Earlier quoted context omitted.
Sorry if I wasn't clear, but the problem is finding the allocations, not fixing them. (They are probably happening in the 3D engine, i.e. code I didn't write.) One suspects that DevTools' memory profiling should be the place to start, but I haven't found any way to get it to shed any light on where allocations are occurring. So that's what I'm asking about here.
You are going to hate this one but its effective - divide and conquer. Just strip out features in a binary-chop fashion and rerun the memory profile. Depending on the code, it doesn't take as long as you think it will to get to small units of functionality e.g. sounds like just commenting out the 3d engine render step would be informative to you.
(I mean, not to suggest that what you describe isn't useful - I'm just hoping to use profiling tools to attack from a different direction.)