CS-3013 & CS-502, Summer 2006 Multimedia topics1 Multimedia CS-3013 & CS-502 Operating Systems.

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CS-3013 & CS-502, Summer 2006 Multimedia topics 1 Multimedia CS-3013 & CS-502 Operating Systems
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Transcript of CS-3013 & CS-502, Summer 2006 Multimedia topics1 Multimedia CS-3013 & CS-502 Operating Systems.

CS-3013 & CS-502, Summer 2006

Multimedia topics 1

Multimedia

CS-3013 & CS-502Operating Systems

CS-3013 & CS-502, Summer 2006

Multimedia topics 2

Outline

• CD devices and formats• Requirements and challenges for audio

and video in computer systems• Systems for multimedia• Compression and bandwidth• Processor scheduling• File, disk, and network management

Tanenbaum, Chapter 7Silbershatz, Chapter 20

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CD-ROMs

• See Tanenbaum, pp. 306-310• Audio CD

– Molded polycarbonate– 120 mm diameter with 15 mm hole– One single spiral track

• Starts in center, spirals outward• 22,188 revolutions, approx 5.6 kilometers long

– Constant linear velocity under read head• Audio playback:– 120 cm/sec• Variable speed motor:– 200 – 530 rpm

• ISO standard IS 10149, aka the Red Book

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CD-ROM (continued)

• Problem for adapting to data usage– No bad block recovery capability!

• ISO standard for data: Yellow Book– Three levels of error-correcting schemes: – Symbol,

Frame, Sector• ~7200 bytes to record 2048 byte payload per sector

– Mode 2: less error correction in exchange for more data rate

• Audio and video data– Sectors linearly numbered from center to edge

• Read speed– 1x ~ 153,000 bytes/sec– 40x ~ 5.9 megabytes/sec

• ISO standard for multi-media: Green Book– Interleaved audio, video, data in same sector

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CD-ROM File SystemISO 9660 — High Sierra

• Write once contiguous file allocation• Variable length directories• Variable length directory entries

• Points to first sector of file• File size and metadata stored in directory entry• Variable length names

• Several extensions to standard for additional features

• See Tanenbaum, pp. 310-313

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DVD devices

• Similar in concept, different in details• More data, higher bandwidth• Details not provided here

– Tanenbaum, pp. 313-315

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What do we mean by “multimedia”

• Audio and video within a computer system– CD’s & DVD’s– Computer hard drive

• Live broadcast & web casts– Webcams, Skype, …

• Video on demand– Pause, fast forward, reverse, etc.

• Interactive meetings– Presentations with 2-way audio– Teleconferencing

• Interactive gaming• …

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Requirements

• “Smooth” audio and video– Deterioration in quality >> jerky playback– Note: human is more sensitive to jitter in

audio than to jitter in video!• Audio/video on PC’s doing something

else• Multiple concurrent streams

– Video & multimedia servers– TiVo, etc.

• Wide range of network bandwidths

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System and OS Challenges

• Bandwidths and Compression

• Jitter

• Processor Scheduling

• Disk Scheduling

• Network Streaming

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Some System Architectures

• Simple: – Data paths for audio/video that are

separate from computational data paths

• Modern– Fast system bus, CPU, devices

• Video server– Disk farm and multiple streams

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audio stream

CD-ROM drive

System Organization (simple)

• Separate data path for audio stream• Main system bus and CPU were too

busy/slow to handle real-time audio

CPU

Memory

memory bus

Device Sound card

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video stream viaISA & bridge to

graphics card

audio stream viaISA bridge to

sound card

System Organization (typ. Pentium)

ISA bridge

IDE disk

Main Memory

CPULevel

2 cache

Bridge Moni-tor

Graphics card

USB

Key-board

Mouse

Ether-net

SCSI

ModemSoundcard

Printer

PCI bus

ISA bus

AGP Port

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Video Server

• Multiple CPUs• Disk farm

– 1000s of disks

• Multiple high-bandwidth network links– Cable TV– Video on demand– Internet

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Challenges

• Compression– to keep bandwidth manageable

• “Quality of Service”– to deliver sounds and images on time

for acceptable quality reproduction

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Why Compression? – CD-quality audio

• 22,050 Hz 44,100 samples/sec• 16 bits per sample

• Two channels 176,400 bytes/sec 1.4 mbits/sec

– Okay for a modern PC– Not okay for 56 kb/sec modem (speed) or iPod

(space)!

• MP-3 0.14 mbits/sec (10:1)– Same audio quality!– Compression ratio varies with type of music

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Why Compression? – Video

• “Standard” TV frame = 640 480 pixels @ 25-30 frames/sec (fps) 9,216,000 pixels/sec = 27,648,000 bytes/sec

• Typical movie 133 minutes approx. 210 gigabytes (standard resolution)!

• HDTV = 1280 720 pixels @ 30 fps 82,944,000 bytes/sec (and rising!)

