A bit more than that,  here's the patent:
https://www.google.ch/patents/US20070024632?dq=ininventor
:"Jerome+Couture-Gagnon"&hl=en&sa=X&ved=0ahUKEwi4orePwrTOAhWIdh4KHZgwDLQQ6AEINzAE

It's in 'patent' language but the concept is there :)
Le 9 août 2016 10:01 AM, "Olivier Jeannel" <[email protected]> a
écrit :

> Hey Ahmidou !
> Getting some neighbors and averaging ?
>
> On Tue, Aug 9, 2016 at 3:46 PM, Ahmidou Lyazidi <[email protected]>
> wrote:
>
>> Yes exactly,  but it's patented by AD,  so you'll need to roll you own
>> Le 9 août 2016 9:12 AM, "Olivier Jeannel" <[email protected]> a
>> écrit :
>>
>>> Makes sense ! That's what the "smoothed surface" button compensate for
>>> in XSI ?
>>>
>>> On Tue, Aug 9, 2016 at 1:51 PM, Andy Nicholas <[email protected]>
>>> wrote:
>>>
>>>> Hmm, I think that's to be expected. The edges and points are generally
>>>> closer to the grid than the faces. Think of it as you've started with a
>>>> perfect sphere made of wood, and you just sanded it down to get those flat
>>>> triangles. The edges and points represent the places that haven't been
>>>> sanded down, so therefore, generally, they're closer to the grid than the
>>>> flat surfaces.
>>>>
>>>>
>>>>
>>>> On 09/08/2016 11:31, Olivier Jeannel wrote:
>>>>
>>>> The Attribute Transfer is nice to prototype an idea, but it's rather
>>>> slow (unless they rebuild it since I used it) compared to the execution
>>>> speed of a Vop Sop.
>>>> In Vop Sop, I use the PcOpen + Pc Filter to mimic the Attribute
>>>> Transfer at God speed :)
>>>>
>>>> While we're speaking of the xyz+PrimUV, I found it has a weird
>>>> behaviour compared to the ClosestLocation of ice.
>>>> Here's a screen shot of what I have :
>>>> https://drive.google.com/open?id=0B1QqhXD7Y15qU3BKY0ZmdktNSWc
>>>>
>>>> Basicaly a Grid emit some particles with a Pop solver, I build a PopVop
>>>> to create a Velocity(v) that make the particles going from their position
>>>> toward the closest UV location on the Sphere.
>>>> If you look at the screenshot you can see that the location has some
>>>> preferences for the points and edges rather than the polygons area.
>>>>
>>>> Have I missed something ?
>>>>
>>>>
>>>>
>>>>
>>>> On Tue, Aug 9, 2016 at 11:01 AM, Andy Nicholas <[email protected]>
>>>> wrote:
>>>>
>>>>> Take a look at the "primuv" and "xyzdist" VEX functions. They allow
>>>>> you to get near identical behaviour to closest point look ups. It's not 
>>>>> too
>>>>> much work to wrap them up into reusable HDAs. (In fact, I'd recommend 
>>>>> doing
>>>>> it as a good way to start getting your head around HDA creation as a
>>>>> process.)
>>>>>
>>>>>
>>>>>
>>>>> On 07/08/2016 21:55, Andy Chlupka wrote:
>>>>>
>>>>>
>>>>> On Aug 06, 2016, at 11:17, Olivier Jeannel <[email protected]>
>>>>> wrote:
>>>>>
>>>>> In Houdini they tend to transform every thing in VDB or fill volumes
>>>>> with nuts number of points just to transfer datas...
>>>>>
>>>>>
>>>>> Strange thing you describe here. I’ve found that most advice comes in
>>>>> the from of using the Attribute Transfer SOP.
>>>>>
>>>>>
>>>>>
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