Juan Raúl Padrón Griffe

About me
I was 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 focused on physically-based rendering, appearance modeling and geometry processing for multi-scale materials, including biological tissues (human skin, scales and feathers), intricate human-made objects (cosmetics) and granular media. Previously, I earned my Bachelor of Science degree in Computer Science at the Universidad Central de Venezuela, where I specialized in computer graphics and image processing. My undergraduate thesis explored the generation and visualization of procedural terrains for diverse landscapes. Later, I received my Master of Science degree in Informatics at the Technical University of Munich, majoring in 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 Prof. 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 defended 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

Fractal Terrain Generation using Noise Synthesis

2015, May 24    

In the last decades, the advances in modelling virtual worlds have been impressive and notorious, from primitive results (Alien, 1979) to visually complex ones (CryEngine, 2009). However, the process is mostly manual, laborious, repetitive and costly especially for large scenes. For this reason, an alternative approach called procedural modelling, where the content is created via a procedure or program, is becoming more popular. An open research challenge is the automatic generation of terrains, especially if we consider the inmense variety of shapes and appearances.

For my Bachelor thesis, we develop a terrain generator based on an extension of the noise synthesis technique that includes transformations in order to improve significantly the capacity and power of the heightmap generation. The fractal generator is able to synthesize several types of terrains such as a glacier, mountain range or plateau in an efficient and extensive way by using different base functions (value noise, Perlin noise) and transformations (domain distortion and filters). Furthermore, we implement a realtime 3D Viewer using OpenGL shaders in order to explore the generated heightmaps, which include features like triplanar texture mapping, detail maps, sky domes, Phong illumination model and a navigation map. Finally, we carried out several experiments in order to study and evaluate the impact of the different algorithms, base functions and transformations.

Results:

Terrain Scene 1 Terrain Scene 2 Terrain Scene 3

Advisor: Hector Navarro Supervisor: Rhadamés Carmona

This work was heavily inspired in three sources:
Real-time editing, synthesis, and rendering of infinite landscapes on GPUs
Interactive GPU-based procedural heightfield brushes
Value Noise Derivatives

Document Presentation