I have a topological skeleton of a 3d maze-like level (think Descent[I]/II). It looks like a tree where each node is a vertex in 3d-space.
If it were on a 2d plain, I would "simply" use this to offset it and reconstruct the polygon. However, it's not a 2d skeleton and I am interested in 3d mesh outward offsetting it in 3d space.
What I tried so far is offsetting outward as if it were in 2d space and then extruding the flat shape into a 3d-object. This however does not work where two edges in the skeleton are close to one another as they intersect after this process.
Is there an algorithm or tool that accomplishes this?
I am trying to do the opposite of this I believe:
Please notice that this is a graph with simple cycles, in my specific case it's a tree.
Starting from a skeleton and getting a rough mesh without buggy intersections.
This is an example of what it would look like after being offset outwards (inflated). Minus the intersections of course.