--- library_name: transformers license: mit tags: - image-segmentation - semantic-segmentation - segformer - road-scene - cityscapes - game-assets - vision pipeline_tag: image-segmentation datasets: - Chris1/cityscapes_segmentation metrics: - mean_iou model-index: - name: segformer-b0-road-scene-7class results: - task: type: image-segmentation name: Semantic Segmentation dataset: type: Chris1/cityscapes_segmentation name: Cityscapes split: validation metrics: - type: mean_iou value: 84.0 name: Mean IoU --- # SegFormer-B0 — Road Scene Segmentation (7 Game-Asset Classes) A **SegFormer-B0** model fine-tuned on [Cityscapes](https://huggingface.co/datasets/Chris1/cityscapes_segmentation) for **7-class semantic segmentation** of road scenes. This model uses a purpose-built taxonomy where every class maps directly to a game element — road texture, sky backdrop, tree sprites, building silhouettes, etc. | | | |---|---| | **Architecture** | SegFormer-B0 (Mix Transformer encoder + all-MLP decoder) | | **Parameters** | 3.7 M | | **Input** | RGB image, any resolution (resized to 512×512) | | **Output** | 7-class pixel mask (upsampled to input resolution at inference) | | **Best val mIoU** | **≥ 84.0 %** | | **Format** | SafeTensors (14.2 MB) | ## 7-Class Game Taxonomy | ID | Class | IoU | Game Function | |:--:|-------|:---:|---------------| | 0 | `road` | 97.5 % | Driving surface — grey asphalt texture sampling | | 1 | `sidewalk` | 80.3 % | Ground-level non-road surfaces (sidewalk, terrain) | | 2 | `building` | 88.1 % | Background vertical structures — building silhouettes | | 3 | `vegetation` | 89.1 % | Tall greenery — tree sprite extraction | | 4 | `sky` | 92.2 % | Sky band — direct crop for game background | | 5 | `vehicle` | 87.8 % | Road obstacles | | 6 | `roadside_object` | 52.7 % | Thin vertical roadside elements (poles, signs, people) | ### Key design decisions - **Road ↔ sidewalk kept separate** so road color sampling produces pure grey asphalt without contamination from sidewalk / terrain tones. - **Terrain grouped with sidewalk**, not vegetation — ground-level grass strips serve the same game function as sidewalk. - **All building-like structures merged** (building, wall, fence) — the game treats them identically as background geometry. - **All vehicle types merged** — the game treats every vehicle as a road obstacle. - **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. ## Usage ```python from transformers import SegformerImageProcessor, SegformerForSemanticSegmentation from PIL import Image import torch import torch.nn.functional as F processor = SegformerImageProcessor.from_pretrained("Marco333/segformer-b0-road-scene-7class") model = SegformerForSemanticSegmentation.from_pretrained("Marco333/segformer-b0-road-scene-7class") image = Image.open("road_photo.jpg") inputs = processor(images=image, return_tensors="pt") with torch.no_grad(): outputs = model(**inputs) # Upsample logits to original image size mask = F.interpolate( outputs.logits, size=image.size[::-1], # (H, W) mode="bilinear", align_corners=False, ).argmax(dim=1)[0] # mask values: 0=road, 1=sidewalk, 2=building, 3=vegetation, 4=sky, 5=vehicle, 6=roadside_object ``` ## Training Details ### Dataset [Chris1/cityscapes_segmentation](https://huggingface.co/datasets/Chris1/cityscapes_segmentation) — urban street scenes from 50 European cities. | Split | Images | |-------|-------:| | Train | 2,975 | | Val | 500 | The original Cityscapes masks use **label IDs 0–33** 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 → 255 = ignore). ### Hyperparameters | Parameter | Value | |-----------|-------| | Base weights | `nvidia/segformer-b0-finetuned-ade-512-512` (encoder only) | | Optimizer | AdamW | | Learning