- The default hit/miss and min/max for ohmpop are not tuned for NDT (based on VLP-16 input)
- Max is certainly too low and will result in erosion
- (More) GPU optimisation pass. Since memory access is so irregular, best to look at avoiding branching
- Look for effects of different GPU hardware
- Look for differences between OpenCL/CUDA
- Convert to RAII (new/delete have been targetted)
inline
keyword is overused for methods inlined in the class body. This is a legacy of when MSC would not imply inline. It's hard to say when this changed, anecdotally speaking, but the documentation from Visual Studio 2015 is clear that's its no longer necessary, or just a misinterpretation