Juan Raúl Padrón Griffe

About me
I am a postdoctoral researcher in Junqiu Zhu's group at Shandong University. My research focuses on photorealistic rendering, including appearance modeling for complex multi-scale materials (human skin, hair, fur, scales, feathers, cosmetics, clothes, and granular materials), light transport simulation algorithms and data-driven representations. I am also interested in inverse rendering, differentiable rendering and 3D reconstruction.

I completed my PhD dissertation, Modeling and Rendering of Multiscale Materials, at the Graphics and Imaging Lab, Universidad de Zaragoza. I was a Marie Sklodowska-Curie Fellow of the EU Project PRIME, advised by Adolfo Muñoz and Adrian Jarabo. I hold an M.Sc. in Informatics from the Technical University of Munich with a major in Graphics and Vision, and a B.Sc. in Computer Science from the Universidad Central de Venezuela with a major in Computer Graphics.

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!