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Vitor Pereira Matias

Publications and source records attributed to Vitor Pereira Matias.

2 recordsLinked to original sources

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

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

cs.CV↗

From Volume Rendering to 3D Gaussian Splatting: Theory and Applications

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.

cs.CV↗