Juan Raúl Padrón Griffe

About me
I am a Marie Sklodowska-Curie Fellow of the EU Project PRIME and a PhD candidate at the Graphics and Imaging Lab. My PhD thesis under the supervision of Prof. Adolfo Muñoz and Prof. Adrian Jarabo focuses on physically-based rendering and appearance modeling of multi-scale materials, such as biological tissues (skin, scales and feathers) and intricate human-made objects (cosmetics). Previously, I earned my Bachelor of Sciene degree in Computer Science at the Universidad Central de Venezuela, where I specialized in computer graphics and imaging processing. My undergraduate thesis explored the generation and visualization of procedural terrains. Later, I received my Master of Science degree in Informatics at the Technical University of Munich, concentrating on computer graphics, computer vision and machine learning. During my Master studies, I conducted research on 3D Scanning and Neural Rendering for object and face relighting advised by Dr. Justus Thies. Beyond my academic experience, I have two years of software development experience in backend technologies (.NET, Service Stack, Java, Spring).

Looking for Opportunities
I recently submitted my Ph.D. dissertation under the title “Modeling and Rendering of Multiscale Materials”. I am currently seeking both postdoctoral and industry opportunities where I can apply my expertise in computer graphics, computer vision and artificial intelligence for the digital acquisition, representation and understanding of the visual world. My combined expertise in computer graphics, computer vision, machine learning, and software engineering allows me to tackle complex technical challenges from both a research and implementation perspective, If you're interested in collaboration or have an opportunity that aligns with my expertise, please feel free to reach out!

Projects

Pennaceous Feathers Rendering (PG 2024)

Far-field appearance model that implicitly represents the light scattering from the main biological structures of a feather such as the shaft, barb and barbules accounting for the accurate masking and the medulla structure inside the barbs. The material was implemented as a BSDF material inside the popular physically-based renderer Mitsuba, while the geometry was represented by a 2D texture.

3 minute read

Foundation Cosmetics Rendering (EGSR 2024)

Multilayered appearance model inspired by the specific characteristics of cosmetics foundation components capable of stacking multiple cosmetic products on top of a digital human skin. The material was implemented as a BSDF layered material inside the popular physically-based renderer PBRT.

2 minute read

Snake Skin Rendering (CEIG 2023)

Multilayered appearance model based on the anatomy of the snake skin capable of reproducing the main appearance features on snake colors such as the highly specular iridescent colors and dark diffuse skin. The material was implemented as a BSDF layered material inside the popular physically-based renderer Mitsuba.

1 minute read

Face Relighting In The Wild

Given an arbitrary portrait image and a target lighting as inputs, the algorithm generates the relight version of the portrait image under the target lighting conditions.

2 minute read

Neural Relighting

Extension of the Deferred Neural Rendering pipeline to perform relighting tasks. This is a new paradigm for image synthesis that combines the traditional graphics pipeline with learnable Neural Textures.

1 minute read

RGB-D Reconstruction for Mixed Reality

Real-time mixed reality game using marker-less tracking and 3D reconstruction based on Kinect Fusion pipeline and several Unity modules.

1 minute read