title: Alternatives to Convex Hull or pointcloud to mesh processing
body: <p>I'm trying to wrap my head around rendering point clouds.  Right now I'm using Processing/Java, and have a pseudo working thing using QuickHull 3D, but it's not what I've been looking for, effect wise.</p>
  
  <p>This is a sample of what I have: <a href="http://vimeo.com/17509829" rel="nofollow">http://vimeo.com/17509829</a>
  Here's the javadocs for Quickhull3D: <a href="http://www.cs.ubc.ca/~lloyd/java/doc/quickhull3d/index.html" rel="nofollow">http://www.cs.ubc.ca/~lloyd/java/doc/quickhull3d/index.html</a></p>
  
  <p>The Convex hull method is effective for identifying a bounding type of mesh, but not what I'm looking for, which is closer to a "shrink wrap" effect.  I had hoped that I might be able to limit the distance two vertices might be joined by the QuickHull3D, but no go. Long story short, what's happening is this: <a href="http://www.cs.sunysb.edu/~algorith/files/convex-hull.shtml" rel="nofollow">http://www.cs.sunysb.edu/~algorith/files/convex-hull.shtml</a></p>
  
  <p>And I want to be able to identify that the G is a G, however crudely.</p>
  
  <p>Can anyone recommend a different approach for tackling this, a second step that I'm missing/unaware of, or alternatively, a way of actually limiting the distance for joining those vertecies?  I know that's kinda not the point of the convex hull approach, so I shy from asking that, but any help would be appreciated.</p>
  
  <p>Thanks!</p>