Are you using the default heap size for java?  The default is only
16 megabytes.

Doug Twilleager
Java 3D Team
Sun Microsystems

>Subject: Re: [JAVA3D] A basic doubt
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>Chein,
>
>Thanks!
>That was really amazing to see how things changed by sharing the geometry
>rather than using SharedGroup. But still I'm getting defeated in the number
>game...if I increase this number of spheres to 20K(my requirement is 50k) it
>again gives me out of memory exception...I'm really worrying now whether
>this  kind of stuff is possible using java3D or not >:-( ???
>
>
>
>> -----Original Message-----
>> From: Chien Yang [mailto:[EMAIL PROTECTED]]
>> Sent: Wednesday, April 03, 2002 11:46 PM
>> To: [EMAIL PROTECTED]
>> Subject: Re: [JAVA3D] A basic doubt
>>
>>
>> Attached is a program that illustrate a better approach to setup a
>> scene with 5000 identical spheres. On my machine, I've a 4X speedup
>> in setup time.
>>
>> Using Link and SharedGroup is a intuitive way of sharing similar shape
>> node in a scene graph API. It's pretty effective if the
>> sharing is limited
>> and small. There do come with some cost in both  memory and
>> setup time,
>> but almost no cost in pure rendering performance (once it is setup).
>> This setup cost might not be linear, depending on scene arrangement.
>>
>> For your program, all you need is to share geometry and there isn't
>> a need to use SharedGroup. I only need to change a few lines of
>> code. BTW, I also replaced MouseRotate with OrbitBehavior for
>> better interaction.
>>
>> - Chien Yang
>>   Java 3D Team.
>>
>>
>>
>>
>> > Date: Tue, 02 Apr 2002 19:22:05 +0200
>> > From: Artur Biesiadowski <[EMAIL PROTECTED]>
>> > Subject: Re: [JAVA3D] A basic doubt
>> > To: [EMAIL PROTECTED]
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>> >
>> > Nitin.Jain wrote:
>> >
>> >
>> > > I saw the Sphere code in the repository but it seems this
>> sphere doesn't
>> > > share the geometry, in that case it will eat up huge
>> amount of memory for
>> > > each instance. Anyway I'll try this.
>> >
>> > Even if it is a case, you can take out geometry by hand. It
>> can be done
>> > currently I think, in case of problems, modify it a bit.
>> >
>> > > Could you give me some pointers on optimization. I'm
>> creating only one
>> > > Shape3D and using them with Link. The Tranform3D which is
>> assigend is also
>> > > created only once.
>> >
>> > I was thinking that you were doing certain mistake, but
>> after looking at
>> > code again it is not there. So only part now is to not use standard
>> > Sphere with quite costly GeometryData - but I don't know if it will
>> > create noticeable difference.
>> >
>> >
>> > >>            percent         live       alloc'ed  stack class
>> > >>   rank   self  accum    bytes objs   bytes objs trace name
>> > >>
>> > >>     94  0.11% 87.51%    20016    1 50080000 5000 10593
>> > >>javax.media.j3d.CachedTargets
>> > >>     95  0.11% 87.62%    20016    1 50079984 4999 10601
>> > >
>> > >
>> > > I never got this "CachedTargets" object in my profiler,
>> can you tell me
>> > > which profiler are you using?
>> >
>> > -Xrunhprof:heap=sites,depth=20
>> >
>> > :)
>> >
>> >
>> > > I couldn't quite get it...what do you mean by non-array object.
>> >
>> > int[] i = new int[100000];
>> > takes up 400kb. No problem. But if you want to create
>> normal (non-array
>> > object) which will take up so much memory, you would have
>> to add 100000
>> > fields by hand... So if any object takes up 20kb, I'm
>> suspecting some
>> > mistake in profiler (either plain error or Hotspot inlines
>> some array
>> > data at end of object - is this possible ?)
>> >
>> > Artur
>> >
>> >
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