Here is the updated perf_guide.txt, for Java 3D 1.3, I've referred to in
my earlier email. Have fun!


- Chien Yang
  Java 3D Team.




                Performance Guide for Java 3D 1.3

I - Introduction

    The Java 3D API was designed with high performance 3D graphics
as a primary goal. This document presents the performance features of
Java 3D in a number of ways.  It describes the specific APIs that were
included for performance.  It describes which optimizations are currently
implemented in Java 3D 1.3.  And, it describes a number of tips and tricks
that application writers can use to improve the performance of their
application.


II - Performance in the API

    There are a number of things in the API that were included specifically
to increase performance.  This section examines a few of them.

    - Capability bits
        Capability bits are the applications way of describing its intentions
        to the Java 3D implementation.  The implementation examines the
        capability bits to determine which objects may change at run time.
        Many optimizations are possible with this feature.

    - isFrequent bits
        Setting the isFrequent bit indicates that the application may frequently
        access or modify those attributes permitted by the associated capability bit.
        This can be used by Java 3D as a hint to avoid certain optimizations that
        could cause those accesses or modifications to be expensive. By default the
        isFrequent bit associated with each capability bit is set.

    - Compile
        The are two compile methods in Java 3D.  They are in the
        BranchGroup and SharedGroup classes.  Once an application calls
        compile(), only those attributes of objects that have their
        capability bits set may be modified.  The implementation may then
        use this information to "compile" the data into a more efficient
        rendering format.

    - Bounds
        Many Java 3D object require a bounds associated with them.  These
        objects include Lights, Behaviors, Fogs, Clips, Backgrounds,
        BoundingLeafs, Sounds, Soundscapes, ModelClips, and AlternateAppearance.
        The purpose of these bounds is to limit the spatial scope of the
        specific object. The implementation may quickly disregard the
        processing of any objects that are out of the spatial scope of a
        target object.

    - Unordered Rendering
        All state required to render a specific object in Java 3D is
        completely defined by the direct path from the root node to the
        given leaf.  That means that leaf nodes have no effect on other
        leaf nodes, and therefore may be rendered in any order.  There
        are a few ordering requirements for direct descendents of
        OrderedGroup nodes or Transparent objects.  But, most leaf nodes
        may be reordered to facilitate more efficient rendering.

    - OrderedGroup
        OrderedGroup now supports an indirection table to allow the user to
        specify the order that the children should be rendered. This will
        speed up order update processing, eliminating the expensive
        attach and detach cycle.

    - Appearance Bundles
        A Shape3D node has a reference to a Geometry and an Appearance.
        An Appearance NodeComponent is simply a collection of other
        NodeComponent references that describe the rendering characteristics
        of the geometry.  Because the Appearance is nothing but a
        collection of references, it is much simpler and more efficient for
        the implementation to check for rendering characteristic changes when
        rendering.  This allows the implementation to minimize state changes
        in the low level rendering API.

    - NIO buffer support for Geometry by-reference
        NOTE: Use of this feature requires version 1.4 of the JavaTM 2 Platform.

        This provides a big win in both memory and performance for applications
        that use native C code to generate their geometric data. In many cases,
        they will no longer need to maintain two copies of their data (one in
        Java and one in C).  The performance win comes mainly from not having to
        copy the data from their C data structures to the Java array using JNI.
        Also, since the array isn't part of the pool of memory managed by the
        garbage collector, it should speed up garbage collection.


III - Current Optimizations in Java 3D 1.3

    This section describes a number of optimizations that are currently
implemented in Java 3D 1.3. The purpose of this section is to help
application programmers focus their optimizations on things that will
compliment the current optimizations in Java 3D.

    - Hardware
        Java 3D uses OpenGL or Direct3D as its low level rendering
        APIs.  It relies on the underlying OpenGL or Direct3D drivers
        for its low level rendering acceleration.  Using a graphics
        display adapter that offers OpenGL or Direct3D acceleration is
        the best way to increase overall rendering performance in Java 3D.

    - Compile
        The following compile optimizations are implemented in the Java 3D
        1.2.1 and 1.3 release:

            .   Scene graph flattening:  TransformGroup nodes that are
                neither readable nor writable are collapsed into a
                single transform node.

