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1.
Crashworthiness simulation system is one of the key computer-aided engineering (CAE) tools for the automobile industry and implies two potential conflicting requirements: accuracy and efficiency. A parallel crashworthiness simulation system based on graphics processing unit (GPU) architecture and the explicit finite element (FE) method is developed in this work. Implementation details with compute unified device architecture (CUDA) are considered. The entire parallel simulation system involves a parallel hierarchy-territory contact-searching algorithm (HITA) and a parallel penalty contact force calculation algorithm. Three basic GPU-based parallel strategies are suggested to meet the natural parallelism of the explicit FE algorithm. Two free GPU-based numerical calculation libraries, cuBLAS and Thrust, are introduced to decrease the difficulty of programming. Furthermore, a mixed array and a thread map to element strategy are proposed to improve the performance of the test pairs searching. The outer loop of the nested loop through the mixed array is unrolled to realize parallel searching. An efficient storage strategy based on data sorting is presented to realize data transfer between different hierarchies with coalesced access during the contact pairs searching. A thread map to element pattern is implemented to calculate the penetrations and the penetration forces; a double float atomic operation is used to scatter contact forces. The simulation results of the three different models based on the Intel Core i7-930 and the NVIDIA GeForce GTX 580 demonstrate the precision and efficiency of this developed parallel crashworthiness simulation system. 相似文献
2.
Due to the demand for real time wavelet processors in applications such as video compression [1], Internet communications compression [2], object recognition [3], and numerical analysis, many architectures for the Discrete Wavelet Transform (DWT) systems have been proposed. This paper surveys the different approaches to designing DWT architectures. The types of architectures depend on whether the application is 1-D, 2-D, or 3-D, as well as the style of architecture: systolic, semi-systolic, folded, digit-serial, etc. This paper presents an overview and evaluation of the architectures based on the criteria of latency, control, area, memory, and number of multipliers and adders. This paper will give the reader an indication of the advantages and disadvantages of each design. 相似文献
3.
Human facial gestures often exhibit such natural stochastic variations as how often the eyes blink, how often the eyebrows and the nose twitch, and how the head moves while speaking. The stochastic movements of facial features are key ingredients for generating convincing facial expressions. Although such small variations have been simulated using noise functions in many graphics applications, modulating noise functions to match natural variations induced from the affective states and the personality of characters is difficult and not intuitive. We present a technique for generating subtle expressive facial gestures (facial expressions and head motion) semi‐automatically from motion capture data. Our approach is based on Markov random fields that are simulated in two levels. In the lower level, the coordinated movements of facial features are captured, parameterized, and transferred to synthetic faces using basis shapes. The upper level represents independent stochastic behavior of facial features. The experimental results show that our system generates expressive facial gestures synchronized with input speech. 相似文献
4.
本文提出了并行求解问题时所应征用MPP系统中临界处理器数的选择方法,该方法根据问题图中每一结点的时间特征进行选择,可操作性好,易于实现,特别适用于基于互连网络的MPP系统和分布式系统。 相似文献
5.
Inverse surface design problems from light transport behavior specification usually represent extremely complex and costly processes, but their importance is well known. In particular, they are very interesting for lighting and luminaire design, in which it is usually difficult to test design decisions on a physical model in order to avoid costly mistakes. In this survey, we present the main ideas behind these kinds of problems, characterize them, and summarize existing work in the area, revealing problems that remain open and possible areas of further research. 相似文献
6.
This paper presents an orientation-based representation for planar curves and shapes. The new representation can uniquely represent all types, of planar shapes, be it convex, nonconvex, polygonal, smoothly curved, or piecewise smooth shapes. It is based on a new parameterization, theabsolute integral orientation. This representation is invariant under translation and rotation. The absolute integral orientation is a parameter invariant under scaling. As a result, matching of similar shapes (i.e., determination of the relative orientation and the scaling factor) using the absolute integral orientation as the parameter is easier than using the arclength as the parameter. In addition, the new representation has the feature of adaptive sampling, making it more compact and efficient than arc-length-based representations. 相似文献
7.
Kenichi Miura 《Parallel Computing》1988,8(1-3):91-100
The EGS4 code, developed at Stanford Linear Accelerator Center, simulates electron-photon cascading phenomena. The original code is inherently sequential: processing one particle at a time. This paper reports on a series of experiments in parallelizing different versions of EGS4. Our parallel experiments were run on a 30-processor Sequent Balance B21 and a 6-processor Symmetry S27. We have considered the following approaches for parallel execution of this application code:
- 1. (1) Original sequential version modified for parallel processing: 1 processor;
- 2. (2) Version 1 run multiprocessed: 1 to 29 processors;
- 3. (3) Sequential version modified for large-grain parallel processing: 1 procssor;
- 4. (4) Version 3 run using the Sequent Microtasking Library: 1 to 29 processors.
For each approach, we discuss the relative advantages and disadvantages in the areas of coding effort, understandability and portability, as well as performance, and outline a new parallelization approach we are currently pursuing based on Large-Grain Data Flow techniques. 相似文献
8.
Finding feasible mold parting directions using graphics hardware 总被引:3,自引:0,他引:3
Rahul Khardekar Author Vitae Greg Burton Author Vitae Author Vitae 《Computer aided design》2006,38(4):327-341
We present new programmable graphics hardware accelerated algorithms to test the 2-moldability of geometric parts and assist with part redesign. These algorithms efficiently identify and graphically display undercuts as well as minimum and insufficient draft angles. Their running times grow only linearly with respect to the number of facets in the solid model, making them efficient subroutines for our algorithms that test whether a tessellated CAD model can be manufactured in a two-part mold. We have developed and implemented two such algorithms to choose candidate directions to test for 2-moldability using accessibility analysis and Gauss maps. The efficiency of these algorithms lies in the fact that they identify groups of candidate directions such that if any one direction in the group is undercut-free, all are, or if any one is not undercut-free, none are. We examine trade-offs between the algorithms' speed, accuracy, and whether they guarantee that an undercut-free direction will be found for a part if one exists. 相似文献
9.
根据锆钛酸铅压电陶瓷的逆压电效应。设计了以8031单片机为核心的压电陶瓷堆微位移器提高了PZT的线性,从而满足了在天文自适应系统中所要求的精确微位的应用。 相似文献
10.
We present a technique for approximating isotropic BRDFs and precomputed self-occlusion that enables accurate and efficient prefiltered environment map rendering. Our approach uses a nonlinear approximation of the BRDF as a weighted sum of isotropic Gaussian functions. Our representation requires a minimal amount of storage, can accurately represent BRDFs of arbitrary sharpness, and is above all, efficient to render. We precompute visibility due to self-occlusion and store a low-frequency approximation suitable for glossy reflections. We demonstrate our method by fitting our representation to measured BRDF data, yielding high visual quality at real-time frame rates. 相似文献