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Metaverse Renderer: Level of Detail & Frustum Culling

Persistent virtual worlds — the metaverse's core rendering problem — can't afford to draw every object at full fidelity from every camera angle. This simulator builds a real grid of thousands of world nodes and runs the two algorithms that make large scenes tractable in real time: view-frustum culling, which skips anything outside the camera's six clip planes, and distance-based level of detail, which swaps each node between a 320-triangle, 20-triangle and 4-triangle impostor mesh depending on how far it is from the camera. Every slider and toggle changes the real per-frame culling/LOD math, and the stats panel reports the actual triangle count, visible-node count and FPS the GPU is paying for right now.