Hui Zhang, Fall 2012 1 15-441 Computer Networking Network Management.
Hui Zhang, Fall 2012 1 15-441 Computer Networking Internet Video Delivery.
-
Upload
laureen-sharp -
Category
Documents
-
view
219 -
download
0
Transcript of Hui Zhang, Fall 2012 1 15-441 Computer Networking Internet Video Delivery.
Hui Zhang, Fall 2012 2
Two Methodologies of Building Networks and Applications
Methodology of building telephony network - First, understand application (interactive voice) and specify the
detailed requirements of the application
- Then build a special network that optimize the application and satisfy all the requirements
Methodology of building the Internet - Build a general purpose protocol stack and network with very
minimal assumptions on applications
- Let diverse type of applications run top of the network
- When an application become popular and the performance becomes unacceptable, start to optimize the performance of the application
• deal with the disaster of application success later
• Have more constraints to fix the problem as an after-thought
Hui Zhang, Fall 2012 3
Examples of Internet Applications: Web
Web Initial design- HTML + browser + stateless HTTP on top of TCP/IP
Why the application performance is bad? What is the fix? (homework question) Why the server performance is bad? What is the fix? (homework question)
- Has to do with TCP teardown process
- Server can only support limited # of simultaneously-open TCP connections
• Each TCP connection consumes resources such as TCB data structure, port # etc
- A server closes the TCP connection and reclaims all data structures only after 2 MSL
Hui Zhang, Fall 2012 4
TCP Tearing Down Connection
Either side can initiate tear down- Send FIN signal
- “I’m not going to send any more data”
Other side can continue sending data
- Half open connection
- Must continue to acknowledge
Acknowledging FIN- Acknowledge last sequence
number + 1
A BFIN, SeqA
ACK, SeqA+1
ACK
Data
ACK, SeqB+1
FIN, SeqB
Hui Zhang, Fall 2012 510-31-2006 Lecture 18: TCP Details 5
State Diagram: TCP Connection Tear-down
CLOSING
CLOSEWAIT
FINWAIT-1
ESTAB
TIME WAIT
snd FIN
CLOSE
send FIN
CLOSE
rcv ACK of FIN
LAST-ACK
CLOSED
FIN WAIT-2
snd ACK
rcv FIN
delete TCB
Timeout=2msl
send FIN
CLOSE
send ACK
rcv FIN
snd ACK
rcv FIN
rcv ACK of FIN
snd ACK
rcv FIN+ACK
ACK
Active Close
Passive Close
Hui Zhang, Fall 2012 6
Examples of Internet Applications: Voice and Video
Telephony: bi-directional interactive voice (covered in last lecture)
Hui Zhang, Fall 2012 7
Outline
Multimedia requirements Audio and Video Data Streaming Interactive Real-Time Recovering from Jitter and Loss
Hui Zhang, Fall 2012 8
Internet Voice and Video (Continuous Media)
Typically sensitive to delay, but can sometimes tolerate packet loss (would cause glitches that can be concealed somewhat)
Three classes of applications with different requirements - Interactive Real-Time
• Two way communication: telephony (Skype)
• Multi-way conferencing: White house situation room, Google hangout
- On-demand streaming
• Long form content: Netflix, Hulu
• Short form content: Youtube
- Broadcast: NFL, ESPN live
Hui Zhang, Fall 2012 9
Dimensions of Requirements to Consider
How much signal distortion can be tolerated?- Ear is less tolerant than eye
What is the range of bandwidth? - Voice: 64 Kbps, can be even lower
- Video: 200Kbps, 1Mbps, 2 Mbps, 6 Mbps
What is the tolerance of maximum delay?- Interactive Real-Time: 100 ms – 200 ms
- On-demand streaming:
• Long form content: 10 – 60 seconds
• Short form content: 1-3 seconds
- Broadcast: 5-10 seconds
Need to think of delay in terms of # of RTTs
Hui Zhang, Fall 2012 10
Audio Data
Telephone system uses 8-bit samples at 8kHz: 64kbits/s.
Further compression may be pointless given packet overhead.
Modern compression achieves equivalent perceptual quality with about 1/10 to 1/5 of the bits.
Most audio compression is performed in "blocks" of hundreds of original samples: adds latency.
Audio compression is lossy: it encodes something perceptually similar but really different from the original.
Hui Zhang, Fall 2012 11
Video Data
Unlike audio, video compression is essential:- Too much data to begin with, but
- Compression ratios from 50 to 500
Takes advantage of spatial, temporal, and perceptual redundancy
Temporal redundancy: Each frame can be used to predict the next -> leads to data dependencies
To break dependencies, we insert "I frames" or keyframes that are independently encoded.
