Image Segmentation
Transformers
Safetensors
segformer
semantic-segmentation
road-scene
cityscapes
game-assets
vision
Eval Results (legacy)
Instructions to use Marco333/segformer-b0-road-scene-7class with libraries, inference providers, notebooks, and local apps. Follow these links to get started.
- Libraries
- Transformers
How to use Marco333/segformer-b0-road-scene-7class with Transformers:
# Use a pipeline as a high-level helper from transformers import pipeline pipe = pipeline("image-segmentation", model="Marco333/segformer-b0-road-scene-7class")# Load model directly from transformers import AutoImageProcessor, SegformerForSemanticSegmentation processor = AutoImageProcessor.from_pretrained("Marco333/segformer-b0-road-scene-7class") model = SegformerForSemanticSegmentation.from_pretrained("Marco333/segformer-b0-road-scene-7class", device_map="auto") - Notebooks
- Google Colab
- Kaggle
Add model card
Browse files
README.md
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---
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library_name: transformers
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license: apache-2.0
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tags:
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- image-segmentation
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- semantic-segmentation
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- segformer
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- road-scene
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- cityscapes
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- game-assets
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- vision
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pipeline_tag: image-segmentation
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datasets:
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- Chris1/cityscapes_segmentation
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metrics:
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- mean_iou
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model-index:
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- name: segformer-b0-road-scene-7class
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results:
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- task:
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type: image-segmentation
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name: Semantic Segmentation
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dataset:
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type: Chris1/cityscapes_segmentation
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name: Cityscapes
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split: validation
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metrics:
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- type: mean_iou
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value: 84.0
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name: Mean IoU
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---
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# SegFormer-B0 β Road Scene Segmentation (7 Game-Asset Classes)
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A **SegFormer-B0** model fine-tuned on [Cityscapes](https://huggingface.co/datasets/Chris1/cityscapes_segmentation) for **7-class semantic segmentation** of road scenes. Unlike standard road-scene models that target autonomous driving with 19+ fine-grained classes, this model uses a purpose-built taxonomy where every class maps directly to a game element β road texture, sky backdrop, tree sprites, building silhouettes, etc.
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| | |
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|---|---|
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| **Architecture** | SegFormer-B0 (Mix Transformer encoder + all-MLP decoder) |
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| **Parameters** | 3.7 M |
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| **Input** | RGB image, any resolution (resized to 512Γ512) |
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| **Output** | 7-class pixel mask (upsampled to input resolution at inference) |
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| **Best val mIoU** | **β₯ 84.0 %** |
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| **Format** | SafeTensors (14.2 MB) |
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| **Training cost** | ~$0.60 (NVIDIA T4, 50 epochs) |
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## 7-Class Game Taxonomy
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| ID | Class | IoU | Game Function |
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|:--:|-------|:---:|---------------|
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| 0 | `road` | 97.5 % | Driving surface β grey asphalt texture sampling |
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| 1 | `sidewalk` | 80.3 % | Ground-level non-road surfaces (sidewalk, terrain) |
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| 2 | `building` | 88.1 % | Background vertical structures β building silhouettes |
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| 3 | `vegetation` | 89.1 % | Tall greenery β tree sprite extraction |
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| 4 | `sky` | 92.2 % | Sky band β direct crop for game background |
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| 5 | `vehicle` | 87.8 % | Road obstacles |
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| 6 | `roadside_object` | 52.7 % | Thin vertical roadside elements (poles, signs, people) |
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### Key design decisions
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- **Road β sidewalk kept separate** so road color sampling produces pure grey asphalt without contamination from sidewalk / terrain tones.
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- **Terrain grouped with sidewalk**, not vegetation β ground-level grass strips serve the same game function as sidewalk.
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- **All building-like structures merged** (building, wall, fence) β the game treats them identically as background geometry.
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- **All vehicle types merged** β the game treats every vehicle as a road obstacle.
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- **Roadside objects** (poles, traffic lights, signs, persons, riders) are grouped into a single thin-element class with fallback stock sprites when extraction quality is low.
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## Usage
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```python
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from transformers import SegformerImageProcessor, SegformerForSemanticSegmentation
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from PIL import Image
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import torch
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import torch.nn.functional as F
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processor = SegformerImageProcessor.from_pretrained("Marco333/segformer-b0-road-scene-7class")
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model = SegformerForSemanticSegmentation.from_pretrained("Marco333/segformer-b0-road-scene-7class")
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image = Image.open("road_photo.jpg")
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inputs = processor(images=image, return_tensors="pt")
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with torch.no_grad():
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outputs = model(**inputs)
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# Upsample logits to original image size
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mask = F.interpolate(
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outputs.logits,
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size=image.size[::-1], # (H, W)
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mode="bilinear",
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align_corners=False,
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).argmax(dim=1)[0]
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# mask values: 0=road, 1=sidewalk, 2=building, 3=vegetation, 4=sky, 5=vehicle, 6=roadside_object
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```
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## Training Details
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### Dataset
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[Chris1/cityscapes_segmentation](https://huggingface.co/datasets/Chris1/cityscapes_segmentation) β urban street scenes from 50 European cities.
