Juan Raúl Padrón Griffe

About me
I am a postdoctoral researcher in Junqiu Zhu's group at Shandong University. My research focuses on photorealistic rendering, including appearance modeling for complex multi-scale materials (human skin, hair, fur, scales, feathers, cosmetics, textiles, and granular materials), light transport simulation algorithms and data-driven representations. I am also interested in inverse rendering, differentiable rendering and 3D reconstruction. I am currently collaborating with Zahra Montazeri's group on the representation and rendering of textiles.

I completed my PhD dissertation, Modeling and Rendering of Multiscale Materials, at the Graphics and Imaging Lab, Universidad de Zaragoza. I was a Marie Sklodowska-Curie Fellow of the EU Project PRIME, advised by Adolfo Muñoz and Adrian Jarabo. I hold an M.Sc. in Informatics from the Technical University of Munich with a major in Graphics and Vision, and a B.Sc. in Computer Science from the Universidad Central de Venezuela with a major in Computer Graphics.

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)