- basic topology like detecting whether or not a point lies within a complex polygon
- topological morphology, such as smoothing a line or polygon while maintaining boundaries (this is probably the most common definition in the GIS world)
- topological interpolation, such as estimating z values over a 3d mesh[1][2] (there are a number of methodologies here, and this represents probably the most interesting intersection of topology and statistics)
Also note that turf is geared towards GIS, but most of the underlying operations are not GIS specific and apply to geometry more generally. You will find many of the same algorithms in applications like game engines, for example.
[1] http://en.wikipedia.org/wiki/Kriging [2] http://en.wikipedia.org/wiki/Contour_line