Mario,

The response to a WakeupOnElapsedTime() criterion is 1.) chunky and 2.)
OS-dependent.  'Chunky' because the behavior event queue appears to be
polled at an OS-dependent period that ranges from 30 or so milliseconds
down to 10ms.  Trying to control time with WakeupOnElapsedTime at a
granularity smaller than that OS heart beat is useless.

Not to mention the 'run anywhere' problem.

They're somewhat dated now, but I posted some ruminations on the problem
here:
http://www.brockeng.com/VMech/Time/Clocks.htm 

and my current best solution here:
http://www.brockeng.com/VMech/Time/PlanJ/Clocks.htm 

Hth,
Fred Klingener


-----Original Message-----
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED]] On Behalf Of ZACZEK, MARIUSZ P.
(MARIO) (JSC-DM) (NASA)
Sent: Wednesday, January 15, 2003 11:45 AM
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] ? Frame Rates ?


I'm sorry I may have written incorrectly...basically I had the wakeupon
condition set for a sampling time and it was set at 1.... For my code,
Yes, I try to updated every millisecond..basically as fast as possible.
For my beta angle program I base in on elapsed frames (another code I
have I use the WakeupOnElapsedTime and there I set the time to 1
(millisecond)
  private WakeupOnElapsedFrames conditions = new
WakeupOnElapsedFrames(0,false);

if I have '0' I get a frame rate of     28 fps
          '1'                           24 fps
          '2'                           20 fps

SO, I can't get any speedup unless I fix something else in the code.

   Mario 

Mariusz Zaczek 
NASA - Johnson Space Center 
Automated Vehicles and Orbit Analysis / DM35 
Flight Design and Dynamics Division 
Mission Operations Directorate 
Bldg: 30A     Room: 3040A

Disclaimer: "The opinions, observations and comments expressed in my
email 
             are strictly my own and do not necessarily reflect those of
NASA." 




-----Original Message-----
From: Florin Herinean [mailto:[EMAIL PROTECTED]]
Sent: Wednesday, January 15, 2003 10:28 AM
To: [EMAIL PROTECTED]
Subject: [JAVA3D] AW: [JAVA3D] AW: [JAVA3D] ? Frame Rates ?


Also, I have seen from other emails from you, that you have a behavior
that wakes up every 1 millisecond!!! That's hard to believe. For the
normal PC under windows, the java time resolution is 10 ms. Even so,
doing your calculation every 10 ms, supposing that the entire cpu power
is given only to that, that means that EVERY FRAME you will do the
calculations. And from that, on every frame you will update the swing
gui. That's not good, not if you want animation. I would suggest to make
the calculations and update the swing gui every 1 second (1000 ms), that
will free computing time to the animation.

Cheers,

Florin

-----Urspr�ngliche Nachricht-----
Von: ZACZEK, MARIUSZ P. (MARIO) (JSC-DM) (NASA)
[mailto:[EMAIL PROTECTED]]
Gesendet: Mittwoch, 15. Januar 2003 17:17
An: [EMAIL PROTECTED]
Betreff: Re: [JAVA3D] AW: [JAVA3D] ? Frame Rates ?


It's probably true that my computation are a big cause...I'll try
removing some and see what speedup I get. I do a lot of calculations for
figuring out the angle between the orbit plane and the sun (Beta angle)
and for diplaying the wedge as the angle...as well as other various
calculations.

thanks for testing your code,

   Mario 

Mariusz Zaczek 
NASA - Johnson Space Center 
Automated Vehicles and Orbit Analysis / DM35 
Flight Design and Dynamics Division 
Mission Operations Directorate 
Bldg: 30A     Room: 3040A

Disclaimer: "The opinions, observations and comments expressed in my
email 
             are strictly my own and do not necessarily reflect those of
NASA." 




-----Original Message-----
From: Florin Herinean [mailto:[EMAIL PROTECTED]]
Sent: Wednesday, January 15, 2003 9:27 AM
To: [EMAIL PROTECTED]
Subject: [JAVA3D] AW: [JAVA3D] ? Frame Rates ?


More probably there is a problem with the other code, which is eating
processing power. I mean, from the figures below, the bottleneck are the
calculations that you seem to be performing to update the gui, most
probably at every frame.

I have played with a simplified model, containing 3 spheres, 1 for sun,
one for earth and one for moon, each sphere having 128 divisions, and
two line circles, one representing the orbit of the earth around the
sun, the other the orbit of the moon around the earth, with animation to
rotate the moon around the earth and the whole branch group earth - moon
around the sun. On a p3 500 mh laptop with s3 graphic chip with java
1.4.1 and j3d 1.3 directx, I got framerates between 80 and 90.