- Allows us to start playback from middle of a file
Video data is highly structuredCredit: http://www.icsi.berkeley.edu/PET/GIFS/MPEG_gop.gif
Data dependency
Hui Zhang, Fall 2012 12
Challenges
TCP/UDP/IP suite provides best-effort, no guarantees on expectation or variance of packet delay
Streaming applications delay of 5 to 10 seconds is typical and has been acceptable, but performance deteriorate if links are congested
Real-Time Interactive requirements on delay and its jitter have been satisfied by over-provisioning (providing plenty of bandwidth), what will happen when the load increases?...
Hui Zhang, Fall 2012 1315-441 Fall 2011 Multimedia 13
On-Deman Streaming
Important and growing application due to reduction of storage costs, increase in high speed net access from homes, enhancements to caching
Interactive control by user (but often with long response time)
Ubiquitous on the web:- YouTube, Netflix, Vimeo
- Television networks, Hollywood, etc.
- Most local radio & TV stations
- Virtually everywhere on websites
Hui Zhang, Fall 2012 14
Helper Application
Displays content, which is typically requested via a Web browser; typical functions:
- Decompression
- Jitter removal
- Error correction: use redundant packets to be used for reconstruction of original stream
- GUI for user control
Examples:- RealPlayer
- Adobe Flash Player
- Windows Media Player
- QuickTime
- DivX Web Player
Hui Zhang, Fall 2012 15
First Generation: HTTP Download
A simple architecture is to have the Browser request the object(s) and after their reception pass them to the player for display
- No pipelining
Hui Zhang, Fall 2012 16
First Gen: HTTP Progressive Download (2)
Alternative: set up connection between server and player; player takes over
Web browser requests and receives a Meta File (a file describing the object) instead of receiving the file itself;
Browser launches the appropriate Player and passes it the Meta File;
Player sets up a TCP connection with Web Server and downloads or streams the file
Hui Zhang, Fall 2012 18
Buffering Continuous Media
Jitter = variation from ideal timing Media delivery must have very low jitter
- Video frames every 30ms or so
- Audio: ultimately samples need <1ns jitter
But network packets have much more jitter that that!
Solution: buffers- Fill them with best effort
- Drain them via low-latency, local access
Hui Zhang, Fall 2012 19
HTTP Progressive Download
With helper application doing the download, playback can start immediately...
Or after sufficient bytes are buffered Sender sends at maximum possible rate under TCP; retransmit when
error is encountered; Player uses a much larger buffer to smooth delivery rate of TCP
Hui Zhang, Fall 2012 20
Streaming, Buffers and Timing
Time
Max Buffer Duration
= allowable jitter
File
Po
sitio
n
Max
Bu
ffer
Siz
e
Smooth
Pla
ybac
k Tim
e
Buffer almost empty
"Good" Region:smooth playback
"Bad": Buffer underflows and playback stops
"Bad": Buffer overrflows
Buffer Duration
BufferSize
Hui Zhang, Fall 2012 21
Drawbacks of HTTP Progressive Download (2)
HTTP connection keeps data flowing as fast as possible to user's local buffer
- May download lots of extra data if you do not watch the video
- TCP file transfer can use more bandwidth than necessary
Mismatch between whole file transfer and stop/start/seek playback controls.
