I have seen impressive mesh optimization methods, but I don't want to optimize the mesh so much as extract part of it. What I want is a way to approximate the 'inside surface' of a mesh, since in the 'real world' this is what would interact physically with mesh being deformed with.
Take the images below; the second mesh contains no overlapping polygons - the lapels, shoulder straps and buttons are gone - it is a single surface consisting of the points closest to the character.
jck.jpg 263.73K
22 downloads(Checking for and removing overlapping polygons would be one way I suppose, but how to decide which are the 'outer' and which are the 'inner' bearing in mind the normals of the semantically inside polys won't necessarily emanate from the geometric centre of the mesh)
Does anyone know of an existing implementation that does something like this?

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