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There are plenty of algorithms for generating meshes from point clouds. I am going to suggest looking at the libraries CGAL and PCL, if only because their documentation has excellent references which should give you ideas on where to look in the literature if you need to roll your own. Jonathan Shewchuk also has some more 2.5D-ish algorithms that may suit ...


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What you want is a Distance Transform algorithm which can be computed very fast using JFA, the steps are basically: Define where you want your seeds (I guess points that make up your mesh. At each log iteration find wether or not the current position is better than the last one, if it is add it to a texture (3d in this case). Not sure of the details but ...


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Generally it boils down to finding the nearest element. Computing distance to it. Checking the normal to tell if inside or out. There are a number of edge cases. Also you usually compute the "angle weighted psuedonormal" as its called. Here's the usual reference "Signed Distance Computation using the Angle Weighted Pseudo-normal" by J. ...


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I messed up I am doing a double negative and that is causing the problem: const float laplace_coeff = -0.5f * ((1.f / tan(alpha)) + (1.f / tan(beta))); This should be positive.


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