ACM Transactions on Graphics最新文献

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PhysicsFC: Learning User-Controlled Skills for a Physics-Based Football Player Controller 物理fc:学习用户控制的技能为物理为基础的足球运动员控制器
IF 6.2 1区 计算机科学
ACM Transactions on Graphics Pub Date : 2025-07-27 DOI: 10.1145/3731425
Minsu Kim, Eunho Jung, Yoonsang Lee
{"title":"PhysicsFC: Learning User-Controlled Skills for a Physics-Based Football Player Controller","authors":"Minsu Kim, Eunho Jung, Yoonsang Lee","doi":"10.1145/3731425","DOIUrl":"https://doi.org/10.1145/3731425","url":null,"abstract":"We propose PhysicsFC, a method for controlling physically simulated football player characters to perform a variety of football skills-such as dribbling, trapping, moving, and kicking-based on user input, while seamlessly transitioning between these skills. Our skill-specific policies, which generate latent variables for each football skill, are trained using an existing physics-based motion embedding model that serves as a foundation for reproducing football motions. Key features include a tailored reward design for the Dribble policy, a two-phase reward structure combined with projectile dynamics-based initialization for the Trap policy, and a Data-Embedded Goal-Conditioned Latent Guidance (DEGCL) method for the Move policy. Using the trained skill policies, the proposed football player finite state machine (PhysicsFC FSM) allows users to interactively control the character. To ensure smooth and agile transitions between skill policies, as defined in the FSM, we introduce the Skill Transition-Based Initialization (STI), which is applied during the training of each skill policy. We develop several interactive scenarios to showcase PhysicsFC's effectiveness, including competitive trapping and dribbling, give-and-go plays, and 11v11 football games, where multiple PhysicsFC agents produce natural and controllable physics-based football player behaviors. Quantitative evaluations further validate the performance of individual skill policies and the transitions between them, using the presented metrics and experimental designs.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"57 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2025-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144712424","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Conformal First Passage for Epsilon-free Walk-on-Spheres 无epsilon - Walk-on-Spheres的共形第一通道
IF 6.2 1区 计算机科学
ACM Transactions on Graphics Pub Date : 2025-07-27 DOI: 10.1145/3730942
Paul Himmler, Tobias Günther
{"title":"Conformal First Passage for Epsilon-free Walk-on-Spheres","authors":"Paul Himmler, Tobias Günther","doi":"10.1145/3730942","DOIUrl":"https://doi.org/10.1145/3730942","url":null,"abstract":"In recent years, grid-free Monte Carlo methods have gained increasing popularity for solving fundamental partial differential equations. For a given point in the domain, the <jats:italic toggle=\"yes\">Walk-on-Spheres</jats:italic> method solves a boundary integral equation by integrating recursively over the largest possible sphere. When the walks approach boundaries with Dirichlet conditions, the number of path vertices increases considerably, since the step size becomes smaller with decreasing distance to the boundary. In practice, the walks are terminated once they reach an epsilon-shell around the boundary. This, however, introduces bias, leading to a trade-off between accuracy and performance. Instead of using spheres, we propose to utilize geometric primitives that share more than one point with the boundary to increase the likelihood of immediately terminating. Along the boundary of those new geometric primitives a sampling probability is needed, which corresponds to the exit probability of a Brownian motion. This is known as a first passage problem. Utilizing that Laplace equations are invariant under conformal maps, we transform exit points from unit circles to the exit points of our geometric primitives, for which we describe a suitable placement strategy. With this, we obtain a novel approach to solve the Laplace equation in two dimensions, which does not require an epsilon-shell, significantly reduces the number of path vertices, and reduces inaccuracies near Dirichlet boundaries.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"1 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2025-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144712427","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Echoes of the Coliseum: Towards 3D Live streaming of Sports Events 竞技场的回声:走向体育赛事的3D直播
IF 6.2 1区 计算机科学
ACM Transactions on Graphics Pub Date : 2025-07-27 DOI: 10.1145/3731214
Junkai Huang, Saswat Subhajyoti Mallick, Alejandro Amat, Marc Ruiz Olle, Albert Mosella-Montoro, Bernhard Kerbl, Francisco Vicente Carrasco, Fernando De la Torre
