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

Vulkan Path Tracer Engine

2020, Nov 08    

The project goal is creating a sandbox to experiment with physically-based rendering algorithms based on the ray tracing system. The sandbox consists of predefined environments with scenes including assets such as: geometry, materials, light sources and textures. The implementation is based on the Vulkan pipeline and it has been tested on a Geforce GTX 1060 and GeForce RTX 2070. More details about the foundations can be found in the amazing PBR book.

Results:

Panther Hyperion Dinner Room

Team Members: Juan Raul Padron Griffe, Wojciech Zielonka

Github repository

The iniative and almost all work has been done by Wojciech Zielonka. If you are interested on this project, then you may find interesting his project Physically Based Rendering Engine too!