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991.
The Sanaga River is one of Sub‐Saharan Africa's largest and greatly regulated rivers. Available flow data for this hydrosystem largely cover the pre‐ and post‐regulation periods. From comparisons between unregulated (hypothetical) and observed scenarios, it has been possible to separate and to quantify hydro‐climatic (groundwater + rainfall) change effects from anthropogenic impacts (especially dam‐related alterations). To appreciate shifts in the river regime, discontinuity detection tests and the IHA model were applied to discharge data series reflecting average and extreme flow conditions, respectively. Results obtained principally from the Hubert segmentation method reveal that a major discontinuity occurred in 1970–1971 separating a surplus phase between 1945–1946 and 1969–1970, and a deficient and much contrasted one, from 1971/1972. This implies that the Sanaga catchment is dominantly affected by hydro‐climatic changes. However, wide land cover/land use changes experienced here since 1988 have resulted in an increase in surface runoff. Additional quickflows linked to these changes may have partly compensated for the substantial decline in the dry season rainfall and groundwater inputs observed from this date. Although at the monthly scale, dam‐related impacts on average flows increase with stage of regulation, the seasonal variability of the river regime remains generally unaffected. A comparison of the IHA statistics, calculated from unregulated and observed streamflow data, show that hydrologic shifts occurring in maximum and minimum discharges are mostly significant from 1971/1972 and are mainly due to the action of dams. Minimum flows appear, however, widely impacted, thus reflecting the prime objective assigned to the existing reservoirs, constructed to supplement flows for hydroelectricity production during the dry season. Copyright © 2010 John Wiley & Sons, Ltd.  相似文献   
992.
Navigation‐induced physical forces have been suggested to modify the structure of riverine fish assemblages by impeding especially the recruitment of littoral bound species. To investigate the effect of vessel frequency on fish, we compared the composition and seasonal succession of young‐of‐the‐year (YOY) fish assemblages in three similarly degraded river reaches differing in average vessel passages (2, 6 and 41 per day). Fish were caught by electrofishing biweekly between May and September. Multivariate tests were used to analyse differences between YOY‐fish assemblages and hurdle regression models applied to determine abiotic factors predicting fish occurrence and abundance. Roach (Rutilus rutilus) and perch (Perca fluviatilis) densities were compared. Roach larvae remain in the littoral zone while perch larvae shift to the pelagic zone immediately after hatch. YOY‐fish assemblage structure substantially changed along the traffic intensity gradient. In the high traffic intensity reach, species number and total fish density were markedly reduced compared to the other reaches. Roach densities were lowest in the high traffic intensity reach whereas perch densities did not decline along the gradient. Hurdle regressions confirmed a stronger effect of commercial navigation traffic intensity on roach than on perch. The total zooplankton biomass was highest in the high traffic intensity reach. Our results provide empirical evidence that intensive commercial navigation impoverishes fish assemblages in width‐restricted waterways. They underlined that in particular those species that have their first nursery habitats in shoreline areas were more affected by intensive commercial navigation than species whose larvae live predominantly pelagic. The results indicate that the negative effect of intensive navigation on riverine fish results primarily from the navigation‐induced hydraulic disturbances along the banks. Therefore, mitigation of navigation‐induced hydraulic forces is required to prevent degradation of fish communities in waterways. Copyright © 2010 John Wiley & Sons, Ltd.  相似文献   
993.
This paper discusses an alternative approach to parameter optimization of well-known prototype-based learning algorithms (minimizing an objective function via gradient search). The proposed approach considers a stochastic optimization called the cross entropy method (CE method). The CE method is used to tackle efficiently the initialization sensitiveness problem associated with the original generalized learning vector quantization (GLVQ) algorithm and its variants. Results presented in this paper indicate that the CE method can be successfully applied to this kind of problem on real-world data sets. As far as known by the authors, it is the first use of the CE method in prototype-based learning.  相似文献   
994.
Motion capture cannot generate cartoon‐style animation directly. We emulate the rubber‐like exaggerations common in traditional character animation as a means of converting motion capture data into cartoon‐like movement. We achieve this using trajectory‐based motion exaggeration while allowing the violation of link‐length constraints. We extend this technique to obtain smooth, rubber‐like motion by dividing the original links into shorter sub‐links and computing the positions of joints using Bézier curve interpolation and a mass‐spring simulation. This method is fast enough to be used in real time.  相似文献   
995.
