This is nerd sniping at its best. I immediately fell into the exact trap described in the article. My first immediate reaction: can we represent it with 3D B-splines and solve analytically for tangent rays? My second reaction: humans are pretty good at contouring but we rely on shading and contrast change information a lot. Can we ray trace a bunch of images shaded from different points and apply convolutional nets t…
My first thought, not being good with math, or spatial thinking, was just to postprocess the rendered depth map somehow, look for sharp dropoffs, and then do some kind of intersection between the lines from the map and the model
This is fine, if you want a simple ~solid stroke. A simple edge detection kernel filter (e.g. Sobel) on the depth and/or normal map is the basis of most outline-like things you see (in games at least) today. This is useful, but it's not an accurate representation of the occluding contour, and it's in an unhelpful form for further processing (kind of like a raster vs. vector image).