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

Procedural Multiscale Geometry (PG 2025)

2025, Oct 17    

This project is part of the doctoral thesis of Bojja Venu and presents a framework inspired by hypertexture methods that synthesizes multiscale structures on the fly using implicit surfaces and sphere tracing, without precomputation. Venu presented the paper at the Pacific Graphics Conference (Pacific Graphics 2025, Taipei) under the title “Procedural Multiscale Geometry Modeling using Implicit Surfaces”. The framework enables the creation of complex, multiscale spatially varying geometries like particles, fibers, pores, and layers using random but controlled space-filling implicit primitive distributions, and then apply spatially varying transformations. Additional operations support anisotropy, correlation, piling, and agglomeration effects. As a proof of concept, we show that the generated microstructures can be reconstructed from image and distance values defined by implicit surfaces using both first-order and gradient-free optimization methods. This reconstruction work was carried out as part of the master’s thesis of Adam Bosek at the Technical University of Denmark, supervised by Jeppe Frisvad, Bojja Venu, and myself. The implementation includes a Monte Carlo path tracer and procedural shaders developed using the NVIDIA OptiX 7.4 ray tracing API. If you would like to know more about this project, then please visit the official project website Procedural Multiscale Geometry. Below, we showcase example results and a schematic overview of the framework’s features.

Multiscale Geometry Framework (Results) Multiscale Geometry Framework (Overview)

Team Members: Bojja Venu, Adam Bosek, Juan Raul Padron Griffe

We will share the GitHub repository of the modeling and reconstruction soon.

It was truly an honor to have our work recognized by the computer graphics community, and we hope it inspires future research in the modeling, rendering, and simulation of multiscale materials.

Pacific Graphics Best Paper (Honorable Mention)