your approach of Zbuffer seems to be view-specifi, correct? because I´m asking for a solution that will work from any view, in fact thsi is only to streamline our optimization of meshes for realtime use: AR and VR, where we have to deal with polygon budgets like we did in static rendering 2 decades ago!
I tried an approach similar to the ‘gazillion rays’, using voxels, I can get points to touch only the outer surfaces:
but I’m missing small crevices like part splits with small reveals/gaps:
even upping my initial UV of the sphere launching closets point I don’t seem to get there
We want to see now if we can start with this, and then add some logic to say: keep all the polygon faces that are the closest to each projected point (closests points sphere CP to voxel), PLUS all faces that are closer than X distance from those ‘closets faces to the closets points’. The challenge will be seeing if we can define that X value. It will be a combination of parts wall thickness, minimum mesh edge length (or both our input mesh and the UV sphere). We might even need to add to this logic voxel density setting too.
Another completely different approach would be starting with some kind of Shrinkwrapping approach, like what @DanielPiker has been sharing lately.
My voxel approach with internalized input data is here in case anyone wants to play too:
voxel_projection_outer_surfaces_01_gf_200918.gh (1.6 MB)