This sounds really interesting. If you can do this I will
have to edit my conclusions about Java3D to the better.

Cheers,
Jacob

----- Original Message -----
From: "Doug Twilleager" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, March 06, 2002 18:13
Subject: Re: [JAVA3D] Java 3D performance.


> This is exactly what I am  doing, and I already have a couple of culprits.
> Once I finish my analysis, I will report to the whole list.  We should see
> the performance a lot closer to GL4Java when I finish.
>
> Thanks.
>
> Doug Twilleager
> Java 3D Team
> Sun Microsystems
>
> Daniel Selman wrote:
>
> >Jacob,
> >
> >I hope one of the SUN engineers will take up the challenge and run the
> >benchmark within a development environment. I suspect you have found a
> >compilation bug in 1.3B1.
> >
> >I also agree with David Y. that this is not a representative 3D
> >*application*. However - but we should be able to get performance close to
> >that of GL4Java.
> >
> >Sincerely,
> >
> >Daniel Selman
> >
> >Author - "Java 3D Programming"
> >http://www.manning.com/selman
> >
> >-----Original Message-----
> >From: Discussion list for Java 3D API
> >[mailto:[EMAIL PROTECTED]]On Behalf Of Jacob Marner
> >Sent: Wednesday, March 06, 2002 6:46 AM
> >To: [EMAIL PROTECTED]
> >Subject: Re: Java 3D performance.
> >
> >
> >Hi Daniel,
> >
> >I am glad you like the report in general.
> >
> >I expected some feedback from this list since Java3D is
> >the only thing that a find to perform poorly. If this turns out
> >to be a programming/knowledge error from my side I will
> >be happy.
> >
> >>1. You are setting the clipping distances correctly.
> >>
> >
> >Good, I thought so too.
> >
> >>2. We don't seem to be getting any real appreciable benefit from
> >>compilation, and I can't get the compilation debug properties to output
> >>
> >any
> >
> >>info either. Perhaps someone from SUN can comment on this?
> >>
> >
> >Yes, I just tried it as you did and compilation doesn't seem to do much.
> >This mystifies me since I believe it was more effective previously. Now that
> >I think about it I think it might have to do with the shared Appearance
> >nodes -
> >I think I remember seeing a performance drop from being a factor of 2 slower
> >than C++ to being a factor of 2.5 when I added appearance.
> >
> >Maybe I stubled into a bug in the java3d 1.3 beta. In that case I will have
> >to work around it. Judging a system based on a bug in a beta would not be
> >fair.
> >
> >>3. On my machine the frame-rate is being limited by the V-sync on the
> >>monitor. When you disable V-sync the framerate goes from ~85 Hz to ~320
> >>
> >Hz.
> >
> >>Presumably this does not explain your performance differences however, as
> >>all the OpenGL applications should have been subject to the same
> >>
> >limitation.
> >
> >>As you can see below all the other changes I made had no appreciable
> >>effect - the scene is too simple for my GeForce II Ultra.
> >>
> >
> >I ran all the tests with v-sync off. I might have forgotten to mention this
> >in
> >the
> >report.
> >
> >>display method seems like it could be optimized. It performs several trig
> >>functions, calls lookAt and invert on a matrix etc. Presumably this is
> >>called on every frame.
> >>
> >
> >I asked about this in this list some time back (13. feb. 2002) and chien
> >yang just told me to go ahead with that approach since putting the
> >lookAt() at the top of the geometry scen graph might hinder compilation.
> >I tried it both there was no measureable performance difference - so
> >I decided to let it be the "recommended" way.
> >
> >>Using QuadArray for geometry may not be the fastest option. Why not try an
> >>IndexedTriangleArray for example? A test using BY_REF with
> >>j3d.optimizeForSpace=false would be interesting as well.
> >>
> >
> >Am I incorrect when I say that the performance difference present when
> >using IndexedTriangleArray() only is present during the creation of the
> >scen graph. At run-time the node should have been converted to display
> >lists (I hope) and the original representation will have no importance.
> >
> >Somebody also commented that I should use triangles instead of quads
> >since quads might be treated wrongly by some drivers. However since
> >quads also are used in gl4java and c++ with the same driver this should
> >not be an issue.
> >
> >>Anyway, good work!
> >>
> >
> >Thanks.
> >
> >But I am baffled that you find that compile() does nothing. I have gone to
> >some great extent to ensure that nothing should prevent that:
> >* Geometry is *not* accessed by ref.
> >* Appearance is accessed by ref.
> >* There is no capability bits set in the part of the scene graph with the
> >geometry.
> >
> >So the the SHape3D nodes should be able to be merged and the
> >transform group nodes eliminated using java3d 1.3 optimazations.
> >
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>
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