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In the walkthrough of virtual environments.the number of polygons consisting the virtual environments often far exceeds the rendering capacity of graphics pipeline with interactive frame rates. One solution is to reduce the number of primitives before they are sent into the graphics pipeline by exploiting various optimal rendering techniques. Since no single such technique can achieve satisfactory frame rate, frameworks for integrating several optimal rendering techniques are needed to solve the problem. In this paper,some frameworks and the data structures needed by them are discussed in detail, And one kind of proposed framework suitable for PC is presented in this paper.