- However: use file range requests to seek to video position
Cannot change video quality (bit rate) to adapt to network congestion
Hui Zhang, Fall 2012 22Multimedia
2nd Generation: Real-Time Streaming
This gets us around HTTP, allows a choice of UDP vs. TCP and the application layer protocol can be better tailored to Streaming; many enhancements options are possible
Hui Zhang, Fall 2012 23
Example: Real Time Streaming Protocol (RTSP)
For user to control display: rewind, fast forward, pause, resume, etc…
Out-of-band protocol (uses two connections, one for control messages (Port 554) and one for media stream)
RFC 2326 permits use of either TCP or UDP for the control messages connection, sometimes called the RTSP Channel
As before, meta file is communicated to web browser which then launches the Player; Player sets up an RTSP connection for control messages in addition to the connection for the streaming media
Hui Zhang, Fall 2012 2515-441 Fall 2011 Multimedia 25
RTSP Exchange Example
C: SETUP rtsp://audio.example.com/xena/audio RTSP/1.0 Transport: rtp/udp; compression; port=3056; mode=PLAY
S: RTSP/1.0 200 1 OK Session 4231
C: PLAY rtsp://audio.example.com/xena/audio.en/lofi RTSP/1.0 Session: 4231 Range: npt=0 (npt = normal play time)
C: PAUSE rtsp://audio.example.com/xena/audio.en/lofi RTSP/1.0 Session: 4231 Range: npt=37
C: TEARDOWN rtsp://audio.example.com/xena/audio.en/lofi RTSP/1.0 Session: 4231
S: 200 3 OK
Hui Zhang, Fall 2012 2615-441 Fall 2011 Multimedia 26
RTSP Media Stream
Stateful Server keeps track of client's state
Client issues Play, Pause, ..., Close Steady stream of packets
- UDP - lower latency
- TCP - may get through more firewalls, reliable
Credit: some content adapted from Alex Zambelli
Hui Zhang, Fall 2012 2715-441 Fall 2011 Multimedia 27
Example 2: RTMP - Real-Time Messaging Protocol
Proprietary Adobe protocol Runs over TCP Manages audio, video, and other Multiplex multiple streams over TCP connection
Hui Zhang, Fall 2012 2815-441 Fall 2011 Multimedia 28
Drawbacks of RTSP, RTMP
Web downloads are typically cheaper than streaming services offered by CDNs and hosting providers
Streaming often blocked by routers UDP itself often blocked by firewalls HTTP delivery can use ordinary proxies and caches Conclusion: rather than adapt Internet to streaming,
adapt media delivery to the Internet
Hui Zhang, Fall 2012 29
3rd Generation: HTTP Streaming
Other terms for similar concepts: Adaptive Streaming, Smooth Streaming, HTTP Chunking
Client-centric architecture with stateful client and stateless server - Standard server: Web servers
- Standard Protocol: HTTP
- Session state and logic maintained at server
Video is broken into multiple chunks Chunks begin with keyframe so independent of other chunks A series of HTTP progressive downloads of chunks Playing chunks in sequence gives seamless video
Hui Zhang, Fall 2012 30
Adaptive Bit Rate with HTTP Streaming
Encode video at different levels of quality/bandwidth Client can adapt by requesting different sized chunks Chunks of different bit rates must be synchronized
- All encodings have the same chunk boundaries and all chunks start with keyframes, so you can make smooth splices to chunks of higher or lower bit rates
Hui Zhang, Fall 2012 31
Adaptive HTTP Streaming System (Protocol)
Server- Can be standard web
server
- Media segment can be prepared in-line or off-line
Client - Sends series of HTTP GET
segment requests and receives segments
- Performs rate adaptation before sending a new GET segment request
Hui Zhang, Fall 2012 3215-441 Fall 2011 Multimedia 32
Advantages of HTTP Streaming
Easy to deploy: it's just HTTP, work with exsiting caches/proxies/CDN/Firewall
Fast startup by downloading lowest quality/smallest chunk Bitrate switching is seamless Many small files
- Small with respect to the movie size
- Large with respect to TCP
• 5-10 seconds of 1Mbps – 3Mbps 0.5MB – 4MB per chunk
Hui Zhang, Fall 2012 3315-441 Fall 2011 Multimedia 33
Example of HTTP Streaming Protocols
Apple HLS: HTTP Live Streaming Microsoft IIS Smooth Streaming: part of Silverlight Adobe: Flash Dynamic Streaming DASH: Dynamic Adaptive Streaming over HTTP
Hui Zhang, Fall 2012 34
Terms and Definitions of Adaptive HTTP Streaming
Need - Media Presentation Description (MDP) which provides
metadata
• For requesting (GET request) media segments
• For rate adaptation purpose
- Segment which may include media data or metadata to decode
Use DASH an example in the few slides
Hui Zhang, Fall 2012 35
Example: DASH Client
Thomas Stockhammer, Qualcomm, “DASH – Design Principles and Standards , Presentation at MMSys 2011
Hui Zhang, Fall 2012 36
Meta Data
DASH uses MPD (Media Presentation Descriptor) and Index Information as metadata for DASH Access Client
Initialization and Media Segments for Media Engine- Reuse of existing container format
Source: Stockhammer, Qualcomm, “DASH – Design Principles and Standards , Presentation at MMSys 2011
Hui Zhang, Fall 2012 37
Media Presentation Data ModelMDP - description of accessible segments and corresponding timing
Source: Stockhammer, Qualcomm, “DASH – Design Principles and Standards , Presentation at MMSys 2011