Cheers,

Florin

-----Urspr�ngliche Nachricht-----
Von: ZACZEK, MARIUSZ P. (JSC-DM) (NASA)
[mailto:[EMAIL PROTECTED]]
Gesendet: Samstag, 11. Januar 2003 04:28
An: [EMAIL PROTECTED]
Betreff: Re: [JAVA3D] ? Frame Rates ?


 actually the model does not seem to have much affect on the speed...as
a matter of fact I used a 2kb model and same issues with frame rate.
These were the results of frame rates I posted before:

Ok, here is the test results on a DIFFERENT machine:
  Dell 2.4 Pentium 4, 256 Mb ram, Nvidia Geforce2, Windows 2000


                            ISS model (955 KB)         Test Model (2 KB)
(1) Normal Run                     31 fps                    35 fps
w/ animating sliders

(2) no animating sliders           38 fps                    46 fps

(3) earth texture reduced
    by 50 % ... anim. sliders      31 fps                    34 fps
   Mario

(4) reduced earth texture          39 fps                    46 fps
    no animating sliders





yes I can get to 46 fps if I get rid of the animated sliders but that's
about it....this translates to about 10 fps on the slower machines I
mentioned before. SO I'd still like to raise the overall fps so even the
slow machine can be a bit more bareable.

Oh and the sphere (earth) is absolutely crappy. If you get close to it
you can see the angles of the sphere...I think I have no more than 20
divisions in that sphere. And the sun sphere is simply a VRML object
that is the default VRML sphere and has very few polygons as well.

The only think that I can figure after all the suggestions is that my
code may be poorly written.

When I run my program it uses over 60,000 K on windows 2000...this must
mean I have way to many variables and things defined. I'm going to have
to go back and try to minimize things a lot more.

thanks for the help, everyone!

Mario

NASA Johnson Space Center


-----Original Message-----
From: Michael P. McCutcheon
To: [EMAIL PROTECTED]
Sent: 1/10/2003 9:12 PM
Subject: Re: [JAVA3D] ? Frame Rates ?

Just to let you know...here is my system:

Pentium 2 450 Mhz.
512 MB memory
TNT 1 Graphics card
Windows 2000 (and Max OS X :)
JDK 1.4.1_01
Java3D 1.3.1 beta1

For scenes of similar complexity I get roughly 30-60 FPS. (nothing
scientific, but suffice it to say that it can be 'smooth', even on old
computers).

I think that you must be using some terribly large textures or
super-super acurate spheres or something.  Also I look at the small
model...I suspect it was exported from a CAD tool or something with LOTS
of polys.  Exporters can be pure evil :)

With a computer as fast as yours...you should be able to get 40-60 FPS
out of something like that, easy.  Scale your models accuracy and
texture size down. I bet you'll be surprised how fast you can make it.

Mike

ZACZEK, MARIUSZ P. (JSC-DM) (NASA) wrote:
> Hi,
>  I have a program (picture attached) which has a canvas3d and couple
of
> canvas2d's and a swing interface.
> When I run this program (with the canvas3d animation running) on a
Pentium
> 3, 900 Mhz, 128Mb Ram, Nvidia TNT2,
> I get pretty crappy frame rate and graphical update. I'm talking about
5
> frames/second. This includes the
> animation of the mercator projection and the plot which are at the
bottom of
> the display.
>
> What I want to know is do any of you have any suggestions for how to
improve
> the frame rate. Could my
> code be so badly written? I try to minimize the number of Transforms
and
> Groups as possible. I did notice
> that having my sliders be updated by my animation slows me down some
so I'm
> going to have flag to not
> have them get updated if the computer is too slow. But I'd still
appreciate
> any other advice...and
> also, is there any code out there that one could run and have it
output the
> framerate....so that I could
> use that code and test the machines out to see what framerates are
possible?
>
> I know there is a Java3D FAQ regarding speed up and I've read it. The
thing
> that worries me about my code
> being slow is that I know people are making Java3D games and I imagine
they
> must be fast enough to play
> so they must be doing something right.
>
>    Mario
>
> Mariusz Zaczek
> NASA - Johnson Space Center
> Automated Vehicles and Orbit Analysis / DM35
> Flight Design and Dynamics Division
> Mission Operations Directorate
> Bldg: 30A     Room: 3040A
> Phone(W): 281-244-6650
> Phone(H): 832-385-3860
>
> Disclaimer: "The opinions, observations and comments expressed in my
email
>              are strictly my own and do not necessarily reflect those
of
> NASA."
>
>
>
>
>
------------------------------------------------------------------------
>

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