{"title":"Echoes of the Coliseum: Towards 3D Live streaming of Sports Events","authors":"Junkai Huang, Saswat Subhajyoti Mallick, Alejandro Amat, Marc Ruiz Olle, Albert Mosella-Montoro, Bernhard Kerbl, Francisco Vicente Carrasco, Fernando De la Torre","doi":"10.1145/3731214","DOIUrl":"https://doi.org/10.1145/3731214","url":null,"abstract":"Human-centered live events have always played a pivotal role in shaping culture and fostering social connections. Traditional 2D live transmissions fail to replicate the immersive quality of physical attendance. Addressing this gap, this paper proposes LiveSplats , a framework towards real-time, photo-realistic 3D reconstructions of live events using high-performance 3D Gaussian Splatting. Our solution capitalizes on strong geometric priors to optimize through distributed processing and load balancing, enabling interactive, freely explorable 3D experiences. By dividing scene reconstruction into actor-centric and environment-specific tasks, we employ hierarchical coarse-to-fine optimization to rapidly and accurately reconstruct human actors based on pose data, refining their geometry and appearance with photometric loss. For static environments, we focus on view-dependent appearance changes, streamlining rendering efficiency and maximizing GPU performance. To facilitate evaluation, we introduce (and distribute) a synthetic benchmark dataset of basketball games, offering high visual fidelity as ground truth. In both our synthetic benchmark and publicly available benchmarks, LiveSplats consistently outperforms existing approaches. The dataset is available at https://humansensinglab.github.io/basket-multiview.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"14 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2025-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144712147","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Multiple Importance Reweighting for Path Guiding 路径引导的多重重要性重加权
IF 6.2 1区 计算机科学
ACM Transactions on Graphics Pub Date : 2025-07-27 DOI: 10.1145/3731144
Zhimin Fan, Yiming Wang, Chenxi Zhou, Ling-Qi Yan, Yanwen Guo, Jie Guo
{"title":"Multiple Importance Reweighting for Path Guiding","authors":"Zhimin Fan, Yiming Wang, Chenxi Zhou, Ling-Qi Yan, Yanwen Guo, Jie Guo","doi":"10.1145/3731144","DOIUrl":"https://doi.org/10.1145/3731144","url":null,"abstract":"Contemporary path guiding employs an iterative training scheme to fit radiance distributions. However, existing methods combine the estimates generated in each iteration merely within image space, overlooking differences in the convergence of distribution fitting over individual light paths. This paper formulates the estimation combination task as a path reweighting process. To compute spatio-directional varying combination weights, we propose <jats:italic toggle=\"yes\">multiple importance reweighting</jats:italic> , leveraging the importance distributions from multiple guiding iterations. We demonstrate that our proposed path-level reweighting makes guiding algorithms less sensitive to noise and overfitting in distributions. This facilitates a finer subdivision of samples both spatially and temporally (i.e., over iterations), which leads to additional improvements in the accuracy of distributions and samples. Inspired by adaptive multiple importance sampling (AMIS), we introduce a simple yet effective mixture-based weighting scheme with theoretically guaranteed consistency, demonstrating good practical performance compared to alternative weighting schemes. To further foster usage with high sample rates, we introduce a hyperparameter that controls the size of sample storage. When this size limit is exceeded, low-valued samples are splatted during rendering and reweighted using a partial mixture of distributions. We found limiting the storage size reduces memory overhead and keeps variance reduction and bias comparable to the unlimited ones. Our method is largely agnostic to the underlying guiding method and compatible with conventional pixel reweighting techniques. Extensive evaluations underscore the feasibility of our approach in various scenes, achieving variance reduction with negligible bias over state-of-the-art solutions within equal sample rates and rendering time.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"22 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2025-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144712426","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Improving Global Motion Estimation in Sparse IMU-based Motion Capture with Physics 基于稀疏imu的运动捕捉中的全局运动估计改进
IF 6.2 1区 计算机科学
ACM Transactions on Graphics Pub Date : 2025-07-27 DOI: 10.1145/3730822
Xinyu Yi, Shaohua Pan, Feng Xu
{"title":"Improving Global Motion Estimation in Sparse IMU-based Motion Capture with Physics","authors":"Xinyu Yi, Shaohua Pan, Feng Xu","doi":"10.1145/3730822","DOIUrl":"https://doi.org/10.1145/3730822","url":null,"abstract":"By learning human motion priors, motion capture can be achieved by 6 inertial measurement units (IMUs) in recent years with the development of deep learning techniques, even though the sensor inputs are sparse and noisy. However, human global motions are still challenging to be reconstructed by IMUs. This paper aims to solve this problem by involving physics. It proposes a physical optimization scheme based on multiple contacts to enable physically plausible translation estimation in the full 3D space where the z-directional motion is usually challenging for previous works. It also considers gravity in local pose estimation which well constrains human global orientations and refines local pose estimation in a joint estimation manner. Experiments demonstrate that our method achieves more accurate motion capture for both local poses and global motions. Furthermore, by deeply integrating physics, we can also estimate 3D contact, contact forces, joint torques, and interacting proxy surfaces. Code is available at https://xinyu-yi.github.io/GlobalPose/.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"2 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2025-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144712416","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Lightning-fast Boundary Element Method 快速边界元法
