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

Pennaceous Feathers Rendering (PG 2024)

2024, Aug 24    

How to digitally represent feathers is a challenging problem due to their diverse and complex appearance. The appearance of a real-world feather is the result of a complex light interaction with its multi-scale biological structure including the central shaft, branching barbs and interlocking barbules on those barbs. This project supervised by Adolfo Muñoz and Adrian Jarabo at the Graphics and Imaging Lab is going to be presented by Juan Raul Padron Griffe at the 32th Pacific Conference on Computer Graphics and Applications (PG 2024, Huangshan) under the title “A Surface-based Appearance Model for Pennaceous Feathers”. In contrast to previous works, we represent the feather geometry with a 2D texture and propose an analytical masking term to accurately combine both the scattering of barb and barbules based on their relative projected areas. In addition, we consider the medulla scattering inside the barbs to approximate structural colors such as blue and green. Thanks to our masking term we can also reproduce view-dependent hue variation effects that we can see in real feathers like the Amazon Parrot feather. The implementation consists of a feather material implemented inside the physically-based renderer Mitsuba 0.6 as a feather BSDF (hierarchical structure) and pigmentation BCSDF (barb and barbules) together with a set of feathers geometries represented as 2D textures. If you would like to know more about this project, then please visit the official project website A Surface-based Appearance Model for Pennaceous Feathers. Below you can find a practical example where we apply our refletance model to a wing of feathers (right, Ours) and compare with other approaches: bird model with a baked texture from a reference photograph of an Amazon parrot (left, Baked Texture) and a hair BCSDF model for barbs (center, Hair Barbs). Modeling feather barbs with a hair BCSDF and explicit strand curves is a common practice in industry.

Rendering of Amazon Parrot feathers

Dario Lanza and Juan Raul Padron Griffe presenting the poster at the Premier Conference & Exhibition on Computer Graphics & Interactive Techniques (SIGGRAPH 2024, Denver).

A photograph of our poster

Below we also include an ablation study of our reflectance model for a feather wing scene. [Only hair barbs]: Only barbs with a hair BCSDF, [Only masking]: Barb and barbules with Hair BCSDF combined with our masking term similar to the feather microstructure shading model from previous work, and [Full]: Adding a diffuse medulla inside the Barb BCSDF. From top to bottom materials for the beautiful northern cardinal, blue-fronted amazon parrot, electus parrot and Brewer’s blackbird.

Ablation study of our method

Team Members: Juan Raul Padron Griffe, Dario Lanza

Github repository

If you are interested in birds and their spectacular feathers, then I would strongly encourage you to take a look at the following works: A Biologically-Parameterized Feather Model, Directional reflectance and milli-scale feather morphology of the African Emerald Cuckoo, Chrysococcyx cupreus by Todd Alan Harvey, Procedurally Generating Biologically Driven Bird and Non-Avian Dinosaur Feathers by Jessica Baron and Rendering Iridescent Rock Dove Neck Feathers by Weizhen Huang. This year a paper about deformations in feathers was presented at SIGGRAPH 2024 Modelling a feather as a strongly anisotropic elastic shell by Jean Jouve. For general information about ornithology read the bird coloration books Bird Coloration. Volume I and II by Geoffrey Hill and Kevin McGraw and visit the official websites of the PRUM Lab, Cornell Lab of Ornithology and Feather Atlas by the U.S. Fish & Wildlife Service.