How to tackle the problem: "Sampling" kinect data in 3D space?

Hey guys,
so, I have a pretty specific need but am not sure about the best way to tackle the problem. Maybe you have some pointers in mind.

I am building a 3D persistence of vision display and want to live-display a person on it. Think star wars holo-communicator.

I’ll use kinect to scan the person and want to “sample” its point-cloud in 3D space. So imagine a 64x64x64 cube with the pointcloud in it. I want to find out (in realtime) where a kinect-point overlaps with a sample point of the cube which will correspond to a lit pixel in 3D space on the display.
The output is a little tricky. I am constrained for bandwith so I wanted to pack 8 pixel into one byte (making the display monochrome) and send those bytes via TCP to my display controller

Soo… what do you think is the best way to have a kinect-input and this very peculiar byte-sequence as an output? Is a compute shader the way? Maybe instance noodles? Or is there a simpler, node-based way I am missing?

Thanks so much!

this VL.Devices.Kinect2 or AsRaw dx11 texture


you can also also check out the dx11.particles contribution.

for we had similar problems to tackle.
the idea back then was that all 3d content is just a set of basic 3d elements: lines, planes and maybe spheres. But as i recall it most was modeled as lines. Thick lines that is (=cylinders). So basically all scenes were just animated lines. In your case you could take the skeleton an translate each bone into a line.
Now what you would like to have is a way of sampling that 3d scene and get a bool if inside or outside. For that you’d calculate the distance to each line(segment) and if smaller than a certain value you are “inside” the line. So basically it is a signed distance field what we are talking about. Back then we were having a shader + readback.

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