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Another approach that might be useful would be to use volume rendering.

Create a 3D image for the bone and render the an outer iso-surface. The 3D image could be stored as a ubyteArray3D, ushortArray3D or floatArray3D, with higher precision storage allowing for greater precision of placement out the iso-surface, but would require more memory. With a volume rendering approach you use a fragment shader that traces rays through the volume to find the iso-surface boundary. Alternatively you could just write a compute shader that walks the volume to generate an outer hull mesh, but this is more complex to implement that a simple fragment shader.

Then to modify the bone texture you'd run a comp…

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