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   230906篇
  免费   20643篇
  国内免费   10628篇
电工技术   15304篇
技术理论   31篇
综合类   23586篇
化学工业   28309篇
金属工艺   10435篇
机械仪表   12888篇
建筑科学   31403篇
矿业工程   13136篇
能源动力   8359篇
轻工业   16670篇
水利工程   10724篇
石油天然气   12173篇
武器工业   3409篇
无线电   15313篇
一般工业技术   17582篇
冶金工业   12402篇
原子能技术   1840篇
自动化技术   28613篇
  2024年   1073篇
  2023年   3103篇
  2022年   5808篇
  2021年   7641篇
  2020年   7457篇
  2019年   5631篇
  2018年   5352篇
  2017年   6798篇
  2016年   8120篇
  2015年   8738篇
  2014年   15637篇
  2013年   13921篇
  2012年   16603篇
  2011年   18342篇
  2010年   13509篇
  2009年   13722篇
  2008年   12617篇
  2007年   15394篇
  2006年   13961篇
  2005年   12121篇
  2004年   10125篇
  2003年   8847篇
  2002年   7198篇
  2001年   5898篇
  2000年   5024篇
  1999年   3965篇
  1998年   2849篇
  1997年   2510篇
  1996年   2015篇
  1995年   1682篇
  1994年   1425篇
  1993年   1013篇
  1992年   833篇
  1991年   583篇
  1990年   510篇
  1989年   469篇
  1988年   272篇
  1987年   208篇
  1986年   169篇
  1985年   211篇
  1984年   147篇
  1983年   129篇
  1982年   76篇
  1981年   78篇
  1980年   82篇
  1979年   40篇
  1978年   23篇
  1977年   22篇
  1964年   21篇
  1959年   33篇
排序方式: 共有10000条查询结果,搜索用时 31 毫秒
991.
A hidden‐picture puzzle contains objects hidden in a background image, in such a way that each object fits closely into a local region of the background. Our system converts image of the background and objects into line drawing, and then finds places in which to hide transformed versions of the objects using rotation‐invariant shape context matching. During the hiding process, each object is subjected to a slight deformation to enhance its similarity to the background. The results were assessed by a panel of puzzle‐solvers.  相似文献   
992.
An Example-based Procedural System for Element Arrangement   总被引:2,自引:0,他引:2  
We present a method for synthesizing two dimensional (2D) element arrangements from an example. The main idea is to combine texture synthesis techniques based‐on a local neighborhood comparison and procedural modeling systems based‐on local growth. Given a user‐specified reference pattern, our system analyzes neigh‐borhood information of each element by constructing connectivity. Our synthesis process starts with a single seed and progressively places elements one by one by searching a reference element which has local features that are the most similar to the target place of the synthesized pattern. To support creative design activities, we introduce three types of interaction for controlling global features of the resulting pattern, namely a spray tool, a flow field tool, and a boundary tool. We also introduce a global optimization process that helps to avoid local error concentrations. We illustrate the feasibility of our method by creating several types of 2D patterns.  相似文献   
993.
Recent progress in modelling, animation and rendering means that rich, high fidelity virtual worlds are found in many interactive graphics applications. However, the viewer's experience of a 3D world is dependent on the nature of the virtual cinematography, in particular, the camera position, orientation and motion in relation to the elements of the scene and the action. Camera control encompasses viewpoint computation, motion planning and editing. We present a range of computer graphics applications and draw on insights from cinematographic practice in identifying their different requirements with regard to camera control. The nature of the camera control problem varies depending on these requirements, which range from augmented manual control (semi‐automatic) in interactive applications, to fully automated approaches. We review the full range of solution techniques from constraint‐based to optimization‐based approaches, and conclude with an examination of occlusion management and expressiveness in the context of declarative approaches to camera control.  相似文献   
994.
Visual fidelity and interactivity are the main goals in Computer Graphics research, but recently also audio is assuming an important role. Binaural rendering can provide extremely pleasing and realistic three‐dimensional sound, but to achieve best results it's necessary either to measure or to estimate individual Head Related Transfer Function (HRTF). This function is strictly related to the peculiar features of ears and face of the listener. Recent sound scattering simulation techniques can calculate HRTF starting from an accurate 3D model of a human head. Hence, the use of binaural rendering on large scale (i.e. video games, entertainment) could depend on the possibility to produce a sufficiently accurate 3D model of a human head, starting from the smallest possible input. In this paper we present a completely automatic system, which produces a 3D model of a head starting from simple input data (five photos and some key‐points indicated by user). The geometry is generated by extracting information from images and accordingly deforming a 3D dummy to reproduce user head features. The system proves to be fast, automatic, robust and reliable: geometric validation and preliminary assessments show that it can be accurate enough for HRTF calculation.  相似文献   
995.
