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Real-Time Segmentation

Real-time segmentation labels every pixel at camera rate by spending compute where masks need it and skipping what eyes will never check.

A 28 ms budget at 960 pixels keeps road edges while full resolution at 96 ms misses the frame slot
A 28 ms budget at 960 pixels keeps road edges while full resolution at 96 ms misses the frame slot

Why Does This Exist?

Driving, AR, and robots decide per pixel at 3030 frames per second. A 9696 ms mask arrives three frames late and steers from the past. Heavy decoders that win leaderboards miss the slot.

Real-time segmentation exists to hit the slot with useful masks. Input is video frames. Output is per pixel labels inside 3333 ms. The accuracy base is semantic segmentation; the object variant is instance segmentation. The medical detail keeper is U-Net.

Use it when latency binds safety or comfort. Use heavy offline models when every small object matters and time does not.

Think of It Like This

Sketching traffic, not painting portraits

A courtroom sketch artist catches pose and layout in seconds with few strokes, skipping pores the jury never needs. A portrait painter needs hours for the same face.

Real-time nets sketch: thin backbones, early downscale, light decoders. The analogy stops at reuse: the sketcher redraws each face while the net reuses backbone features across tasks, which is where the speed truly comes from.

How It Actually Works

Cut where eyes will not check: run at 960960 instead of 19201920 width, thin the backbone, share one encoder for all classes, and decode with few up steps plus skip adds. Contract is frame in, mask out within 3333 ms. A 960960 width run takes 2828 ms and holds road edges within 22 pixels of the heavy mask. Full 19201920 width takes 9696 ms and misses three slots. Small poles under 66 pixels wide fade first, which the spec must accept or handle with a second sensor.

Worked example

A street frame at 1920×10801920 \times 1080 segments in 9696 ms on the test board. Dropping to 960×540960 \times 540 cuts pixels by 44 times and time to 2828 ms, inside the 3333 ms slot for 3030 fps. Road edge shifts 1.81.8 pixels average against the heavy mask, inside a 22 pixel tolerance. Pole recall drops from 0.810.81 to 0.640.64, the documented cost of speed that the safety case carries explicitly.

Watch Out For

Downscale that erases the class you need

Poles, wires, and distant pedestrians live under 88 pixels wide. Halving resolution deletes them before the net runs. The symptom is clean road scores plus missing poles. Fix it with resolution aware specs, crop branches for far fields, or a second detector for thin classes.

Board numbers sold as product numbers

A demo GPU hits 2828 ms while the shipped chip needs 5252 ms with heat throttling. The symptom is green lab charts plus late frames in sun. Fix it by budgeting on the coldest shipped hardware with full camera pipelines running.

The Quick Version

  • Real-time masks must land inside 3333 ms for 3030 fps video.
  • Thin shared backbones plus light decoders buy the slot.
  • The fixture runs 2828 ms at 960960 width against 9696 ms at full width.
  • Road edges hold within 22 pixels while thin poles pay the cost.
  • Spec shipped hardware and thin class handling before claiming real time.