Here some screen copy of (serious) work I am doing now. The idea is to smooth Monte-Carlo simulations. Mesh representing a density (purple) is smoothed via a Kernel (in red). That gives the blue mesh. I think the “land” is quite pretty. The Z is logarithmic so it explains the gaps seen in the render.
The source code is specific to my problem. It very simple just do the equation presented in the link. You need to measure a distance apply the kernel Gaussian.
When I will be near my pc I 'll post the code. 5 lines …
I make a calculation on a flat Mesh and I represent on the picture a mesh with Z moved depending on arg_tab_values[i] or filteredData[i]. It is a sort of 2.5D mesh. I don’t use a full 3D mesh in the calculations in order to not duplicate meshes.
To do that on a general 3d mesh you must have a distance function between points and a weight associated on each vertex.
There is a difference in complexity between the 2 and also a difference of purpose, so to my opinions it doesn’t relate. Kernel smoothing is just on operator, like addition or multiplication.