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

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