            .   Combining Shape3D nodes:  Non-writable Shape3D nodes
                that have the same appearance attributes, not pickable,
                not collidable, and are under the same TransformGroup
                (after flattening) are combined, internally, into a single
                Shape3D node that can be rendered with less overhead.

    - State Sorted Rendering
        Since Java 3D allows for unordered rendering for most leaf
        nodes, the implementation sorts all objects to be rendered on
        a number of rendering characteristics.  The characteristics
        that are sorted on are, in order, Lights, Texture, Geometry
        Type, Material, and finally localToVworld transform.  The only
        2 exceptions are to (a) any child of an OrderedGroup node, and
        (b) any transparent object with View's Transparency sorting policy
        set to TRANSPARENCY_SORT_GEOMETRY.  There is no state sorting for
        those objects.

    - View Frustum Culling
        The Java 3D implementation implements view frustum culling.
        The view frustum cull is done when an object is processed for
        a specific Canvas3D.  This cuts down on the number of objects
        needed to be processed by the low level graphics API.

    - Multithreading
        The Java 3D API was designed with multithreaded environments
        in mind.  The current implementation is a fully multithreaded
        system.  At any point in time, there may be parallel threads
        running performing various tasks such as visibility detection,
        rendering, behavior scheduling, sound scheduling, input
        processing, collision detection, and others.  Java 3D is
        careful to limit the number of threads that can run in
        parallel based on the number of CPUs available.

    - Space versus time property
        By default, Java3d only builds display list for by-copy geometry. If
        an application wishes to have display list build for by-ref geometry
        to improve performance at the expense of memory, it can instruct Java3d
        by disable the j3d.optimizeForSpace property to false. For example :

                java -Dj3d.optimizeForSpace=false MyProgram

        This will cause Java3d to build display list for by-ref geometry and
        infrequently changing geometry.
        See also : Part II - isFrequent bits, and Part IV - Geometry by reference.


IV - Tips and Tricks

    This section presents a number of tips and tricks for an application
programmer to try when optimizing their application.  These tips focus on
improving rendering frame rates, but some may also help overall application
performance.

    - Move Object vs. Move ViewPlatform
        If the application simply needs to transform the entire scene,
        transform the ViewPlatform instead.  This changes the problem
        from transforming every object in the scene into only
        transforming the ViewPlatform.

    - Capability bits
        Only set them when needed.  Many optimizations can be done
        when they are not set.  So, plan out application requirements
        and only set the capability bits that are needed.

    - Bounds and Activation Radius
        Consider the spatial extent of various leaf nodes in the scene
        and assign bounds accordingly.  This allows the implementation
        to prune processing on objects that are not in close
        proximity.  Note, this does not apply to Geometric bounds.
        Automatic bounds calculations for geometric objects is fine.
        In cases such as the influencing or scheduling bounds
        encompass the entire scene graph, setting this bounds to
        infinite bounds may help improve performance. Java3d will
        shortcircuit intersection test on bounds with infinite
        volume. A BoundingSphere is a infinite bounds if it's radius
        is set to Double.POSITIVE_INFINITY. A BoundingBox is a
        infinite bounds if it's lower(x, y, z) are set to
        Double.NEGATIVE_INFINITY, and it's upper(x, y, z) are set
        Double.POSITIVE_INFINITY.
        Bounds computation does consume CPU cycles. If an application
        does a lot of geometry coordinate updates, to improve
        performance, it is better to turn off auto bounds compute. The
        application will have to do the bounds update itself.

    - Change Number of Shape3D Nodes
        In the current implementation there is a certain amount of
        fixed overhead associated with the use of the Shape3D node.
        In general, the fewer Shape3D nodes that an application uses,
        the better.  However, combining Shape3D nodes without
        factoring in the spatial locality of the nodes to be combined
        can adversely effect performance by effectively disabling view
        frustum culling.  An application programmer will need to
        experiment to find the right balance of combining Shape3D
        nodes while leveraging view frustum culling.  The .compile
        optimization that combines shape node will do this
        automatically, when possible.