• DVD holds ~ 4.7 gigabytes average of ~ 620 kilobytes/sec!

• “Standard” movie of 133 minutes requires serious compression just to fit onto DVD

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Video Compression Requirements

• Compression ratio > 50:1• i.e., 210 gigabytes:4.7 gigabytes

• Visually indistinguishable from original

• Even when paused

• Fast, cheap decoder• Slow encoder is okay

• VCR controls• Pause, fast forward, reverse

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Video Compression Standards

• MPEG (Motion Picture Experts Group)– Based on JPEG (Joint Photographic Experts Group)– Multi-layer

• Layer 1 = system and timing information• Layer 2 = video stream• Layer 3 = audio and text streams

• Three standards– MPEG-1 – 352240 frames; < 1.5 mb/sec ( < VHS

quality)• Layer 3 = MP3 Audio standard

– MPEG-2 – standard TV & HDTV; 1.5-15 mb/sec• DVD encoding

– MPEG-4 – combined audio, video, graphics• 2D & 3D animations

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JPEG compression (single frame)

1. Convert RGB into YIQ• Y = luminance (i.e., brightness) ~ black-white TV• I, Q = chrominance (similar to saturation and hue)

Reason: Human eye is more sensitive to luminance than to color (rods vs. cones)

2. Down-sample I, Q channels• i.e., average over 22 pixels to reduce resolution• lossy compression, but barely noticeable to eye

3. Partition each channel into 88 blocks• 4800 Y blocks, 1200 each I & Q blocks

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JPEG (continued)

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JPEG (continued)

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JPEG (continued)

4. Calculate Discrete Cosine Transform (DCT) of each 88 block

• What is a Discrete Cosine Transform?

5. Divide 88 block of DCT values by 88 quantization table

• Effectively throwing away higher frequencies

6. Linearize 88 block, run-length encode, and apply a Huffman code to reduce to a small fraction of original size (in bytes)

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JPEG (concluded)

7. Store or transmit 88 quantization table followed by list of compressed blocks

• Achieves 20:1 compression with good visual characteristics

• Higher compression ratios possible with visible degradation

• JPEG algorithm executed backwards to recover image

• Visually indistinguishable from original @ 20:1

• JPEG algorithm is symmetric• Same speed forwards and backwards

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MPEG

• JPEG-like encoding of each frame• Takes advantage of temporal locality• I.e., each frame usually shares

similarities with previous frame encode and transmit only differences

• Sometimes an object moves relative to background find object in previous frame, calculate

difference, apply motion vector

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Temporal Locality (example)

Consecutive Video Frames

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MPEG organization

• Three types of frames– I-frame: Intracoded or Independent.

• Full JPEG-encoded frame• Occurs at intervals of a second or so• Also at start of every scene

– P-frame: Predictive frame• Difference from previous frame

– B-frame: Bidirectional frame• Like p-frame but difference from both previous and

next frame

I B BB P B BB P B BB P B BB I B BB P B BB P

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MPEG Characteristics

• Non-uniform data rate!• Compression ratios of 50:1 – 80:1 are

readily obtainable• Asymmetric algorithm

– Fast decode (like JPEG)– Encode requires image search and analysis to

get high quality differences

• Cheap decoding chips available for – graphics cards– DVD players, etc.

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MPEG Problem – Fast Forward/Reverse

• Cannot simply skip frames– Next desired frame might be B or P derived

from a skipped frame

• Options:– Separate fast forward and fast reverse files

• MPEG encoding of every nth frame• See Tanenbaum §7.5.1 – video-on-demand server

– Display only I and P frames• If B frame is needed, derive from nearest I or P

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“Movie” File Organization

• One MPEG-2 video stream• Multiple audio streams

• Multiple languages

• Multiple text streams• Subtitles in multiple languages

• All interleaved• Possibly in multiple files!

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Operating System Challenge

• How to get the contents of a movie file from disk or DVD drive to video screen and speakers.– Fixed frame rate (25 or 30 fps)– Steady audio rate– Bounded jitter

• Classical problem in real-time scheduling– Obscure niche become mainstream!– See Silbershatz, Chapter 19

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Processor Scheduling for Real-Time

Rate Monotonic Scheduling (RMS)• Assume m periodic processes

– Process i requires Ci msec of processing time every Pi msec.

– Equal processing every interval — like clockwork!

• Assume

• Let priority of process i be– Statically assigned

• Let priority of non-real-time processes be 0

11

m

i i

i

P

C

iP

1

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Rate Monotonic Scheduling (continued)

• Scheduler simply runs highest priority process that is ready– May pre-empt other real-time processes– Real-time processes become ready in

time for each frame or sound interval

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Rate Monotonic Scheduling (continued)

• Theorem: using these priorities, scheduler can guarantee the needed Quality of Service (QoS), provided that

)12(1

1

mm

i i

i mP

C

• Asymtotically approaches ln 2 as m • I.e., must maintain some slack in scheduling• Assumes fixed amount of processing per

periodic task– Not MPEG!

