Yes it's houdini here (the .hip is include), but the general ideal is to run the quad remesher multiple time. Houdini QR is not as good as Exoside one, but it's super fast, so you can chain process it.
The loop is quad remesh > computing normals > average the normals (blur) > pushing the point along normal (small distance) > blur the result > repeat.
It's pretty close the the erode>blur filtering usually used to smooth out liquid from simulation ... that said it was just a guess to solve this here, not sure that method is robust enough whatever the mesh you throw at it.
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