I have a series of meshes that display the pattern highlighted in red in the image below: triangles adjacent to pentagons or hexagons.
It is evident how the topology of the models could be greatly improved by restoring the edge loops, as in the example of what I want to achieve in the center of the screen.
To try to achieve this improvement with geometry nodes, I started by creating the node tree you see, capable of eliminating the superfluous vertices, which creates the situation visible on the right.
But filling the gaps left by this operation and reaching the final result is in a whole other league of skill compared to mine. I suspect that, perhaps, it is necessary to select the edges of the holes, separate them from the rest, transform them into islands, and do some kind of magic with the indexes, separated by an accumulate fields node, maybe...
The other day I posted a similar question always on the topic of mesh topology modifications, and users Cornivius and Markus von Broady showed me how in that case the solution was a Merge by Distance node away! But this time I really see it as tough.













1is the marked corner, if so, "reverse" that spline (curve). $\endgroup$Grid(Mesh Primitive) with 2 vertices in X and Y. It is made of a single face, 4 vertices and 4 edges. $\endgroup$