In the walkthrough of virtual environments, the number of polygons consisting the virtualenvironments 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 ex-ploiting various optimal rendering techniques. Since no single such technique can achieve satisfactoryframe rate, frameworks for integrating several optimal rendering techniques are needed to solve theproblem. 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 1in this paper.