Hi Michael,

FYI below is the info I gathered on culling for  the Performance Sutras
(I'll have to do an update)..
As to actual stats on *how* efficient it is I can't say.

cheers,

Chris

LODS/Switches and culling

Application Culling

   1.Using the application to cull nodes at a gross level (e.g. using switch nodes) can help a lot in improving performance.

Info:

     Example:
     The application can always help Java 3D by doing some rough culling at the scene graph level.  A while ago I wrote Quake2 and
     JediKnight loaders on top of Java 3D and used their extra visibility data structures to do some scene graph culling for Java 3D.  At that
     time I used switch nodes, and performance was fine.  If I was to do it over with the latest Java 3D, I would switch to using a
     combination of RenderingAttributes.setVisible() and the AlternateAppearance node.  It should make the scene graph a little less node
     heavy, a little easier to control, and probably less stressful on the Java 3D runtime system. I don't have any evidence that this is the
     case, just a gut feel. Switch nodes can be expensive because of all of the semantics surrounding them.
     [Doug Twilleager, Sun Microsystems]

Automatic - Java3D Culling

   1.If a Group that contains  nodes and Shape3Ds has a Bounds that is not in the view frustum, then the entire sub-graph is culled.
   2.For very large terrain, proper database organization (QuadTreeing is one way) is usually all that needs to be done, and then this Bounds based culling will work great.  However, for interior environments with allot of occlusion, BSP's or other some of occlusion culling technique is often  needed.
   3.Still, in the end the app can know best if it knows some about the views motion, for example, if the view is on a track and can never go backwards.  In some thing like that, the app could help improve the culling.
     [Shawn Kendall <[EMAIL PROTECTED]>]
   4.As for how Java 3D does culling, it is a two stage process.  We use our spatially organized geometry structure to do a rough cull - which is a sphere surrounding the viewer.  Then, when we render the objects, we do an exact cull to the view frustum.  The bounds that we use on the  exact cull depends on a number of things.  For instance, if two geometries share all the same rendering attributes and transform, the bounds we use to cull will be the union of the two geometries.
     [Doug Twilleager, Sun Microsystems]
 
 

Michael Nischt wrote:

Kendall, Shawn wrote: >You will find most of what you are looking for if you search the mailing list archives and also check out www.j3d.org. well, i looked at www.j3d.org before, but din'T find anything, and after your mail i also did a search a the mailing archive.i found lot'S of stuff with bounds in genreal, for picking, collsion,.. but nothing about scenegraph culling..and also www.google.com didn'T showed me what i want: perhaps i'M too stupid finding the right things.  so i would be very happy,if you send me the direct link on www.j3d.ord / the mailing archive, or give me a hint in keywords which lead to more success. greestingsMichael Nischt
 
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