I *did* have a problem with this earlier...
I had several Canvas3D's going at once on one display, and the more Canva3D's I added the slower each one got. I asked one of the Sun guys (Doug T. ?) about it at the last GDC and he said each Canvas3D gets rendered separately, so if you have two, each will get rendered at half the speed (more-or-less), and each succeeding one will add another N to the 1/N degradation (note: my paraphrasing).
That was a year ago, and I have since consolidated all rendering to *one* Canvas3D, so I don't know if it's been fixed in the meantime.
I would be extremely happy to go back to multiple Canvas3D's if it's been fixed, tho! It makes it much simpler to modularize each world/view/window and gets back to a more flexible MVC approach. Also makes it easier to support multi-headed displays in future when they become mainstream...

--Brad