Florin,

Thanks for these numbers!  They will be very useful.

Ian


On Thu, 27 Feb 2003, Florin Herinean wrote:

> One last thing to consider: moving to GL4Java is like using pure immediate
> mode in j3d. You have at that point (almost) total liberty of what you're
> doing. You can optimize for memory, but at the expense of performance. If
> performance is not a concern to you, then here are some figures:
>
> Approach 1: 27000 TG, scenegraph rendering: 140 MB, 0.221 FPS
> Approach 1: 27000 TG, pure immediate mode rendering: 48 MB memory, 0.149 FPS
>
> Approach 2: 900 TG, scenegraph rendering: 16 MB, 0.241 FPS
> Approach 2: 900 TG, pure immediate mode rendering: 8 MB memory, 0.189 FPS
>
> My most complex model, scenegraph rendering: 250 MB memory, 1.5 FPS !!!
> My most complex model, pure immediate mode rendering: 84 MB memory, 0.2 FPS
>
> The pure immediate mode renderer is "brute force", no optimizations, no
> scenegraph, no groups, transform groups or shape3d's. The only reused things
> from j3d were the vecmath package, the Appearance class with associated
> classes, and the Geometry classes. I think that with some effort, I could
> have improved the performance, but I don't have any figures now.
>
> Cheers,
>
> Florin
>
>
> -----Urspr�ngliche Nachricht-----
> Von: Florin Herinean [mailto:[EMAIL PROTECTED]
> Gesendet: Mittwoch, 26. Februar 2003 17:17
> An: [EMAIL PROTECTED]
> Betreff: [JAVA3D] AW: [JAVA3D] AW: [JAVA3D] AW: [JAVA3D] Java 3D or
> GL4Java (also s olution to la rge number of geometry problem)
>
>
> Let's get some more numbers:
>
> SceneGraph displays 27000 spheres.
>
> Approach 1:
>
> 27000 TG + 27000 Shapes + 1 Appearance + 1 Geometry, uses aprox 140 MB. That
> means roughly 5k per TG+Shape combination, and a grand total of 54000
> objects to be eventually garbage collected
>
> Approach 2:
>
> 900 TG + 900 Shapes + 1 Appearance + 30 geometries, uses aprox 15 MB, and
> makes a grand total of 1830 objects.
>
> In both cases, one Sphere uses aprox. 400 vertices and normals (no texture)
> - 9.6 kb
>
> We have made an economy of (26100 tg+shapes) * 5k = 130MB and only used for
> the extra 30 geometry 288 kb
>
> With a quick calculus, it's easy to observe that <b>for that specific
> problem, i.e. 27000 spheres</b>, the optimum memory usage is obtained with
> 250 TG+S and 108 geometries per shape, leading to a total memory usage of
> aprox 2.5 MB with only 610 objects !!!
>
> So, in a scenegraph containing only homogeneous spheres, the optimum is : TG
> = sqrt(2 * n-spheres), Geom-per-shape = n-spheres/TG
>
> Cheers,
>
> Florin
>
> -----Urspr�ngliche Nachricht-----
> Von: N. Vaidya [mailto:[EMAIL PROTECTED]
> Gesendet: Mittwoch, 26. Februar 2003 16:20
> An: [EMAIL PROTECTED]
> Betreff: Re: [JAVA3D] AW: [JAVA3D] AW: [JAVA3D] Java 3D or GL4Java (also
> solution to la rge number of geometry problem)
>
>
> Hi Ian and Florin,
>
> This problem of when and when not to use TGs was examined
> by Chien and and to some extent by me sometime last
> year IIRC. I think it is a compromise and mostly app. specific.
> Chien gave the useful stat. that TG + Shape3D takes ~3.6K
> (off the top of my head).
>
> http://swjscmail1.java.sun.com/cgi-bin/wa?A2=ind0204&L=java3d-interest&P=R76
> 84&D=1&O=D&m=29246
>
>
> http://swjscmail1.java.sun.com/cgi-bin/wa?A2=ind0204&L=java3d-interest&P=R15
> 076&D=1&H=0&O=D&T=1&m=29246
>
> Rgds
>
> Raj Vaidya
>
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