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81.
In this paper, a technique is proposed for the rendering of transparent objects interactively using the method of refractive rendering. In the proposed technique, the refractive rendering algorithm is performed in two stages, namely the pre‐computation stage and the shading stage. In the pre‐computation stage, ray‐traced information, including directions and positions of rays, are generated by a ray tracing process and are stored in a set of ray lists. In the shading stage, these data are retrieved from the ray lists for computing the shading of an object. Using the proposed technique, photorealistic image of transparent objects and gemstones with various cuttings, material properties, lighting and background can be rendered interactively. By combining the refractive rendering technique with conventional shading techniques, jewelry and crystal designs can be rendered at a much higher speed comparing with conventional ray tracing techniques. 相似文献
82.
Alon Itai 《Information Processing Letters》2007,104(6):200-204
The Sparse Table is a data structure for controlling density in an array which was first proposed in 1981 and has recently reappeared as a component of cache-oblivious data structures. All existing variants of the Sparse Table divide the array into blocks that have a calibrator tree above them. We show that the same amortized complexity can be achieved without this auxiliary structure, obtaining a canonical data structure that can be updated by conceptually simpler algorithms. 相似文献
83.
Volker Turau 《Information Processing Letters》2007,103(3):88-93
This paper presents distributed self-stabilizing algorithms for the maximal independent and the minimal dominating set problems. Using an unfair distributed scheduler the algorithms stabilizes in at most max{3n−5,2n} resp. 9n moves. All previously known algorithms required O(n2) moves. 相似文献
84.
We present a new post processing method of simulating depth of field based on accurate calculations of circles of confusion. Compared to previous work, our method derives actual scene depth information directly from the existing depth buffer, requires no specialized rendering passes, and allows easy integration into existing rendering applications. Our implementation uses an adaptive, two‐pass filter, producing a high quality depth of field effect that can be executed entirely on the GPU, taking advantage of the parallelism of modern graphics cards and permitting real time performance when applied to large numbers of pixels. 相似文献
85.
The concept of combinatorial objects is formalized. It allows strict definition of a combinatorial optimization problem (COP).
An efficient metaheuristic method to solve COPs (H-method) is considered. It includes stochastic local search algorithms as
a built-in procedure. A parallel implementation of the H-method is set forth and analyzed. The results from a numerical experiment
and solution of some well-known COPs on personal computers and on the SKIT cluster supercomputer are presented.
The study was supported by INTAS (Project 06-1000017-8909).
__________
Translated from Kibernetika i Sistemnyi Analiz, No. 6, pp. 70–79, November–December 2007. 相似文献
86.
Ilan Gronau 《Information Processing Letters》2007,104(6):205-210
In this work we consider hierarchical clustering algorithms, such as UPGMA, which follow the closest-pair joining scheme. We survey optimal O(n2)-time implementations of such algorithms which use a ‘locally closest’ joining scheme, and specify conditions under which this relaxed joining scheme is equivalent to the original one (i.e. ‘globally closest’). 相似文献
87.
Intensity modulated radiation therapy (IMRT) is one of the most effective modalities for modern cancer treatment. The key to successful IMRT treatment hinges on the delivery of a two-dimensional discrete radiation intensity matrix using a device called a multileaf collimator (MLC). Mathematically, the delivery of an intensity matrix using an MLC can be viewed as the problem of representing a non-negative integral matrix (i.e., the intensity matrix) by a linear combination of certain special non-negative integral matrices called segments, where each such segment corresponds to one of the allowed states of the MLC. The problem of representing the intensity matrix with the minimum number of segments is known to be NP-complete. In this paper, we present two approximation algorithms for this matrix representation problem. To the best of our knowledge, these are the first algorithms to achieve non-trivial performance guarantees for multi-row intensity matrices. 相似文献
88.
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
89.
An actor-critic type reinforcement learning algorithm is proposed and analyzed for constrained controlled Markov decision processes. The analysis uses multiscale stochastic approximation theory and the envelope theorem' of mathematical economics. 相似文献
90.
Joel 《Journal of Parallel and Distributed Computing》2005,65(12):1601-1606
Lee and Batcher have designed networks that efficiently merge k separately provided sorted sequences of known lengths totalling n. We show that the design is still possible, and in fact easier to describe, if we do not make use of the lengths, or even the directions of monotonicity, of the individual sequences—the sequences can be provided in a single undelimited concatenation of length n. The depth of the simplest resulting network to sort sequences that are “k-tonic” and of length n is , generalizing Batcher's 1968 results for the extreme values of k (k=2 corresponding to merging, and k=n/2 corresponding to general sorting).The exposition is self-contained and can serve even as an introduction to sorting networks and Batcher's results. 相似文献