全文获取类型
收费全文 | 230906篇 |
免费 | 20643篇 |
国内免费 | 10628篇 |
专业分类
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 |
出版年
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.
M. Dellepiane N. Pietroni N. Tsingos M. Asselot R. Scopigno 《Computer Graphics Forum》2008,27(7):1719-1727
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