IF 6.2 1区 计算机科学
ACM Transactions on Graphics Pub Date : 2025-07-27 DOI: 10.1145/3731196
Jiong Chen, Florian Schäfer, Mathieu Desbrun
{"title":"Lightning-fast Boundary Element Method","authors":"Jiong Chen, Florian Schäfer, Mathieu Desbrun","doi":"10.1145/3731196","DOIUrl":"https://doi.org/10.1145/3731196","url":null,"abstract":"Boundary element methods (BEM) for solving linear elliptic partial differential equations have gained traction in a wide range of graphics applications: they eliminate the need for volumetric meshing by solving for variables exclusively on the domain boundary through a linear boundary integral equation (BIE). However, BEM often generate dense and ill-conditioned linear systems that lead to poor computational scalability and substantial memory demands for large-scale problems, limiting their applicability and efficiency in practice. In this paper, we address these limitations by generalizing the Kaporin-based approach to <jats:italic toggle=\"yes\">asymmetric</jats:italic> preconditioning: we construct a sparse approximation of the inverse-LU factorization of <jats:italic toggle=\"yes\">arbitrary</jats:italic> BIE matrices in a massively parallel manner. Our sparse inverse-LU factorization, when employed as a preconditioner for the generalized minimal residual (GMRES) method, significantly enhances the efficiency of BIE solves, often yielding orders-of-magnitude speedups in solving times.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"130 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2025-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144712417","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
A Deep Learning-based Virtual Oculoplastic Surgery Simulator 基于深度学习的虚拟眼科整形手术模拟器
IF 6.2 1区 计算机科学
ACM Transactions on Graphics Pub Date : 2025-07-27 DOI: 10.1145/3731426
Seonghyeon Kim, Chang Wook Seo, Kwanggyoon Seo, Seung Han Song, Junyong Noh
{"title":"A Deep Learning-based Virtual Oculoplastic Surgery Simulator","authors":"Seonghyeon Kim, Chang Wook Seo, Kwanggyoon Seo, Seung Han Song, Junyong Noh","doi":"10.1145/3731426","DOIUrl":"https://doi.org/10.1145/3731426","url":null,"abstract":"Oculoplastic surgery is a critical treatment for various eye conditions, such as ptosis, which can cause both aesthetic and functional issues. Due to the anxiety about the outcome, patients are often hesitant to undergo the necessary procedures required for the surgery. Virtual oculoplastic surgery simulation technology offers a solution to alleviate these concerns by providing realistic previews of post-surgical results. In this paper, we present a novel deep learning-based virtual oculoplastic surgery simulation system that addresses the limitations of existing methods. The proposed system aims to improve the accuracy of simulations by considering the anatomical structure and characteristics of the eye. Our method utilizes a deformable parametric mesh to enhance the controllability of the image transformation process. Furthermore, the combination of a style-based generator and a neural texture has been implemented to generate high-quality results. The proposed system is expected to facilitate better communication between doctors and patients by providing anatomically inspired high-quality simulation results. The development of this advanced virtual simulation system has the potential to enhance patient experiences and improve satisfaction with outcomes in the field of oculoplastic surgery.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"1 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2025-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144712207","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Fast Subspace Fluid Simulation with a Temporally-Aware Basis 基于时间感知的快速子空间流体仿真
IF 6.2 1区 计算机科学
ACM Transactions on Graphics Pub Date : 2025-07-27 DOI: 10.1145/3730826
Siyuan Chen, Yixin Chen, Jonathan Panuelos, Otman Benchekroun, Yue Chang, Eitan Grinspun, Zhecheng Wang
{"title":"Fast Subspace Fluid Simulation with a Temporally-Aware Basis","authors":"Siyuan Chen, Yixin Chen, Jonathan Panuelos, Otman Benchekroun, Yue Chang, Eitan Grinspun, Zhecheng Wang","doi":"10.1145/3730826","DOIUrl":"https://doi.org/10.1145/3730826","url":null,"abstract":"We present a novel reduced-order fluid simulation technique leveraging Dynamic Mode Decomposition (DMD) to achieve fast, memory-efficient, and user-controllable subspace simulation. We demonstrate that our approach combines the strengths of both spatial reduced order models (ROMs) as well as spectral decompositions. By optimizing for the operator that <jats:italic toggle=\"yes\">evolves</jats:italic> a system state from one timestep to the next, rather than the system state itself, we gain both the compressive power of spatial ROMs as well as the intuitive physical dynamics of spectral methods. The latter property is of particular interest in graphics applications, where user control of fluid phenomena is of high demand. We demonstrate this in various applications