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1.
We apply an anisotropic perfectly matched layer (APML) absorber for open boundary truncation in implementation of the multiresolution time domain (MRTD) scheme. We develop an APML update algorithm to handle a general APML region in the MRTD formulations with the content of the leapfrog algorithm applied in the conventional finite-difference time-domain method. We also discuss the boundary truncations for both perfectly electric conductor (PEC) and perfectly magnetic conductor (PMC) walls using the image techniques. We validate the algorithm by analyzing various guided wave and antenna structures. It is found that the APML performs well for absorbing electromagnetic waves in the MRTD algorithm.  相似文献   
2.
在600mm的有机玻璃冷模塔中,用水-空气体系测定矩形垂直筛板的塔板压降、漏液和雾沫夹带等流体力学性能,确定了合理的塔板结构,使其具有较高的气液通量和较宽的操作范围,空塔动能因子最大可达3.0kg1/2(m1/2.s)-1,液流强度可达21.6m3/(m.h)。并对不同气液流量下塔板的流体力学实验数据进行关联和分析,得出了矩形垂直筛板的干板压降计算关联式以及漏液率随液流强度和空塔动能因子的变化关系,为矩形垂直筛板的设计提供了依据。与新垂直筛板相比,矩形垂直筛板具有更低的塔板压降。  相似文献   
3.
Fractal Nature of Crack Growth under Different Temperature   总被引:1,自引:0,他引:1  
We have studied numerically a simple crack growth model in a two-dimensional triangular lattice of bonds and nodes which incorporates the sudece of a growing crack bond-breaking probability Pi~ exp{(-Vi+Ei)φ(T)}, where Ei is elastic eneny stored in the i-th bond. Different energy temperature factors φ(T) are employed during crack formation and propagation process with a uniform dilation strain case and a shear case and with periodic boundary condition in the horizontal direction. Our results show that the patterns of the cracks generated are fractal structure and the effective fractal dimensionalities decrease with the increase of the temperature factor φ(T)(the absolute temperature T decreasing). In the paper we also discuss the relation between the effective fractal dimension Deff (the radius Rg Of gyration) and the fractal dimensions D (the radius R of circular), and also give their modification values Ω about two kinds of methods in the lattice model  相似文献   
4.
Based on the theory of light energy transfer between two differential diffuse surface areas, a generalized radiosity approach is presented. Unlike the conventional radiosity method, curved surfaces are subdivided into triangular surface patches, radiosity is assummed to be vary across each triangular surface patch. By adopting linear interpolation scheme over each triangular surface patch, we have established a complete set of approximated radiosity equations. Their unknowns are radiosities of differential surface areas located at all vertices of surface patches. The generalized radiosity equation has also been extended to non-diffuse environments. Theoretical analysis and experimental results demonstrate the great potential of this method,  相似文献   
5.
针对固定视点下的室外场景在线视频光照求解问题,提出一种基于偏最小二乘室外场景实时光照估计算法.在离线阶段提取场景中对光照变化较为敏感的区域,并将这些区域像素值的均值与方差的无偏估计作为场景图像的统计参数,再利用偏最小二乘回归分析建立场景的光照参数与图像统计参数之间的模型;在在线阶段使用所建立的模型实时估计视频每一帧的光照条件.实验结果表明,使用该算法所求解的光照参数对虚拟物体进行绘制并将其融入视频中后,合成场景真实感很强.  相似文献   
6.
本文对异丙醇一步法合成MIBK工艺的分离过程进行了基础测定,包括气液平衡和液液平衡测定。在此基础上。对原有的MIBK分离工艺进行了研究,提出了改进的工艺流程,使MIBK的回收率由32%提高到91.7%.能耗由11,42t水蒸汽/t产品降为8.27t水蒸汽/t产品。  相似文献   
7.
Real-time modeling and rendering of raining scenes   总被引:1,自引:0,他引:1  
Real-time modeling and rendering of a realistic raining scene is a challenging task. This is because the visual effects of raining involve complex physical mechanisms, reflecting the physical, optical and statistical characteristics of raindrops, etc. In this paper, we propose a set of new methods to model the raining scene according to these physical mechanisms. Firstly, by adhering to the physical characteristic of raindrops, we model the shapes, movements and intensity of raindrops in different situations. Then, based on the principle of human vision persistence, we develop a new model to calculate the shapes and appearances of rain streaks. To render the foggy effect in a raining scene, we present a statistically based multi-particles scattering model exploiting the particle distribution coherence along each viewing ray. By decomposing the conventional equations of single scattering of non-isotropic light into two parts with the physical parameter independent part precalculated, we are able to render the respective scattering effect in real time. We also realize diffraction of lamps, wet ground, the ripples on puddles in the raining scene, as well as the beautiful rainbow. By incorporating GPU acceleration, our approach permits real-time walkthrough of various raining scenes with average 20 fps rendering speed and the results are quite satisfactory.  相似文献   
8.
It is difficult to render caustic patterns at interactive frame rates. This paper introduces new rendering techniques that relax current constraints, allowing scenes with moving, non-rigid scene objects, rigid caustic objects, and rotating directional light sources to be rendered in real-time with GPU hardware acceleration. Because our algorithm estimates the intensity and the direction of caustic light, rendering of non-Lambertian surfaces is supported. Previous caustics algorithms have separated the problem into pre-rendering and rendering phases, storing intermediate results in data structures such as photon maps or radiance transfer functions. Our central idea is to use specially parameterized spot lights, called caustic spot lights (CSLs), as the intermediate representation of a two-phase algorithm. CSLs are flexible enough that a small number can approximate the light leaving a caustic object, yet simple enough that they can be efficiently evaluated by a pixel shader program during accelerated rendering.We extend our approach to support changing lighting direction by further dividing the pre-rendering phase into per-scene and per-frame components: the per-frame phase computes frame-specific CSLs by interpolating between CSLs that were pre-computed with differing light directions.  相似文献   
9.
In this paper we introduce an approximate image-space approach for real-time rendering of deformable translucent models by flattening the geometry and lighting information of objects into textures to calculate multi-scattering in texture spaces. We decompose the process into two stages, called the gathering and scattering corresponding to the computations for incident and exident irradiance respectively. We derive a simplified illumination model for the gathering of the incident irradiance, which is amenable for deformable models using two auxiliary textures. In the scattering stage, we adopt two modes for efficient accomplishment of the view-dependent scattering. Our approach is implemented by fully exploiting the capabilities of graphics processing units (GPUs). It achieves visually plausible results and real-time frame rates for deformable models on commodity desktop PCs.  相似文献   
10.
提出一种基于样本的视频修复算法,将视频修复问题看作是嵌入到时空视频体中的一个三维图的离散的全局优化问题,可有效地修复视频中较大破损的区域.首先建立待修复视频的马尔科夫随机场(MRF),然后设置新的目标函数,将修复问题转化为马尔科夫随机场的多标号问题,使待修复区域与其周围区域在颜色的相似性和运动的相似性保持一致性.进而提出了灵巧置信传播求解算法,有效求解此目标函数,大大降低了标准置信传播算法的时空复杂度.还提出了与视觉相关的像素权值的概念,使得算法能更好地按照视觉合理性计算时空块的相似度.对复杂动态场修复结果实验表明,较现有算法,文中算法能更好地修复出显著结构和运动信息.  相似文献   
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