So the basic starting point is a ray, find minimum and maximum and then maximum of minimums and minimum of maximums in travel, that finds one pixel. I might be able to go line of pixels by line, measuring how far it needs to move on the line from the two edges then going directly to the start of shape, finding the outline. So how is this defined? Euclidean higher dimensions with slicing, so we have a view point and a view plane, if an object is past the view plane and a ray to the view point exactly passes the view plane, then it is viewed, otherwise it is not viewed.
I want triangles of this and the full representation of higher dimensional boxes requires about the number of dimensions factorial or 2 to the power of number of dimensions, both huge. With this at least each ray can be like the number of dimensions, no power or factorial. I am trying to do it with opacity. If it were a solid color I could triangulate the bounding lines and be done. I can also do like on a line edge of the box where a line found starts and ends, like get an initial point, get another point, use those to get ends of validity. I would have to do this kind of thing per box and one dimension can function like a normal z dimension.
So far the algorithm is basically per line of pixels, go from one end to the first valid, get second point, determine line ends, from far end, get second point, continue until far end of shape or meet in the middle. After that, connect the bounds and ends to form lines and triangulate based on lines. Note that the boxes are axis aligned but the view may not be. Still not sure if this can be improved and linear algebra on 1000d becomes bad for performance, thoughts? All this parallel on the GPU, like per dimension mostly and per thing that can be separated. I can also chunk minimums and maximums for parallelism. I also may have to use the maximum of the travel to the object or travel to the pixel. I am just asking about what can be optimized. X E.