Thank you, Nittin!
I do have a lot 3D objects to render but they are made of three 3D
primitives instead of a single sphere. I am thinking to use the idea to
improve the performance. If java only renders the objects in view frustum,
then I have really bad performance now.
I have run your TestApp
April 12, 2002 12:54 AM
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] A basic doubt
>
>
> Hi,
>
> I have read all the responses of this "A basic doubt" series
> and learning a
> few new ideas. Forgive my newbie question.
>
> >Is it not po
Hi,
I have read all the responses of this "A basic doubt" series and learning a
few new ideas. Forgive my newbie question.
>Is it not possible to string several (hundreds of) spheres all in
>one IndexedTriangleStripArray, and ...
How do you string several spheres in one IndexedTriangleStri
Hi,
"Nitin.Jain" wrote:
> > Or, say, you replace the spheres by a quad with a texture
> > showing a sphere and
> > use the texture alpha channel to make the (black) texture
> > background invisible.
> This strtegy was also suggested before, The code attached below is using the
> same but when we
Hi All,
I'm trying different things suggested in the last couple of mails under this
link. Here is the first one:
> From: Karsten Fries
> strange requirement. Why would you need to visiualize 50K spheres?
We're making a viewer for large bio-molecules which involves these many
atoms to be viewed
Hi Chien,
>On Thu, 4 Apr 2002 16:14:18 -0800, Chien Yang <[EMAIL PROTECTED]> wrote:
>Raj,
>Let's do some math. A sphere geometry with resolution 15 division,
>in Java 3D, will generate 480 vertices. Let's assume only coord. and normal
>is needed, each sphere requires a minmum of 480 * 24
Karsten Fries wrote:
> Hi Nitin,
>
> strange requirement. Why would you need to visiualize 50K spheres?
> Have you thought about displaying points instead and having a nice LOD
> behavior that replaces the point by a sphere once you are at a distance to
> notice that it should be a sphere.
I woul
Chien Yang wrote:
> Artur,
> Thanks for the correction. I've certainly over look that there exist
> a crossover point between the 2 ends. :-)
Of course it is valid only if spheres are evenly distributed. This will
be not a case in real world scenario I'm afraid...
Artur
Artur,
Thanks for the correction. I've certainly over look that there exist
a crossover point between the 2 ends. :-)
- Chien Yang
Java 3D Team.
>Date: Fri, 05 Apr 2002 10:50:43 +0200
>From: Artur Biesiadowski <[EMAIL PROTECTED]>
>Subject: Re: [JAVA3D] A bas
Chien Yang wrote:
> Raj,
> Let's do some math. A sphere geometry with resolution 15 division,
> in Java 3D, will generate 480 vertices. Let's assume only coord. and normal
> is needed, each sphere requires a minmum of 480 * 24 = 11520 bytes.
> That is likely to be 4X the memory footprint o
TED]>
> Subject: Re: [JAVA3D] A basic doubt
> To: [EMAIL PROTECTED]
> Delivered-to: [EMAIL PROTECTED]
> Delivered-to: [EMAIL PROTECTED]
>
> Hi Chien and Doug:
>
> Just a wild idea
>
> Is it not possible to string several (hundreds of) spheres all in
> one Inde
Oooops, the address on my previous e-mail on "A basic doubt" should
have been "Raj Vaidya" and not "R Vegan".
The attached gif picture is on tube rendering.
Sorry,
Raj Vaidya
===
To unsubscribe, send email to [EMAIL PROTECT
Hi Simeon,
Here's a rendition of the tube geometry with
IndexedTriangleStripArray. Not the best of the pics I have
generated, but then what else do you expect in a non-game app.
And about my graphics card, well, if I told you what it is
it will be excellent publicity for Java3D but not for my re
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] A basic doubt
Hi Chien and Doug:
Just a wild idea
Is it not possible to string several (hundreds of) spheres all in
one IndexedTriangleStripArray, and put several of these (300 is the
magic number is it ?) under one Shape3D and all of them coordinate
tran
> -Original Message-
> From: Discussion list for Java 3D API
> [mailto:[EMAIL PROTECTED]]On Behalf Of Raj Vaidya
> I use a very similar technique
> to render nearly 2000 vertex colored and lit curvilinear tubes with the
> tube cross-section consisting of 12 segments. Each tube is
> mode
tire group of
tubes can be put under one GeometryArray.
Much appreciate your response
Regards
Raj
of
>
>
>>Subject: Re: [JAVA3D] A basic doubt
>>To: [EMAIL PROTECTED]
>>Delivered-to: [EMAIL PROTECTED]
>>Delivered-to: [EMAIL PROTECTED]
>>
>>Hi Chien a
You don't need to restrict it to indexed geometry types, but yes, this can
work. Many particle systems that I have seen used this very approach.
Doug.
>Subject: Re: [JAVA3D] A basic doubt
>To: [EMAIL PROTECTED]
>Delivered-to: [EMAIL PROTECTED]
>Delivered-to: [EMAIL PROTECTED
Hi Chien and Doug:
Just a wild idea
Is it not possible to string several (hundreds of) spheres all in
one IndexedTriangleStripArray, and put several of these (300 is the
magic number is it ?) under one Shape3D and all of them coordinate
transformed to their appropriate locations so that the
>
> With the sample that was just given regarding sharing the geometry--it
> still would result in 50,000 TransformGroup's being created. Not sure
> off hand how or if it's possible to avoid that.
In Java 3D 1.3beta1, the memory footprint of TG was half of Java 3D 1.2.1_03.
Plus a significant mem
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
>To: [EMAIL PROTECTED]
>MIME-version: 1.0
>Delivered-to: [EMAIL PROTECTED]
>X-OriginalArrivalTime: 04 Apr 2002 15:
On Thu, 2002-04-04 at 07:30, Nitin.Jain wrote:
> 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)
> > 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
> >
7;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
>
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: [JAVA
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 thi
Thanks Artur,
> number of objects there). Around 0.5 in compilation. Another 1s in
> adding stuff to universe. Around 0.5 in two runs of full gc after that
Ya! it takes hell of a time to add the compiled BranchGroup in the universe.
I saw the memory profile(in OptimizeIt) it shows that most of t
Nitin.Jain wrote:
> Hi Doug,
>
> I'm attaching the source code where I'm creating 1000 sphere and it
takes
> around 7 secs to render it. If I increase this number to 15000 it
takes 100+
> secs, however in both the cases initial number of spheres visible on the
> screen are same.
First
Hi Doug,
I'm attaching the source code where I'm creating 1000 sphere and it takes
around 7 secs to render it. If I increase this number to 15000 it takes 100+
secs, however in both the cases initial number of spheres visible on the
screen are same.
Regards,
Nitin
-Original Message-
Fro
28 matches
Mail list logo