    - Geometry Type and Format
        Most rendering hardware reaches peak performance when
        rendering long triangle strips.  Unfortunately, most geometry
        data stored in files is organized as independent triangles or
        small triangle fans (polygons).  The Java 3D utility package
        includes a stripifier utility that will try to convert a given
        geometry type into long triangle strips.  Application
        programmers should experiment with the stripifier to see if it
        helps with their specific data.  If not, any stripification
        that the application can do will help.  Another option is that
        most rendering hardware can process a long list of independent
        triangles faster than a long list of single triangle triangle
        fans.  The stripifier in the Java 3D utility package will be
        continually updated to provided better stripification.

    - Sharing Appearance/Texture/Material NodeComponents
        To assist the implementation in efficient state sorting, and
        allow more shape nodes to be combined during compilation,
        applications can help by sharing Appearance/Texture/Material
        NodeComponent objects when possible.

    - Geometry by reference
        Using geometry by reference reduces the memory needed to store
        a scene graph, since Java 3D avoids creating a copy in some
        cases.  However, using this features prevents Java 3D from
        creating display lists (unless the scene graph is compiled),
        so rendering performance can suffer in some cases.  It is
        appropriate if memory is a concern or if the geometry is
        writable and may change frequently.  The interleaved format
        will perform better than the non-interleaved formats, and
        should be used where possible.  In by-reference mode, an
        application should use arrays of native data types; referring
        to TupleXX[] arrays should be avoided.
        See also : Part III - Space versus time property.

    - Texture by reference and Y-up
        Using texture by reference and Y-up format may reduce the
        memory needed to store a texture object, since Java 3D avoids
        creating a copy in some cases.  When a copy of the by-reference
        data is made in Java3D, users should be aware that this case
        will use twice as much memory as the by copy case. This is due
        to the fact that Java3D internally makes a copy in addition to
        the user's copy to the reference data. Currently, Java3D will not
        make a copy of texture image for the following combinations of
        BufferedImage format and ImageComponent format (byReference
        and Yup should both be set to true):

                On both Solaris and Win32 OpenGL:

        BufferedImage.TYPE_CUSTOM       ImageComponent.FORMAT_RGB8 or
        of form 3BYTE_RGB               ImageComponent.FORMAT_RGB

        BufferedImage.TYPE_CUSTOM       ImageComponent.FORMAT_RGBA8 or
        of form 4BYTE_RGBA              ImageComponent.FORMAT_RGBA

        BufferedImage.TYPE_BYTE_GRAY    ImageComponent.FORMAT_CHANNEL8

                On Win32/OpenGL:

        BufferedImage format            ImageComponentFormat
        ----------------------          ----------------------
        BufferedImage.TYPE_3BYTE_BGR    ImageComponent.FORMAT_RGB8 or
                                        ImageComponent.FORMAT_RGB

                On Solaris/OpenGL:

        BufferedImage format            ImageComponentFormat
        ----------------------          ----------------------
        BufferedImage.TYPE_4BYTE_ABGR   ImageComponent.FORMAT_RGBA8 or
                                        ImageComponent.FORMAT_RGBA

    - Drawing 2D graphics using J3DGraphics2D
        The J3DGraphics2D class allows you to mix 2D and 3D drawing
        into the same window.  However, this can be very slow in many
        cases because Java 3D needs to buffer up all of the data and
        then composite it into the back buffer of the Canvas3D.  A new
        method, drawAndFlushImage, is provided to accelerate the
        drawing of 2D images into a Canvas3D.  To use this, it is
        recommended that an application create their own BufferedImage
        of the desired size, use Java2D to render into their
        BufferedImage, and then use the new drawAndFlushImage method
        to draw the image into the Canvas3D.

        This has the advantage of only compositing the minimum area
        and, in some cases, can be done without making an extra copy
        of the data.  For the image to not be copied, this method must
        be called within a Canvas3D callback, the specified
        BufferedImage must be of the format
        BufferedImage.TYPE_4BYTE_ABGR, and the GL_ABGR_EXT extension
        must be supported by OpenGL. If these conditions are not met,
        the image will be copied, and then flushed.

