Juan Raúl Padrón Griffe

About me
I am a computer graphics researcher 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 textiles, to granular materials. My work has been published at different computer graphics venues including the Eurographics Symposium on Rendering (EGSR), Pacific Graphics (PG), SIGGRAPH and SIGGRAPH Asia. I am currently collaborating with Zahra Montazeri's group on the representation and rendering of textiles, including a paper on fabric flyaways represented with Gaussian primitives accepted to SIGGRAPH Asia 2026 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 defended my Ph.D. dissertation, Modeling and Rendering of Multiscale Materials in September 2025. 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

Neural Relighting

Extension of the Deferred Neural Rendering pipeline to perform relighting tasks. This is a new paradigm for image synthesis that combines the traditional graphics pipeline with learnable Neural Textures.

1 minute read

RGB-D Reconstruction for Mixed Reality

Real-time mixed reality game using marker-less tracking and 3D reconstruction based on Kinect Fusion pipeline and several Unity modules.

1 minute read

Game Capture

C++ library for the extraction of ground truth labels and the internal game states of video games to train computer vision models for autonomous driving applications.

2 minute read