Vitor Pereira Matias

h-index10
2papers

2 Papers

CVMar 2
Large-Scale Dataset and Benchmark for Skin Tone Classification in the Wild

Vitor Pereira Matias, Márcus Vinícius Lobo Costa, João Batista Neto et al.

Deep learning models often inherit biases from their training data. While fairness across gender and ethnicity is well-studied, fine-grained skin tone analysis remains a challenge due to the lack of granular, annotated datasets. Existing methods often rely on the medical 6-tone Fitzpatrick scale, which lacks visual representativeness, or use small, private datasets that prevent reproducibility, or often rely on classic computer vision pipelines, with a few using deep learning. They overlook issues like train-test leakage and dataset imbalance, and are limited by small or unavailable datasets. In this work, we present a comprehensive framework for skin tone fairness. First, we introduce the STW, a large-scale, open-access dataset comprising 42,313 images from 3,564 individuals, labeled using the 10-tone MST scale. Second, we benchmark both Classic Computer Vision (SkinToneCCV) and Deep Learning approaches, demonstrating that classic models provide near-random results, while deep learning reaches nearly annotator accuracy. Finally, we propose SkinToneNet, a fine-tuned ViT that achieves state-of-the-art generalization on out-of-domain data, which enables reliable fairness auditing of public datasets like CelebA and VGGFace2. This work provides state-of-the-art results in skin tone classification and fairness assessment. Code and data available soon

CVOct 20, 2025
From Volume Rendering to 3D Gaussian Splatting: Theory and Applications

Vitor Pereira Matias, Daniel Perazzo, Vinicius Silva et al.

The problem of 3D reconstruction from posed images is undergoing a fundamental transformation, driven by continuous advances in 3D Gaussian Splatting (3DGS). By modeling scenes explicitly as collections of 3D Gaussians, 3DGS enables efficient rasterization through volumetric splatting, offering thus a seamless integration with common graphics pipelines. Despite its real-time rendering capabilities for novel view synthesis, 3DGS suffers from a high memory footprint, the tendency to bake lighting effects directly into its representation, and limited support for secondary-ray effects. This tutorial provides a concise yet comprehensive overview of the 3DGS pipeline, starting from its splatting formulation and then exploring the main efforts in addressing its limitations. Finally, we survey a range of applications that leverage 3DGS for surface reconstruction, avatar modeling, animation, and content generation-highlighting its efficient rendering and suitability for feed-forward pipelines.