        The following methods have also been optimized : all drawImage()
        routines, drawRenderableImage(), draw(Shape s), fill(Shape s),
        drawString(), drawLine() without strokeSet to copy only the
        minimum affected region without the restriction imposed in
        drawAndFlushImage method.

    - Application Threads
        The built in threads support in the Java language is very
        powerful, but can be deadly to performance if it is not
        controlled.  Applications need to be very careful in their
        threads usage.  There are a few things to be careful of when
        using Java threads.  First, try to use them in a demand driven
        fashion.  Only let the thread run when it has a task to do.
        Free running threads can take a lot of cpu cycles from the
        rest of the threads in the system - including Java 3D threads.
        Next, be sure the priority of the threads are appropriate.
        Most Java Virtual Machines will enforce priorities
        aggressively.  Too low a priority will starve the thread and
        too high a priority will starve the rest of the system.  If in
        doubt, use the default thread priority.  Finally, see if the
        application thread really needs to be a thread.  Would the
        task that the thread performs be all right if it only ran once
        per frame?  If so, consider changing the task to a Behavior
        that wakes up each frame.

    - Java 3D Threads
        Java 3D uses many threads in its implementation, so it also
        needs to implement the precautions listed above.  In almost
        all cases, Java 3D manages its threads efficiently.  They are
        demand driven with default priorities.  There are a few cases
        that don't follow these guidelines completely.

        - Behaviors
            One of these cases is the Behavior scheduler when there
            are pending WakeupOnElapsedTime criteria.  In this case,
            it needs to wakeup when the minimum WakeupOnElapsedTime
            criteria is about to expire.  So, application use of
            WakeupOnElapsedTime can cause the Behavior scheduler to
            run more often than might be necessary.

        - Sounds
            The final special case for Java 3D threads is the Sound
            subsystem.  Due to some limitations in the current sound
            rendering engine, enabling sounds cause the sound engine
            to potentially run at a higher priority than other
            threads.  This may adversely effect performance.

    - Threads in General
        There is one last comment to make on threads is general.
        Since Java 3D is a fully multithreaded system, applications
        may see significant performance improvements by increasing the
        number of CPUs in the system.  For an application that does
        strictly animation, then two CPUs should be sufficient.  As
        more features are added to the application (Sound, Collision,
        etc.), more CPUs could be utilized.

     - Switch Nodes for Occlusion Culling
       If the application is a first person point of view
       application, and the environment is well known, Switch nodes
       may be used to implement simple occlusion culling.  The
       children of the switch node that are not currently visible may
       be turned off.  If the application has this kind of knowledge,
       this can be a very useful technique.

    - Switch Nodes for Animation
        Most animation is accomplished by changing the transformations
        that effect an object.  If the animation is fairly simple and
        repeatable, the flip-book trick can be used to display the
        animation.  Simply put all the animation frames under one
        switch node and use a SwitchValueInterpolator on the switch
        node.  This increases memory consumption in favor of smooth
        animations.

    - OrderedGroup Nodes
        OrderedGroup and its subclasses are not as high performing as
        the unordered group nodes.  They disable any state sorting
        optimizations that are possible.  If the application can find
        alternative solutions, performance will improve.

    - LOD Behaviors
        For complex scenes, using LOD Behaviors can improve
        performance by reducing geometry needed to render objects that
        don't need high level of detail.  This is another option that
        increases memory consumption for faster render rates.

    - Picking
        If the application doesn't need the accuracy of geometry based
        picking, use bounds based picking.  For more accurate picking
        and better picking performance, use PickRay instead of
        PickCone/PickCylnder unless you need to pick line/point.
        PickCanvas with a tolerance of 0 will use PickRay for picking.

    - D3D user only
        Using Quad with Polygon line mode is very slow.  This is because
        DirectX doesn't support Quad.  Breaking down the Quad
        into two triangles causes the the diagonal line to be displayed.
        Instead Java 3D draws the polygon line and does the hidden surface
        removal manually.

        Automatic texture generation mode Eye Linear is slower
        because D3D doesn't support this mode.

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