If you mean frustum occlusion culling then…
No, never heard of that. I thought (believe) Viewfrustum culling has nothing to do with occluding objects. Occlusion culling is about, not drawing objects deemed not visible, since they are hidden behind occluders, e.g. a big building blocking your view.
There are no occluding involved in viewfrustum culling since you dont evaluate whether or not something is blocking the view.
, good luck. It might not increase the speed at all, because of all the overhead.
Which overhead do mean? What do you feel or have experience in that Java3D would be bad at?
Finding the good occluders?
Fusing occluders?
Finding the viewshadow projection of the occluders? (if its an image space algorithm)
Visibility testing?
something else?
I lean toward a point based algorithm since that seems the simplest. Maybe later I can evolve it to be cell based, and not have to do occlusion culling each frame.
All though I write all this I dont really know much about this stuff, since I have never tried any of it, or seen anything but abstract psoudocode.
I only plan on it to be efficient in urban areas, since in open spaces I believe more in LOD.
Have you seen any algorithms for scenegraph implementations? I have not, it would be nice not to have to reinvent the wheel… 
any comments?
Nikolai