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Perform mesh depth render in two steps of overlapping diamonds with a smoothing between them as a final step. Currently the two steps are done together with no smooth merging which results in small triangle artifacts. Another option would be to post-process the depth map to smooth these away.
Also consider a confidence for a given depth that looks at normal (is if facing the camera or not) and depth from camera since larger depths have lower precision. This might allow cameras more directly facing or closer to the object being viewed to have a greater say on the depth value at that point.