@lritter Thanks, the software I'm using (Houdini) has some nice utilities.
For example, Houdini provides a "copy to points" operation which can transform arbitrary geometry onto points with attributes to control orientation, scale, etc. so it is essentially building a 4x4 matrix to transform vertices.
@mmby @jungkopf @aeva @ylegall spanning and rectifying the b-spline itself is closed form, yes, can also just be linear, but grouping and connecting the points is not something you can do in a single pass compute shader. if it were, the isolines could indeed even be animated.
if you built a pseudo-distance field from isolines, snapped random points to the roots and had them flock together (attempt equal spacing along tangent, take same direction of travel), that could work in realtime.