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Current simplification techniques for high-quality surface-based rendering tend to work best with element detail (i.e., detail due to the complexity of individual elements) but not as well with aggregate detail (i.e., detail due to the large number of elements). To address this latter type of detail, we introduce a stochastic technique related to some approaches used for point-based renderers. Scenes are rendered by randomly selecting a subset of the geometric elements and altering those elements statistically to preserve the overall appearance of the scene. 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