“…Recent research on graphics acceleration for the navigation of such three-dimensional environments has been motivated by attempts to bridge the gap between the desired and the actual hardware performance, through algorithmic and software techniques. This research has involved reducing the geometric and rendering complexities of the scene by usinḡ statically computed level-of-detail hierarchies [10], [14], [22], [25], [31], [32], [35], visibility-based culling that is statically computed [1], [34] and dynamically computed [17], [18], [27], various levels of complexity in shading and illumination models [4], texture mapping [5], [6], and image-based rendering [7], [8], [13], [29], [33]. In this paper we will focus on reducing the geometric complexity of a three-dimensional environment by using dynamically computed level-of-detail hierarchies.…”