To give you some idea of Java 3D s
To give you some idea of Java 3D s memory requirements, table 1.1 shows the total memory required for the Java 3D Fly-Through application. As you can see, bringing up the Swing application requires 25 MB, while opening the city scene pushes memory usage up to over 100 MB. Table 1.1 Java 3D Fly-Through statistics Working set 25 MB (no scene loaded) Working set 108 MB (city scene loaded) Memory usage will be an important component of your application performance. Performance will be extremely poor if your target users have less physical RAM available than the working set for your application. In this case, the operating system will have to page virtual memory to and from disk. Another performance criterion that can be important for some applications is startup time. You should set targets for the startup time for your application. The JVM can take a considerable time to start, especially on slower machines with limited RAM. In addition, if you are loading large texture files or 3D object models, your startup time can become very significant. The RAM footprint of your application (including the JVM) and the available system RAM of the end user s computer are the most significant elements affecting startup time. You should take regular startup time measurements while you are in development to ensure that your end users are not frustrated every time they launch your application. If you are deploying an applet, you should also be aware of the time required for it to download, as well as the graphics resources the applet requires for rendering. Texture images and 3D models can quickly become very large, so some download time targets based on typical end user bandwidth will also prove very useful. As a reference, I measured the startup time of the Java 3D Fly-Through application. As you can see in table 1.2, launching the application took a very respectable 3 seconds, while loading the 3D content took 14 seconds. Fourteen seconds is a long time, and necessitates some form of progress indicator to reassure users that progress is occurring! Table 1.2 Java 3D Fly-Through statistics Start-up time 3 seconds Loading city scene 14 seconds 1.5 Running the examples By now, you are probably itching to see Java 3D in action. Please refer to appendix A for a list of the example Java 3D applications and applets developed for this book, as well as detailed instructions for running the examples. 1.6 Summary Straddling the worlds of content creation and scripting on the one hand and low-level pipeline-based rendering programs on the other, the Java 3D API fills an important gap in 3D graphics APIs. With careful design and implementation, performance of Java 3D applications can rival native OpenGL applications and will exceed JNI-based Java wrappers over OpenGL. As a Java API, Java 3D is relatively mature, first appearing at the end of 1998. But compared to OpenGL, which first appeared in the early 1990s, Java 3D is still an upstart. For example, OpenGL contains an extension facility that allows vendors to write proprietary extensions to the API a feature that is not yet implemented in Java 3D, though it is rumored to be appearing in Java 3D 1.4. The Architecture Review Board 10
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