Juan Raúl Padrón Griffe

About me
I am a computer graphics researcher 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 textiles, to granular materials. My work has been published at different computer graphics venues including the Eurographics Symposium on Rendering (EGSR), Pacific Graphics (PG), SIGGRAPH and SIGGRAPH Asia. I am currently collaborating with Zahra Montazeri's group on the representation and rendering of textiles, including a paper on fabric flyaways represented with Gaussian primitives accepted to SIGGRAPH Asia 2026 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 defended my Ph.D. dissertation, Modeling and Rendering of Multiscale Materials in September 2025. 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

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!