rate | 6 × 10⁻⁵ | | LR schedule | Polynomial decay | | Warmup | 10 % of total steps | | Weight decay | 0.01 | | Effective batch size | 8 (4 × device · 2 grad accum) | | Training resolution | 512 × 512 | | Precision | FP16 mixed precision | | Epochs | 50 | | Augmentation | ColorJitter (brightness=0.25, contrast=0.25, saturation=0.25, hue=0.1) — train only | | Best-model selection | Highest mean IoU on validation set (`load_best_model_at_end=True`) | | Hardware | NVIDIA T4 (16 GB VRAM) | ### Training Curve | Epoch | mIoU | Road | Sidewalk | Building | Vegetation | Sky | Vehicle | Roadside Obj | |------:|-----:|-----:|---------:|---------:|-----------:|----:|--------:|-------------:| | 1 | 59.5 % | 93.2 % | 54.6 % | 74.3 % | 73.7 % | 56.9 % | 63.9 % | 0.0 % | | 3 | 73.8 % | 95.4 % | 69.4 % | 82.7 % | 82.5 % | 84.3 % | 79.4 % | 23.1 % | | 5 | 80.4 % | 96.7 % | 76.5 % | 86.2 % | 87.0 % | 88.9 % | 84.3 % | 43.2 % | | 9 | 82.9 % | 97.4 % | 79.2 % | 87.5 % | 88.3 % | 91.0 % | 86.7 % | 50.4 % | | 16 | 84.0 % | 97.5 % | 80.3 % | 88.1 % | 89.1 % | 92.2 % | 87.8 % | 52.7 % | The model converges quickly thanks to transfer learning — the pretrained encoder already understands road scene features; only the 7-class decoder head is learned from scratch. ### Implementation Notes Several non-obvious flags are required for correct training: - `ignore_mismatched_sizes=True` — the pretrained decoder head has a different number of output classes. - `remove_unused_columns=False` — prevents the Trainer from dropping image data columns. - `label_names=["labels"]` — tells the Trainer which key holds the segmentation targets. - `do_reduce_labels=False` — Cityscapes labels don't need ADE20K-style background subtraction. - **Logit upsampling in `compute_metrics`** — SegFormer outputs at ¼ resolution; logits must be upsampled before comparison with ground-truth masks. ## Intended Use 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: 1. **Road shape** — fit road boundaries from the road mask; derive perspective and horizon. 2. **Color palette** — sample dominant colors from each masked region of the original image. 3. **Sky** — crop the sky band directly using the sky mask. 4. **Tree sprites** — blob detection on the vegetation mask; crop with alpha transparency. 5. **Building silhouettes** — extract from the building mask for background geometry. 6. **Fallback system** — when extraction quality is poor for any element, use palette-matched stock assets. ## Limitations - Trained exclusively on European urban street scenes (Cityscapes). Performance may degrade on rural roads, highways without sidewalks, non-European road styles, or indoor scenes. - `roadside_object` class (52.7 % IoU) is the weakest — thin elements like poles and signs are inherently difficult at 512×512 resolution. The intended runtime uses fallback sprites for this class. - Not suitable for safety-critical autonomous driving — the merged taxonomy intentionally discards distinctions (truck vs. car, wall vs. fence) that matter for driving but not for game art. ## Citation Please cite this model if you use it: ```bibtex @misc{corbetta_segformer_road_scene_7class_2026, author = {Marco Corbetta}, title = {segformer-b0-road-scene-7class: SegFormer-B0 fine-tuned on Cityscapes for 7-class game-asset segmentation}, year = {2026}, publisher = {Hugging Face}, howpublished = {\url{https://huggingface.co/Marco333/segformer-b0-road-scene-7class}} } ``` SegFormer: ```bibtex @inproceedings{xie2021segformer, title={SegFormer: Simple and Efficient Design for Semantic Segmentation with Transformers}, author={Xie, Enze and Wang, Wenhai and Yu, Zhiding and Anandkumar, Anima and Alvarez, Jose M and Luo, Ping}, booktitle={NeurIPS}, year={2021} } ```