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

Game Capture

2018, Sep 28    

The main goal of the Hiwi project at the chair of Remote Sensing Technology at the Technical University of Munich is collecting potentially useful information from video games in order to train computer vision models for autonomous driving applications. The project is inspired in the seminal publication Playing for Data, where the authors show that acquired data from video games supplemented with real-world images significantly increases the accuracy of deep learning models for the semantic segmentation task. In addition, the acquisition pipeline reduces the amount of hand-labeled real-world data. We develop a prototype in C++ to collect in realtime the DirectX Frame Buffers (RGB, Stencils, Albedo, Irradiance, Specular, Normal) from the video game Grand Theft Auto V. Finally, we could also extract further internal game states (e.g. time of day, location, vehicle speed, etc) using the Script Hook V mod.

In the second phase, we tried to capture data from other games based on the Free Supervision from Video Games paper. The GameHook library wraps DirectX 11 to intercept and modify the rendering code of a particular game, including the injection of code into the vertex or pixel shaders. Unfortunately, the library failed to hook games like Project Cars 2 or Sebastian Loeb Rally.

Results:

Disparity Map Normal Map Instance Segmentation

Albedo Map Specular Map Irradiance Map

Advisors: Sandra Aigner, Lukas Liebel
Supervisor: Marco Körner

If you want to know more about the project, please contact Lukas Liebel and Sandra Aigner. They are really nice advisors and they are working in interesting projects. I would also suggest you to read this amazing post GTA V - Graphics Study and play with the amazing RenderDoc tool.