Abstract
Rendering efficiently large virtual environment scenes composed of many elements, dynamic objects, and a highly moving viewpoint is a major issue. This paper focuses on the first of the two viewing stage operations: required elements determination, the second being shading/filtering. We propose a classification, extending the existing computer graphic techniques toward display scalability requirements, that distinguishes two key points: keeping only required elements (culling), and keeping only required details (which includes traditional LODs). The mechanisms needed for display scalability are presented.