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| Split | Images |
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|-------|-------:|
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| Train | 2,975 |
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| Val | 500 |
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The original Cityscapes masks use **label IDs 0β33** stored as 3-channel RGB images. A custom preprocessing pipeline extracts channel 0 and applies a 256-element lookup table to remap all 34 Cityscapes classes into the 7-class game taxonomy in a single vectorized operation (unmapped classes β 255 = ignore).
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### Hyperparameters
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| Parameter | Value |
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|-----------|-------|
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| Base weights | `nvidia/segformer-b0-finetuned-ade-512-512` (encoder only) |
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| Optimizer | AdamW |
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| Learning rate | 6 Γ 10β»β΅ |
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| LR schedule | Polynomial decay |
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| Warmup | 10 % of total steps |
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| Weight decay | 0.01 |
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| Effective batch size | 8 (4 Γ device Β· 2 grad accum) |
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| Training resolution | 512 Γ 512 |
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| Precision | FP16 mixed precision |
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| Epochs | 50 |
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| Augmentation | ColorJitter (brightness=0.25, contrast=0.25, saturation=0.25, hue=0.1) β train only |
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| Best-model selection | Highest mean IoU on validation set (`load_best_model_at_end=True`) |
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| Hardware | NVIDIA T4 (16 GB VRAM) |
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### Training Curve
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| Epoch | mIoU | Road | Sidewalk | Building | Vegetation | Sky | Vehicle | Roadside Obj |
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|------:|-----:|-----:|---------:|---------:|-----------:|----:|--------:|-------------:|
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| 1 | 59.5 % | 93.2 % | 54.6 % | 74.3 % | 73.7 % | 56.9 % | 63.9 % | 0.0 % |
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| 3 | 73.8 % | 95.4 % | 69.4 % | 82.7 % | 82.5 % | 84.3 % | 79.4 % | 23.1 % |
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| 5 | 80.4 % | 96.7 % | 76.5 % | 86.2 % | 87.0 % | 88.9 % | 84.3 % | 43.2 % |
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| 9 | 82.9 % | 97.4 % | 79.2 % | 87.5 % | 88.3 % | 91.0 % | 86.7 % | 50.4 % |
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| 16 | 84.0 % | 97.5 % | 80.3 % | 88.1 % | 89.1 % | 92.2 % | 87.8 % | 52.7 % |
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The model converges quickly thanks to transfer learning β the pretrained encoder already understands road scene features; only the 7-class decoder head is learned from scratch.
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### Implementation Notes
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Several non-obvious flags are required for correct training:
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- `ignore_mismatched_sizes=True` β the pretrained decoder head has a different number of output classes.
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- `remove_unused_columns=False` β prevents the Trainer from dropping image data columns.
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- `label_names=["labels"]` β tells the Trainer which key holds the segmentation targets.
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- `do_reduce_labels=False` β Cityscapes labels don't need ADE20K-style background subtraction.
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- **Logit upsampling in `compute_metrics`** β SegFormer outputs at ΒΌ resolution; logits must be upsampled before comparison with ground-truth masks.
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## Intended Use
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This model is designed for a **game asset extraction pipeline** where a user uploads a road photograph and the runtime transforms it into game elements:
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1. **Road shape** β fit road boundaries from the road mask; derive perspective and horizon.
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2. **Color palette** β sample dominant colors from each masked region of the original image.
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3. **Sky** β crop the sky band directly using the sky mask.
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4. **Tree sprites** β blob detection on the vegetation mask; crop with alpha transparency.
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5. **Building silhouettes** β extract from the building mask for background geometry.
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6. **Fallback system** β when extraction quality is poor for any element, use palette-matched stock assets.
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## Limitations
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- Trained exclusively on European urban street scenes (Cityscapes). Performance may degrade on rural roads, highways without sidewalks, non-European road styles, or indoor scenes.
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- `roadside_object` class (52.7 % IoU) is the weakest β thin elements like poles and signs are inherently difficult at 512Γ512 resolution. The intended runtime uses fallback sprites for this class.
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- Not suitable for safety-critical autonomous driving β the merged taxonomy intentionally discards distinctions (truck vs. car, wall vs. fence) that matter for driving but not for game art.
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## Citation
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If you use this model, please cite the SegFormer paper:
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```bibtex
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@inproceedings{xie2021segformer,
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title={SegFormer: Simple and Efficient Design for Semantic Segmentation with Transformers},
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author={Xie, Enze and Wang, Wenhai and Yu, Zhiding and Anber, Abualkasim and Lu, Tong and Alvarez, Jose M},
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booktitle={NeurIPS},
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year={2021}
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}
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```
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