representation of a surface is at the core of several
research themes in graphics. Given the excessive verbosity
of many 3D datasets (and in particular, of scanned meshes),
reducing the number of mesh elements (triangles, quads,
or polygons) of a surface mesh while maintaining its
geometric fidelity as best as possible is indeed crucial for
subsequent geometry processing. Ideally, each element should
be made as efficient as possible by stretching it locally in
order to fit a large area of the shape we wish to approximate,
without introducing significant geometric error. In this talk
I will present some of our ideas towards better geometric
efficiency. Time permitting, I will also run some of our demos
made with CGAL.