996年   3篇
  1995年   5篇
  1994年   3篇
  1993年   11篇
  1992年   5篇
  1991年   3篇
  1988年   4篇
  1987年   3篇
  1985年   6篇
  1984年   1篇
  1983年   2篇
  1982年   1篇
  1981年   4篇
  1980年   3篇
  1979年   7篇
  1978年   4篇
  1977年   1篇
  1976年   1篇
  1974年   2篇
  1973年   2篇
  1964年   1篇
  1962年   1篇
  1954年   1篇
排序方式: 共有737条查询结果,搜索用时 0 毫秒
61.
Decomposing an input image into its intrinsic shading and reflectance components is a long‐standing ill‐posed problem. We present a novel algorithm that requires no user strokes and works on a single image. Based on simple assumptions about its reflectance and luminance, we first find clusters of similar reflectance in the image, and build a linear system describing the connections and relations between them. Our assumptions are less restrictive than widely‐adopted Retinex‐based approaches, and can be further relaxed in conflicting situations. The resulting system is robust even in the presence of areas where our assumptions do not hold. We show a wide variety of results, including natural images, objects from the MIT dataset and texture images, along with several applications, proving the versatility of our method.  相似文献   
62.
We present a stylized scheme that produces pencil drawings in a range of styles from an image. To produce controllable pencil drawing effects and remedy the problems of existing convolution‐based schemes, we develop a swing bilateral LIC (SBL) filter. Our first approach to express the styled pencil drawings is to control the directions of pencil strokes that depicts both shapes and smooth tone. Another approach is to produce colors of pencil drawings by sampling colors from real color pencils. The third approach is to mimic the artistic technique that increases the details of drawings in a progressive manner. We present drawings in several styles and compare some of them directly with illustrations taken from an artists' work.  相似文献   
63.
Environment‐mapped rendering of Lambertian isotropic surfaces is common, and a popular technique is to use a quadratic spherical harmonic expansion. This compact irradiance map representation is widely adopted in interactive applications like video games. However, many materials are anisotropic, and shading is determined by the local tangent direction, rather than the surface normal. Even for visualization and illustration, it is increasingly common to define a tangent vector field, and use anisotropic shading. In this paper, we extend spherical harmonic irradiance maps to anisotropic surfaces, replacing Lambertian reflectance with the diffuse term of the popular Kajiya‐Kay model. We show that there is a direct analogy, with the surface normal replaced by the tangent. Our main contribution is an analytic formula for the diffuse Kajiya‐Kay BRDF in terms of spherical harmonics; this derivation is more complicated than for the standard diffuse lobe. We show that the terms decay even more rapidly than for Lambertian reflectance, going as l–3, where l is the spherical harmonic order, and with only 6 terms (l = 0 and l = 2) capturing 99.8% of the energy. Existing code for irradiance environment maps can be trivially adapted for real‐time rendering with tangent irradiance maps. We also demonstrate an application to offline rendering of the diffuse component of fibers, using our formula as a control variate for Monte Carlo sampling.  相似文献   
64.
Medical illustrations have been used for a long time for teaching and communicating information for diagnosis or surgery planning. Illustrative visualization systems create methods and tools that adapt traditional illustration techniques to enhance the result of renderings. Clipping the volume is a popular operation in volume rendering for inspecting the inner parts, though it may remove some information of the context that is worth preserving. In this paper we present a new editing technique based on the use of clipping planes, direct structure extrusion, and illustrative methods, which preserves the context by adapting the extruded region to the structures of interest of the volumetric model. We will show that users may interactively modify the clipping plane and edit the structures to highlight, in order to easily create the desired result. Our approach works with segmented volume models and non‐segmented ones. In the last case, a local segmentation is performed on‐the‐fly. We will demonstrate the efficiency and utility of our method.  相似文献   
65.
We present a method for analytically calculating an anti‐aliased rasterization of arbitrary polygons or fonts bounded by Bézier curves in 2D as well as oriented triangle meshes in 3D. Our algorithm rasterizes multiple resolutions simultaneously using a hierarchical wavelet representation and is robust to degenerate inputs. We show that using the simplest wavelet, the Haar basis, is equivalent to performing a box‐filter to the rasterized image. Because we evaluate wavelet coefficients through line integrals in 2D, we are able to derive analytic solutions for polygons that have Bézier curve boundaries of any order, and we provide solutions for quadratic and cubic curves. In 3D, we compute the wavelet coefficients through analytic surface integrals over triangle meshes and show how to do so in a computationally efficient manner.  相似文献   
66.
