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lguerardclaude
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fix(workflow): πŸ› let auto tiling target the segment GPU's VRAM (#27)
Tile planning (prepare) runs on a CPU node, so it cannot query the segment GPU and falls back to an 8 GiB guess, logging "GPU memory query failed". Add a gpu_memory_gb config option forwarded to auto_tile_shape_cellpose so tiles are sized for the real GPU (e.g. 24, 40, 80) without a query or warning. null keeps the previous behaviour. Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -56,6 +56,7 @@ shard: false # true β†’ pack chunks into shards (fewer files)
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channel: 0 # channel to segment (null = keep all)
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level: 0 # pyramid level (0 = full resolution)
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tile_shape: "auto" # "auto", or e.g. [16, 1024, 1024] (zyx)
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gpu_memory_gb: null # for "auto" on SLURM: your segment GPU's VRAM
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overlap: 30 # halo β‰ˆ one object diameter
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skip_empty: true # skip background tiles
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empty_threshold: null # null β†’ Otsu
@@ -81,6 +82,11 @@ sequential_labels: true # renumber labels to a contiguous 1..N
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more (faster) jobs; very large 3-D tiles are slow. Keep `do_3D: false` (2-D
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per slice) if your objects segment fine per slice β€” it is much faster.
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Tile planning runs on a **CPU** node, which cannot see the segment GPU, so
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it logs `GPU memory query failed … using 8 GiB default` and sizes tiles for
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8 GiB. Harmless, but to size for the real GPU set `gpu_memory_gb:` to its
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VRAM (e.g. `24`, `40`, `80`) β€” or just set `tile_shape` explicitly.
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## 4. Dry-run (always do this first)
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Check the plan without running anything:
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