including spatial and temporal modulation tools and fluid upscaling with added turbulence. We adapt DMD for graphics applications by reducing computational overhead, incorporating user-defined force inputs, and optimizing memory usage with randomized SVD. The integration of OptDMD and DMD with Control (DMDc) facilitates noise-robust reconstruction and real-time user interaction. We demonstrate the technique's robustness across diverse simulation scenarios, including artistic editing, time-reversal, and super-resolution. Through experimental validation on challenging scenarios, such as colliding vortex rings and boundary-interacting plumes, our method also exhibits superior performance and fidelity with significantly fewer basis functions compared to existing spatial ROMs. Leveraging the inherent linearity of the DMD formulation, we demonstrate a range of diverse applications. This work establishes another avenue for developing real-time, high-quality fluid simulations, enriching the space of fluid simulation techniques in interactive graphics and animation.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"22 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2025-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144712208","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Real-Time Knit Deformation and Rendering 实时编织变形和渲染
IF 6.2 1区 计算机科学
ACM Transactions on Graphics Pub Date : 2025-07-27 DOI: 10.1145/3731184
Tao Huang, Haoyang Shi, Mengdi Wang, Yuxing Qiu, Yin Yang, Kui Wu
{"title":"Real-Time Knit Deformation and Rendering","authors":"Tao Huang, Haoyang Shi, Mengdi Wang, Yuxing Qiu, Yin Yang, Kui Wu","doi":"10.1145/3731184","DOIUrl":"https://doi.org/10.1145/3731184","url":null,"abstract":"The knit structure consists of interlocked yarns, with each yarn comprising multiple plies comprising tens to hundreds of twisted fibers. This intricate geometry and the large number of geometric primitives present substantial challenges for achieving high-fidelity simulation and rendering in real-time applications. In this work, we introduce the first real-time framework that takes an animated stitch mesh as input and enhances it with yarn-level simulation and fiber-level rendering. Our approach relies on a knot-based representation to model interlocked yarn contacts. The knot positions are interpolated from the underlying mesh, and associated yarn control points are optimized using a physically inspired energy formulation, which is solved through a GPU-based Gauss-Newton scheme for real-time performance. The optimized control points are sent to the GPU rasterization pipeline and rendered as yarns with fiber-level details. In real-time rendering, we introduce several decomposition strategies to enable realistic lighting effects on complex knit structures, even under environmental lighting, while maintaining computational and memory efficiency. Our simulation faithfully reproduces yarn-level structures under deformations, e.g., stretching and shearing, capturing interlocked yarn behaviors. The rendering pipeline achieves near-ground-truth visual quality while being 120,000× faster than path tracing reference with fiber-level geometries. The whole system provides real-time performance and has been evaluated through various application scenarios, including knit simulation for small patches and full garments and yarn-level relaxation in the design pipeline.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"57 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2025-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144712369","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
ViSA: Physics-based Virtual Stunt Actors for Ballistic Stunts ViSA:基于物理的弹道特技虚拟特技演员
IF 6.2 1区 计算机科学
ACM Transactions on Graphics Pub Date : 2025-07-27 DOI: 10.1145/3731424
Minseok Kim, Wonjeong Seo, Sung-Hee Lee, Jungdam Won
{"title":"ViSA: Physics-based Virtual Stunt Actors for Ballistic Stunts","authors":"Minseok Kim, Wonjeong Seo, Sung-Hee Lee, Jungdam Won","doi":"10.1145/3731424","DOIUrl":"https://doi.org/10.1145/3731424","url":null,"abstract":"We introduce ViSA (Virtual Stunt Actors), an interactive animation system designed to create realistic ballistic stunt actions frequently seen in filmmaking and TV production. By providing spatial constraints suitable for the desired stunt scene, our system generates physically plausible motions satisfying the given constraints. The problem is formulated as a deep reinforcement learning task, incorporating a novel state and action spaces, as well as straightforward yet effective rewards for ballistic stunt actions. Users can receive a fast response within several minutes and continue to choreograph complex stunt scenes in an interactive manner. We demonstrate ballistic stunt scenes resembling those in various films and TV dramas, such as traffic accidents, falling down stairs, and falls from buildings. The effectiveness of the technical components and design choices in our system is demonstrated through extensive comparisons, analyses, and ablation studies.","PeriodicalId":50913,"journal":{"name":"ACM Transactions on Graphics","volume":"27 1","pages":""},"PeriodicalIF":6.2,"publicationDate":"2025-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144715623","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
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