In this paper we revisit the computation and visualization of equivalents to isocontours in uncertain scalar fields. We model uncertainty by discrete random fields and, in contrast to previous methods, also take arbitrary spatial correlations into account. Starting with joint distributions of the random variables associated to the sample locations, we compute level crossing probabilities for cells of the sample grid. This corresponds to computing the probabilities that the well‐known symmetry‐reduced marching cubes cases occur in random field realizations. For Gaussian random fields, only marginal density functions that correspond to the vertices of the considered cell need to be integrated. We compute the integrals for each cell in the sample grid using a Monte Carlo method. The probabilistic ansatz does not suffer from degenerate cases that usually require case distinctions and solutions of ill‐conditioned problems. Applications in 2D and 3D, both to synthetic and real data from ensemble simulations in climate research, illustrate the influence of spatial correlations on the spatial distribution of uncertain isocontours.  相似文献   
67.
    
This paper presents an improvement to the stochastic progressive photon mapping (SPPM), a method for robustly simulating complex global illumination with distributed ray tracing effects. Normally, similar to photon mapping and other particle tracing algorithms, SPPM would become inefficient when the photons are poorly distributed. An inordinate amount of photons are required to reduce the error caused by noise and bias to acceptable levels. In order to optimize the distribution of photons, we propose an extension of SPPM with a Metropolis‐Hastings algorithm, effectively exploiting local coherence among the light paths that contribute to the rendered image. A well‐designed scalar contribution function is introduced as our Metropolis sampling strategy, targeting at specific parts of image areas with large error to improve the efficiency of the radiance estimator. Experimental results demonstrate that the new Metropolis sampling based approach maintains the robustness of the standard SPPM method, while significantly improving the rendering efficiency for a wide range of scenes with complex lighting.  相似文献   
68.
Interactive computation of global illumination is a major challenge in current computer graphics research. Global illumination heavily affects the visual quality of generated images. It is therefore a key attribute for the perception of photo‐realistic images. Path tracing is able to simulate the physical behaviour of light using Monte Carlo techniques. However, the computational burden of this technique prohibits interactive rendering times on standard commodity hardware in high‐quality. Trying to solve the Monte Carlo integration with fewer samples results in characteristic noisy images. Global illumination filtering methods take advantage of the fact that the integral for neighbouring pixels may be very similar. Averaging samples of similar characteristics in screen‐space may approximate the correct integral, but may result in visible outliers. In this paper, we present a novel path tracing pipeline based on an edge‐aware filtering method for the indirect illumination which produces visually more pleasing results without noticeable outliers. The key idea is not to filter the noisy path traced images but to use it as a guidance to filter a second image composed from characteristic scene attributes that do not contain noise by default. We show that our approach better approximates the Monte Carlo integral compared to previous methods. Since the computation is carried out completely in screen‐space it is therefore applicable to fully dynamic scenes, arbitrary lighting and allows for high‐quality path tracing at interactive frame rates on commodity hardware.  相似文献   
69.
Recent 3D sketch tools produce networks of three‐space curves that suggest the contours of shapes. The shapes may be non‐manifold, closed three‐dimensional, open two‐dimensional, or mixed. We describe a system that automatically generates intuitively appealing piecewise‐smooth surfaces from such a curve network, and an intelligent user interface for modifying the automatically chosen surface patches. Both the automatic and the semi‐automatic parts of the system use a linear algebra representation of the set of surface patches to track the topology. On complicated inputs from ILoveSketch [ [BBS08] ], our system allows the user to build the desired surface with just a few mouse‐clicks.  相似文献   
70.
Barycentric coordinates are very popular for interpolating data values on polyhedral domains. It has been recently shown that expressing them as complex functions has various advantages when interpolating two‐dimensional data in the plane, and in particular for holomorphic maps. We extend and generalize these results by investigating the complex representation of real‐valued barycentric coordinates, when applied to planar domains. We show how the construction for generating real‐valued barycentric coordinates from a given weight function can be applied to generating complex‐valued coordinates, thus deriving complex expressions for the classical barycentric coordinates: Wachspress, mean value, and discrete harmonic. Furthermore, we show that a complex barycentric map admits the intuitive interpretation as a complex‐weighted combination of edge‐to‐edge similarity transformations, allowing the design of “home‐made” barycentric maps with desirable properties. Thus, using the tools of complex analysis, we provide a methodology for analyzing existing barycentric mappings, as well as designing new ones.  相似文献   
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号