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Processor Scheduling for Real-Time

Earliest Deadline First (EDF)

• When each process i become ready, it announces deadline Di for its next task.

• Scheduler always assigns processor to process with earliest deadline.

• May pre-empt other real-time processes

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Earliest Deadline First Scheduling (continued)

• No assumption of periodicity• No assumption of uniform processing times

• Theorem: If any scheduling policy can satisfy QoS requirement for a sequence of real time tasks, then EDF can also satisfy it.– Proof: If i scheduled before i+1, but Di+1 < Di ,

then i and i+1 can be interchanged without affecting QoS guarantee to either one.

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Earliest Deadline First Scheduling (continued)

• EDF is more complex scheduling algorithm

• Priorities are dynamically calculated• Processes must know deadlines for tasks

• EDF can make higher use of processor than RMS

• Up to 100%

• However, it is usually a good idea to build in some slack

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Questions?

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Multimedia File & Disk Management

• Single movie or multimedia file on PC disk– Interleave audio, video, etc.

• So temporally equivalent blocks are near each other

– Attempt contiguous allocation• Avoid seeks within a frame

TextFrame

AudioFrame

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File organization – Frame vs. Block

• Frame organization• Small disk blocks (4-16 Kbytes)• Frame index entries point to starting block for each

frame• Frames vary in size (MPEG)• Advantage: very little storage fragmentation• Disadvantage: large frame table in RAM

• Block organization• Large disk block (256 Kbytes)• Block index entries point to first I-frame of a sequence• Multiple frames per block• Advantage: much smaller block table in RAM• Disadvantage: large storage fragmentation on disk

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Frame vs. Block organization

smaller larger

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File Placement on Server

• Random• Striped• “Organ pipe” allocation

– Most popular video in center of disk– Next most popular on either side of it– Etc.– Least popular at edges of disk– Minimizes seek distance

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Placing Multiple files on Single Disk

Zipf’s Law• Rank items by “popularity”• Zif’s Law says: Probability that next

customer will choose item k is approximately C/k– Where C is a normalization constant such that

11

N

kk

C

N = 10 C = 0.341N = 100 C = 0.193N = 1000 C = 0.134N = 10000 C = 0.102

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Zipf’s Law applied to US cities

• Points represent populations 20 largest cities– sorted on rank order

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Application of Zipf’s Law tomovie file placement

• Organ-pipe distribution of files on server– most popular movie in middle of disk– next most popular either on either side, etc.

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Disk Scheduling (server)

• Scheduling disk activity is just as important as scheduling processor activity

• Advantage:– Predictability• Unlike disk activity of ordinary computing

• In server, there will be multiple disk requests in each frame interval

• One request per frame for each concurrent video stream

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Disk Scheduling (continued)

• SCAN (Elevator) algorithm for each frame interval

• Sort by cylinder #• Complete in time for start of next frame interval

• Variation – SCAN–EDF:• Sort requests by deadline• Group similar deadlines together, apply SCAN to

group• Particularly useful for non-uniform block sizes

and frame intervals

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Network Streaming

• Traditional HTTP• Stateless• Server responds to each request

independently

• Real-Time Streaming Protocol (RTSP)• Client initiates a “push” request for stream• Server provides media stream at frame rate

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Push vs. Pull server

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Bandwidth Negotiation

• Client (or application) provides feedback to server to adjust bandwidth

• E.g., – Windows Media Player– RealPlayer– Quicktime

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Conclusion

• Multimedia computing is challenging• Possible with modern computers

• Compression is essential, especially for video

• Real-time computing techniques move into mainstream

• Processor and disk scheduling

• There is much more to this subject than fits into one class

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Reading Assignments

• Tanenbaum, pp. 306-315– CD and DVD devices

• Tanenbaum, Chapter 7– Multimedia systems

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Digression on TransformsFourier’s Theorem

• Every continuous, periodic function can be reduced to the sum of a series of sine waves

• The Fourier transform is a representation of that function in terms of the frequencies of those sine waves

• Original function can be recovered from its Fourier transform

• Fourier transforms occur frequently in nature!

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Nyquist’s Theorem (1924)

• If a continuous function is sampled at a frequency 2f, then the function can be recovered from those samples provided that its maximum Fourier frequency is f.

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Discrete Cosine Transform

• A form of the Fourier Transform• When applied to an 88 block of

samples (i.e. pixel values) yields an 88 block of spatial frequencies

• Original 88 block of samples can be recovered from its DCT.– Assuming infinite arithmetic precision

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More on Nyquist• If arithmetic precision is not infinite, we

get quantization error during sampling• Recovered signal has quantization noise

• i.e., a lossy transform