We present a practical algorithm for sampling the product of environment map lighting and surface reflectance. Our method builds on wavelet‐based importance sampling, but has a number of important advantages over previous methods. Most importantly, we avoid using precomputed reflectance functions by sampling the BRDF on‐the‐fly. Hence, all types of materials can be handled, including anisotropic and spatially varying BRDFs, as well as procedural shaders. This also opens up for using very high resolution, uncompressed, environment maps. Our results show that this gives a significant reduction of variance compared to using lower resolution approximations. In addition, we study the wavelet product, and present a faster algorithm geared for sampling purposes. For our application, the computations are reduced to a simple quadtree‐based multiplication. We build the BRDF approximation and evaluate the product in a single tree traversal, which makes the algorithm both faster and more flexible than previous methods.  相似文献   
996.
In this paper we present a new practical camera characterization technique to improve color accuracy in high dynamic range (HDR) imaging. Camera characterization refers to the process of mapping device‐dependent signals, such as digital camera RAW images, into a well‐defined color space. This is a well‐understood process for low dynamic range (LDR) imaging and is part of most digital cameras — usually mapping from the raw camera signal to the sRGB or Adobe RGB color space. This paper presents an efficient and accurate characterization method for high dynamic range imaging that extends previous methods originally designed for LDR imaging. We demonstrate that our characterization method is very accurate even in unknown illumination conditions, effectively turning a digital camera into a measurement device that measures physically accurate radiance values — both in terms of luminance and color — rivaling more expensive measurement instruments.  相似文献   
997.
We advocate the use of quickly‐adjustable, computer‐controlled color spectra in photography, lighting and displays. We present an optical relay system that allows mechanical or electronic color spectrum control and use it to modify a conventional camera and projector. We use a diffraction grating to disperse the rays into different colors, and introduce a mask (or LCD/DMD) in the optical path to modulate the spectrum. We analyze the trade‐offs and limitations of this design, and demonstrate its use in a camera, projector and light source. We propose applications such as adaptive color primaries, metamer detection, scene contrast enhancement, photographing fluorescent objects, and high dynamic range photography using spectrum modulation.  相似文献   
998.
We present an algorithm for detecting and extracting the silhouette edges of a triangle mesh in real time using Graphical Processing Units (GPUs). We also propose a tessellation strategy for visualizing the mesh with smooth silhouettes through a continuous blend between Bézier patches with varying level of detail. Furthermore, we show how our techniques can be integrated with displacement and normal mapping. We give details on our GPU implementation and provide a performance analysis with respect to mesh size.  相似文献   
999.
A new likelihood based AR approximation is given for ARMA models. The usual algorithms for the computation of the likelihood of an ARMA model require O(n) flops per function evaluation. Using our new approximation, an algorithm is developed which requires only O(1) flops in repeated likelihood evaluations. In most cases, the new algorithm gives results identical to or very close to the exact maximum likelihood estimate (MLE). This algorithm is easily implemented in high level quantitative programming environments (QPEs) such as Mathematica, MatLab and R. In order to obtain reasonable speed, previous ARMA maximum likelihood algorithms are usually implemented in C or some other machine efficient language. With our algorithm it is easy to do maximum likelihood estimation for long time series directly in the QPE of your choice. The new algorithm is extended to obtain the MLE for the mean parameter. Simulation experiments which illustrate the effectiveness of the new algorithm are discussed. Mathematica and R packages which implement the algorithm discussed in this paper are available [McLeod, A.I., Zhang, Y., 2007. Online supplements to “Faster ARMA Maximum Likelihood Estimation”, 〈http://www.stats.uwo.ca/faculty/aim/2007/faster/〉]. Based on these package implementations, it is expected that the interested researcher would be able to implement this algorithm in other QPEs.  相似文献   
1000.
Abstract. An upward planar drawing of a directed graph (digraph) is a planar drawing such that all the edges are represented by curves monotonically increasing in the vertical direction. In this paper we introduce and study the concept of quasi-upward planarity. Quasi-upward planarity allows us to extend the upward planarity theory to a large class of digraphs including digraphs that also have directed cycles. First, we characterize the digraphs that have a quasi-upward planar drawing. Second, we give a polynomial time algorithm for computing ``optimal' quasi-upward planar drawings within a given planar embedding. Further, we apply branch and bound techniques to the problem of computing optimal quasi-upward planar drawings, considering all possible planar embeddings. The paper also contains experimental results about the proposed techniques.  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