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1.
《Displays》2020
Large-field optic flow generates the illusory percept of self-motion, termed ‘vection’. Smoother visual motion displays generate a more compelling subjective sense of vection and objective postural responses, as well as a greater sense of immersiveness for the user observing the visual display. Research suggests that the function linking frame rate and vection asymptotes at 60 frames per second (FPS), but previous studies have used only moderate frame rates that do not approach the limits of human perception. Here, we measure vection using subjective and objective (mean frequency and path length of postural centre-of-pressure (COP) excursions) responses following the presentation of high-contrast optic flow stimuli at slow and fast speeds and low and ultra-high frame rates. We achieve this using a novel rendering method implemented with a projector capable of sub-millisecond temporal resolution in order to simulate refresh rates ranging from very low (15 FPS) to ultra-high frame rates (480 FPS). The results suggest that subjective vection was experienced most strongly at 60 FPS. Below and above 60 FPS, subjective vection is generally weaker, shorter, and starts later, although this pattern varied slightly according to the speed of stimuli. For objective measures, while the frequency of postural sway was unaffected by frame rate, COP path length was greatest for 480 FPS stimuli. Together, our results support diminishing returns for vection above 60 FPS and provide insight into the use of high frame rate for enhancing the user experience in visual displays. 相似文献
2.
This paper presents a new depth image recovery method for RGB-D sensors giving a complete, sharp, and accurate object shape from a noisy boundary depth map. The proposed method uses the image guided Total Generalized Variation (TGV) with the depth confidence. A new directional hole filling method of view synthesis is also investigated to produce natural texture in hole regions whereas reducing blurring effect and preventing distortion. Thus, a high-quality image view can be achieved. Experimental results show that the proposed method yields higher quality recovered depth maps and synthesized image views than other previous methods. 相似文献
3.
Lydia Toscano Gisela MonteroMargarita Stoytcheva Héctor CampbellAlejandro Lambert 《Biomass & bioenergy》2011,35(1):26-31
Oil derived fuels constituted a main energy source during the last fifty years, although their high price limited their accessibility. Prospective studies indicated that economic and environmental problems promoted biodiesel production using biomass and residues like animal fat, along with meat and bones, among others. The regional inventory of the available fat in meat industry, as well as the estimation of the biodiesel potential production demonstrated that the biodiesel generated from animal fat, combined with diesel from oil in a 2% biodiesel blend could power 25% of the trucks and passenger vehicles registered in 2007 in Baja California, Mexico. 相似文献
4.
该文介绍了一种建立在最新的软件硬件和计算机图形科学基础上计算机建筑渲染的新技术--全局光照。通过一些实例,探讨了全局光照技术的各个方面如天光,HDRI在计算机建筑渲染中的应用。 相似文献
5.
介绍了利用AutoCAD2000绘制土工试验三轴剪切线包络线图的作业方法,并结合工程实例对作业过程中的窗口和菜单操作及参数设置等作了具体说明。 相似文献
6.
In this paper we present a pipeline for rendering dynamic 2D/3D line drawings efficiently. Our main goal is to create efficient static renditions and coherent animations of line drawings in a setting where lines can be added, deleted and arbitrarily transformed on‐the‐fly. Such a dynamic setting enables us to handle interactively sketched 2D line data, as well as arbitrarily transformed 3D line data in a unified manner. We evaluate the proximity of screen projected strokes to simplify them while preserving their continuity. We achieve this by using a special data structure that facilitates efficient proximity calculations in a dynamic setting. This on‐the‐fly proximity evaluation also facilitates generation of appropriate visibility cues to mitigate depth ambiguities and visual clutter for 3D line data. As we perform all these operations using only line data, we can create line drawings from 3D models without any surface information. We demonstrate the effectiveness and applicability of our approach by showing several examples with initial line representations obtained from a variety of sources: 2D and 3D hand‐drawn sketches and 3D salient geometry lines obtained from 3D surface representations. 相似文献
7.
Elton Bauer Jose G.G. de Sousa Elvio A. Guimarães Francisco Gabriel S. Silva 《Building and Environment》2007
The Vane method (Vane test) is a simple but efficient method to measure the yield stress among other properties of non-Newtonian fluids. These fluids exhibit big flow effects in flat surfaces which are common in rheometers devices of different types (parallel disk or coaxial cylinder types). The yield stress values obtained with Vane method, in pastes, gels, soils and concentrated suspensions, have presented good agreement with results found elsewhere by most of the rheologic methods shown in the literature. The aim of this work is presenting a discussion on the capabilities of the Vane method, highlighting the theoretical basis, the functioning principle with some operational particularities, and some applications of the method in investigating the properties of fresh rendering mortars. 相似文献
8.
Christophe Schlick 《Computer Graphics Forum》1994,13(3):233-246
A new BRDF model is presented which can be viewed as an kind of intermediary model between empirism and theory. Main results of physics are observed (energy conservation, reciprocity rule, microfacet theory) and numerous phenomena involved in light reflection are accounted for, in a physically plausible way (incoherent and coherent reflection, spectrum modifications, anisotropy, self-shadowing, multiple surface and subsurface reflection, differences between homogeneous and heterogeneous materials). The model has been especially intended for computer graphics applications and therefore includes two main features: simplicity (a small number of intuitively understandable parameters controls the model) and efficiency (the formulation provides adequation to Monte-Carlo rendering techniques and/or hardware implementations). 相似文献
9.
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
10.