[Resolved] Report ID 1931252425: error when import bib
As the title says, and I report the problem with the Report ID 1931252425.
paste part of the bib file here:
--------------
@article{74827efd101ee9950f453bc5653f02f53266f66b,
title = {Separable Subsurface Scattering},
year = {2015},
url = {https://www.semanticscholar.org/paper/74827efd101ee9950f453bc5653f02f53266f66b},
abstract = {In this paper, we propose two real‐time models for simulating subsurface scattering for a large variety of translucent materials, which need under 0.5 ms per frame to execute. This makes them a practical option for real‐time production scenarios. Current state‐of‐the‐art, real‐time approaches simulate subsurface light transport by approximating the radially symmetric non‐separable diffusion kernel with a sum of separable Gaussians, which requires multiple (up to 12) 1D convolutions. In this work we relax the requirement of radial symmetry to approximate a 2D diffuse reflectance profile by a single separable kernel. We first show that low‐rank approximations based on matrix factorization outperform previous approaches, but they still need several passes to get good results. To solve this, we present two different separable models: the first one yields a high‐quality diffusion simulation, while the second one offers an attractive trade‐off between physical accuracy and artistic control. Both allow rendering of subsurface scattering using only two 1D convolutions, reducing both execution time and memory consumption, while delivering results comparable to techniques with higher cost. Using our importance‐sampling and jittering strategies, only seven samples per pixel are required. Our methods can be implemented as simple post‐processing steps without intrusive changes to existing rendering pipelines.},
author = {Jorge Jimenez and Károly Zsolnai and A. Jarabo and C. Freude and T. Auzinger and X. Wu and Javier von der Pahlen and M. Wimmer and Diego Gutierrez},
journal = {Computer Graphics Forum},
volume = {34},
pages = {null},
doi = {10.1111/cgf.12529},
}
@article{7094de5dfc6851c98599b03e4feb604565d6e4e9,
title = {Dual-Matrix Sampling for Scalable Translucent Material Rendering},
year = {2015},
url = {https://www.semanticscholar.org/paper/7094de5dfc6851c98599b03e4feb604565d6e4e9},
abstract = {This paper introduces a scalable algorithm for rendering translucent materials with complex lighting. We represent the light transport with a diffusion approximation by a dual-matrix representation with the Light-to-Surface and Surface-to-Camera matrices. By exploiting the structures within the matrices, the proposed method can locate surface samples with little contribution by using only subsampled matrices and avoid wasting computation on these samples. The decoupled estimation of irradiance and diffuse BSSRDFs also allows us to have a tight error bound, making the adaptive diffusion approximation more efficient and accurate. Experiments show that our method outperforms previous methods for translucent material rendering, especially in large scenes with massive translucent surfaces shaded by complex illumination.},
author = {Yu-Ting Wu and Tzu-Mao Li and Yu-Hsun Lin and Yung-Yu Chuang},
journal = {IEEE Transactions on Visualization and Computer Graphics},
volume = {21},
pages = {363-374},
doi = {10.1109/TVCG.2014.2385059},
pmid = {26357068},
}
-------------------
Thanks!!
paste part of the bib file here:
--------------
@article{74827efd101ee9950f453bc5653f02f53266f66b,
title = {Separable Subsurface Scattering},
year = {2015},
url = {https://www.semanticscholar.org/paper/74827efd101ee9950f453bc5653f02f53266f66b},
abstract = {In this paper, we propose two real‐time models for simulating subsurface scattering for a large variety of translucent materials, which need under 0.5 ms per frame to execute. This makes them a practical option for real‐time production scenarios. Current state‐of‐the‐art, real‐time approaches simulate subsurface light transport by approximating the radially symmetric non‐separable diffusion kernel with a sum of separable Gaussians, which requires multiple (up to 12) 1D convolutions. In this work we relax the requirement of radial symmetry to approximate a 2D diffuse reflectance profile by a single separable kernel. We first show that low‐rank approximations based on matrix factorization outperform previous approaches, but they still need several passes to get good results. To solve this, we present two different separable models: the first one yields a high‐quality diffusion simulation, while the second one offers an attractive trade‐off between physical accuracy and artistic control. Both allow rendering of subsurface scattering using only two 1D convolutions, reducing both execution time and memory consumption, while delivering results comparable to techniques with higher cost. Using our importance‐sampling and jittering strategies, only seven samples per pixel are required. Our methods can be implemented as simple post‐processing steps without intrusive changes to existing rendering pipelines.},
author = {Jorge Jimenez and Károly Zsolnai and A. Jarabo and C. Freude and T. Auzinger and X. Wu and Javier von der Pahlen and M. Wimmer and Diego Gutierrez},
journal = {Computer Graphics Forum},
volume = {34},
pages = {null},
doi = {10.1111/cgf.12529},
}
@article{7094de5dfc6851c98599b03e4feb604565d6e4e9,
title = {Dual-Matrix Sampling for Scalable Translucent Material Rendering},
year = {2015},
url = {https://www.semanticscholar.org/paper/7094de5dfc6851c98599b03e4feb604565d6e4e9},
abstract = {This paper introduces a scalable algorithm for rendering translucent materials with complex lighting. We represent the light transport with a diffusion approximation by a dual-matrix representation with the Light-to-Surface and Surface-to-Camera matrices. By exploiting the structures within the matrices, the proposed method can locate surface samples with little contribution by using only subsampled matrices and avoid wasting computation on these samples. The decoupled estimation of irradiance and diffuse BSSRDFs also allows us to have a tight error bound, making the adaptive diffusion approximation more efficient and accurate. Experiments show that our method outperforms previous methods for translucent material rendering, especially in large scenes with massive translucent surfaces shaded by complex illumination.},
author = {Yu-Ting Wu and Tzu-Mao Li and Yu-Hsun Lin and Yung-Yu Chuang},
journal = {IEEE Transactions on Visualization and Computer Graphics},
volume = {21},
pages = {363-374},
doi = {10.1109/TVCG.2014.2385059},
pmid = {26357068},
}
-------------------
Thanks!!
-
poettliAre you sure there is a problem with the two items you have pasted in your message? I can import them in Zotero 7.
-
dstillman@DarkPixel: You have Better BibTeX installed. For problems with a plugin, you'll need to contact the plugin developer.
-
DarkPixel@poettli @dstillman Yes, it's the problem of Better BibTex, not zotero. After updating the plugin, the reported error disappered. Thank you both.