Juan Raúl Padrón Griffe

About me
I am a researcher in computer graphics at the Graphics and Imaging Lab at the Universidad de Zaragoza, working at the intersection of physically-based rendering, material modeling, and geometry processing. My research centers on multi-scale materials, from biological tissues such as human skin, scales, and feathers, to intricate human-made structures like cosmetics and granular media. Recently, I have also explored particle dynamics for sampling in computer graphics, including our recent paper accepted to EGSR 2026. My work has been published at different computer graphics venues including the Eurographics Symposium on Rendering (EGSR), Pacific Graphics (PG), and SIGGRAPH. I am currently collaborating with Zahra Montazeri's group on the representation and rendering of textiles, with a submission under review and a second project underway.

I completed my PhD as a Marie Sklodowska-Curie Fellow of the EU Project PRIME, supervised by Prof. Adolfo Muñoz and Prof. Adrian Jarabo. Earlier, during my Master of Science in Informatics at the Technical University of Munich, I conducted research on 3D scanning and neural rendering for object and face relighting, advised by Prof. Justus Thies; this followed a Bachelor of Science in Computer Science at the Universidad Central de Venezuela, where my thesis explored procedural terrain generation and visualization.

Looking for Opportunities
I recently defended my Ph.D. dissertation, Modeling and Rendering of Multiscale Materials. I am currently seeking postdoctoral and faculty positions, as well as research scientist roles, where I can continue developing my research agenda in computer graphics and computer vision for the digital acquisition, representation, and simulation of virtual worlds. If you are building a research group, have a postdoctoral or faculty opening, or simply want to discuss a potential collaboration, please feel free to reach out!

Projects

RGB-D Reconstruction for Mixed Reality

2019, Feb 05    

For the 3D Scanning and Motion project at the Technical University of Munich, we propose a real-time marker-less tracking and 3D reconstruction implementation and show how it can be used to create a mixed reality game using the Unity3D game engine. The concept was inspired by the spatial mapping technology behind Microsoft HoloLens and our 3D reconstruction pipeline is based on the Kinect Fusion pipeline. Tracking and reconstruction is performed in real-time using GPGPU acceleration (Cuda 10, DirectX 11 compute shaders). Finally, several Unity modules (e.g. physics, particle systems, etc) can be used to create interesting mixed reality projects.

Results:

Original Scene Reconstruction Unity Animation

Team Members: Juan Raul Padron Griffe, Wojciech Zielonka, Patrick Radner, Baris Yazici
Instructors: Angela Dai, Justus Thies

Github repository Poster

Wojciech Zielonka, Patrick Radner and Mustafa Isik worked later on a really cool project for the 3D Scanning and Spatial Learning Practical Course at the Visual Computing lab. Take a look at RGB Face Tracking and Reconstruction using CUDA!