I searched around Blender SE, and I have seen no questions down this slant at all, so I'm going to ask it.
Blender uses all the information necessary to successfully solve a track to re-position a camera in 3D space in relation to the tracked footage.
My question is, since all of these "Control Points" get solved to some high degree of accuracy, and become a known distance and angle to the camera, is there any quick way to actually build a mesh from the video track once it is solved (allowing the rest of the texture to become auto-trackable based on commonality between frames - maybe something similar to how microsoft kinect gets used for 3D scanning, but as a post process after the solve of course)?
To maybe add more references of my thought process into something (at hopefully the most simplistic level) most could follow (as you jump into my rabbit hole of theoretical thinking), it would be something like the following image portrays.
If I imagine this fast wiggle as an accelerated fast-forward/rewind view of the footage & solve, my own brain is solving the 3D of this image (even if I close one eye - unlike stereo view).
This leads me to believe that Inverse to a stereo camera (such as a kinect/artec snanner/ etc... - which uses at least two camera's to form a triangle to millions of points in space, and solve their positions) you would have multiple basically solved locations in the space triangulating back to at least a single camera (eg. my one eye open that is pretty stationary OR both eyes open which helps average the solve in my brain I guess, Ultimately the Blender Camera(s)). This effect works so well, because it acts as a POV (persistence of vision - not referring to point of view) to the brain. It just so happens that Blender has this information in the next & previous frame locations in the form of pixel data of the footage, so what's the technical difference in terms of visual memory/persistence?
Also this image is very clean in terms of focal subject and little occlusion, except for at the very perimeter of the sphere. All the rest of the Image Texture is clean and trackable (hopefully with some sort of automatic help in the future).
I've tried this visually/manually from two images, and got some pretty amazing results, but it requires manipulating the mesh in such a way to where the topology in true 3D space & the UV's in 2D space would form the solve to look good.