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1.
This paper introduces the Precise Rendering Method, which generates accurately anti-aliased and highlighted images from tessellated polygons. The Precise Rendering Method first solves the aliasing problems of hidden surface removal by using the Cross Scanline Algorithm. This algorithm can exactly calculate polygon areas projected onto each pixel by using horizontal and vertical scanlines. Aliasing artifacts in shading are then prevented by the Reflection Intergration Method, which analytically integrates the intensity of reflection in the solid angle defined by surface normals at vertices of the projected area. Several synthesized images are created to show the efficiency of the Precise Rendering Method.  相似文献   
2.
Real-time homogenous translucent material editing   总被引:4,自引:0,他引:4  
This paper presents a novel method for real-time homogenous translucent material editing under fixed illumination. We consider the complete analytic BSSRDF model proposed by Jensen et al. [ [JMLH01] ], including both multiple scattering and single scattering. Our method allows the user to adjust the analytic parameters of BSSRDF and provides high-quality, real-time rendering feedback. Inspired by recently developed Precomputed Radiance Transfer (PRT) techniques, we approximate both the multiple scattering diffuse reflectance function and the single scattering exponential attenuation function in the analytic model using basis functions, so that re-computing the outgoing radiance at each vertex as parameters change reduces to simple dot products. In addition, using a non-uniform piecewise polynomial basis, we are able to achieve smaller approximation error than using bases adopted in previous PRT-based works, such as spherical harmonics and wavelets. Using hardware acceleration, we demonstrate that our system generates images comparable to [ [JMLH01] ]at real-time frame-rates.  相似文献   
3.
为实时提取三维实体表面,提出一种基于GPGPU并行计算的实体表面实时提取方法。在分析深度剥离算法原理和GPU图形绘制管线的基础上,给出在GPU上利用深度剥离算法实现实时提取三维实体表面的算法;通过OpenGL的高级着色语言GLSL控制GPU的图形绘制管线实现了该算法,给出其伪代码。以龙、叶轮和刀具扫描体的模型为应用实例验证了该算法效果良好,特别是对于刀具扫描体表面的提取,可满足实时性要求。  相似文献   
4.
In this paper, we introduce a novel technique for pre‐filtering multi‐layer shadow maps. The occluders in the scene are stored as variable‐length lists of fragments for each texel. We show how this representation can be filtered by progressively merging these lists. In contrast to previous pre‐filtering techniques, our method better captures the distribution of depth values, resulting in a much higher shadow quality for overlapping occluders and occluders with different depths. The pre‐filtered maps are generated and evaluated directly on the GPU, and provide efficient queries for shadow tests with arbitrary filter sizes. Accurate soft shadows are rendered in real‐time even for complex scenes and difficult setups. Our results demonstrate that our pre‐filtered maps are general and particularly scalable.  相似文献   
5.
以针对数控加工仿真的需要,以高斯映射理论为基础、GPU为主要硬件平台,提出一种基于并行计算的快速通用刀具空间扫描体建模方法.首先结合通用刀具的数学模型,利用高斯映射理论分析刀具平动时的扫描体建模原理;然后分析刀具做任意空间运动时的刀具表面点法向量和对应的接触映射,推导求解扫描体包络边界的表达式;再根据GPU上的通用计算方法和GPU图形绘制管线设计基于GPU实现刀具空间扫描体建模的算法流程,并利用C++、Open GL和Open GL着色语言GLSL实现了该方法.通过刀具扫描体建模实例,验证了文中方法的正确性与实时性.  相似文献   
6.
In photorealistic image synthesis the radiative transfer equation is often not solved by simulating every wavelength of light, but instead by computing tristimulus transport, for instance using sRGB primaries as a basis. This choice is convenient, because input texture data is usually stored in RGB colour spaces. However, there are problems with this approach which are often overlooked or ignored. By comparing to spectral reference renderings, we show how rendering in tristimulus colour spaces introduces colour shifts in indirect light, violation of energy conservation, and unexpected behaviour in participating media. Furthermore, we introduce a fast method to compute spectra from almost any given XYZ input colour. It creates spectra that match the input colour precisely. Additionally, like in natural reflectance spectra, their energy is smoothly distributed over wide wavelength bands. This method is both useful to upsample RGB input data when spectral transport is used and as an intermediate step for corrected tristimulus‐based transport. Finally, we show how energy conservation can be enforced in RGB by mapping colours to valid reflectances.  相似文献   
7.
Renderings of animation sequences with physics‐based Monte Carlo light transport simulations are exceedingly costly to generate frame‐by‐frame, yet much of this computation is highly redundant due to the strong coherence in space, time and among samples. A promising approach pursued in prior work entails subsampling the sequence in space, time, and number of samples, followed by image‐based spatio‐temporal upsampling and denoising. These methods can provide significant performance gains, though major issues remain: firstly, in a multiple scattering simulation, the final pixel color is the composite of many different light transport phenomena, and this conflicting information causes artifacts in image‐based methods. Secondly, motion vectors are needed to establish correspondence between the pixels in different frames, but it is unclear how to obtain them for most kinds of light paths (e.g. an object seen through a curved glass panel). To reduce these ambiguities, we propose a general decomposition framework, where the final pixel color is separated into components corresponding to disjoint subsets of the space of light paths. Each component is accompanied by motion vectors and other auxiliary features such as reflectance and surface normals. The motion vectors of specular paths are computed using a temporal extension of manifold exploration and the remaining components use a specialized variant of optical flow. Our experiments show that this decomposition leads to significant improvements in three image‐based applications: denoising, spatial upsampling, and temporal interpolation.  相似文献   
8.
The original prototype of the cellular automaton (CA) shading system (CASS) for building facades was based on rectangular array of cells and used liquid crystal technology. This paper introduces polarized film shading system (PFSS) – an alternative approach based on opto-mechanical modules whose opacity is a function of the rotation of polarized film elements. PFSS in regular tessellations: triangular, square and hexagonal are discussed. Simulations for each type of tessellation are presented and visualized. Visual attractiveness of emergent CA patterns manifested by “particles” and “solitons” is discussed.  相似文献   
9.
In this paper, we investigate the applicability of graph cuts to the SFS (shape-from-shading) problem. We propose a new semi-global method for SFS using graph cuts. The new algorithm combines the local method proposed by Lee and Rosenfeld [C.H. Lee, A. Rosenfeld, Improved methods of estimating shape from shading using the light source coordinate system, Artif. Intell. 26 (1985) 125-143] and a global method using an energy minimization technique. By employing a new global energy minimization formulation, the convex/concave ambiguity problem of Lee and Rosenfeld's method can be resolved efficiently. A new combinatorial optimization technique, the graph cuts method, is used for the minimization of the proposed energy functional. Experimental results on a variety of synthetic and real-world images show that the proposed algorithm reconstructs the 3-D shape of objects very efficiently.  相似文献   
10.
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   
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