In this paper we introduce the constrained tetrahedralization as a new acceleration structure for ray tracing. A constrained tetrahedralization of a scene is a tetrahedralization that respects the faces of the scene geometry. The closest intersection of a ray with a scene is found by traversing this tetrahedralization along the ray, one tetrahedron at a time. We show that constrained tetrahedralizations are a viable alternative to current acceleration structures, and that they have a number of unique properties that set them apart from other acceleration structures: constrained tetrahedralizations are not hierarchical yet adaptive; the complexity of traversing them is a function of local geometric complexity rather than global geometric complexity; constrained tetrahedralizations support deforming geometry without any effort; and they have the potential to unify several data structures currently used in global illumination.  相似文献   
996.
The paper describes a technique to generate high‐quality light field representations from volumetric data. We show how light field galleries can be created to give unexperienced audiences access to interactive high‐quality volume renditions. The proposed light field representation is lightweight with respect to storage and bandwidth capacity and is thus ideal as exchange format for visualization results, especially for web galleries. The approach expands an existing sphere‐hemisphere parameterization for the light field with per‐pixel depth. High‐quality paraboloid maps from volumetric data are generated using GPU‐based ray‐casting or slicing approaches. Different layers, such as isosurfaces, but not restricted to, can be generated independently and composited in real time. This allows the user to interactively explore the model and to change visibility parameters at run‐time.  相似文献   
997.
Rendering animations of scenes with deformable objects, camera motion, and complex illumination, including indirect lighting and arbitrary shading, is a long‐standing challenge. Prior work has shown that complex lighting can be accurately approximated by a large collection of point lights. In this formulation, rendering of animation sequences becomes the problem of efficiently shading many surface samples from many lights across several frames. This paper presents a tensor formulation of the animated many‐light problem, where each element of the tensor expresses the contribution of one light to one pixel in one frame. We sparsely sample rows and columns of the tensor, and introduce a clustering algorithm to select a small number of representative lights to efficiently approximate the animation. Our algorithm achieves efficiency by reusing representatives across frames, while minimizing temporal flicker. We demonstrate our algorithm in a variety of scenes that include deformable objects, complex illumination and arbitrary shading and show that a surprisingly small number of representative lights is sufficient for high quality rendering. We believe out algorithm will find practical use in applications that require fast previews of complex animation.  相似文献   
998.
A hidden‐picture puzzle contains objects hidden in a background image, in such a way that each object fits closely into a local region of the background. Our system converts image of the background and objects into line drawing, and then finds places in which to hide transformed versions of the objects using rotation‐invariant shape context matching. During the hiding process, each object is subjected to a slight deformation to enhance its similarity to the background. The results were assessed by a panel of puzzle‐solvers.  相似文献   
999.
Recent progress in modelling, animation and rendering means that rich, high fidelity virtual worlds are found in many interactive graphics applications. However, the viewer's experience of a 3D world is dependent on the nature of the virtual cinematography, in particular, the camera position, orientation and motion in relation to the elements of the scene and the action. Camera control encompasses viewpoint computation, motion planning and editing. We present a range of computer graphics applications and draw on insights from cinematographic practice in identifying their different requirements with regard to camera control. The nature of the camera control problem varies depending on these requirements, which range from augmented manual control (semi‐automatic) in interactive applications, to fully automated approaches. We review the full range of solution techniques from constraint‐based to optimization‐based approaches, and conclude with an examination of occlusion management and expressiveness in the context of declarative approaches to camera control.  相似文献   
1000.
Multicamera people tracking with a probabilistic occupancy map   总被引:1,自引:0,他引:1  
Given two to four synchronized video streams taken at eye level and from different angles, we show that we can effectively combine a generative model with dynamic programming to accurately follow up to six individuals across thousands of frames in spite of significant occlusions and lighting changes. In addition, we also derive metrically accurate trajectories for each one of them.Our contribution is twofold. First, we demonstrate that our generative model can effectively handle occlusions in each time frame independently, even when the only data available comes from the output of a simple background subtraction algorithm and when the number of individuals is unknown a priori. Second, we show that multi-person tracking can be reliably achieved by processing individual trajectories separately over long sequences, provided that a reasonable heuristic is used to rank these individuals and avoid confusing them with one another.  相似文献   
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