Chapter 7 Multimedia Networking

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Chapter 7 Multimedia Networking A note on the use of these ppt slides: We’re making these slides freely available to all (faculty, students, readers). They’re in PowerPoint form so you see the animations; and can add, modify, and delete slides (including this one) and slide content to suit your needs. They obviously represent a lot of work on our part. In return for use, we only ask the following: Computer Networking: A Top Down Approach 6th edition Jim Kurose, Keith Ross Addison-Wesley March 2012 If you use these slides (e.g., in a class) that you mention their source (after all, we’d like people to use our book!) If you post any slides on a www site, that you note that they are adapted from (or perhaps identical to) our slides, and note our copyright of this material. Thanks and enjoy! JFK/KWR All material copyright 1996-2012 J.F Kurose and K.W. Ross, All Rights Reserved The course notes are adapted for CSCI 363 at Bucknell Spring 2016, Xiannong Meng Multmedia Networking

Multimedia networking: outline 7.1 multimedia networking applications 7.2 streaming stored video 7.3 voice-over-IP 7.4 protocols for real-time conversational applications 7.5 network support for multimedia Multmedia Networking

Multimedia: audio analog audio signal sampled at constant rate telephone: 8,000 samples/sec music CD : 44,100 samples/sec each sample quantized, i.e., rounded e.g., 28=256 possible quantized values each quantized value represented by bits, e.g., 8 bits for 256 values quantization error quantized value of analog value analog signal audio signal amplitude sampling rate (N sample/sec) time Multmedia Networking

Multimedia: audio example rates example: 8,000 samples/sec, 256 quantized values: 64,000 bps receiver converts bits back to analog signal: some quality reduction example rates CD: 1.411 Mbps (44,100 samples/s, 16 bit/s or 705.6 kbps for mono, 32bit/s or 1.411mbps for stereo) MP3: 96 kbps, 128 kbps, 160 kbps Internet telephony: 5.3 kbps and up time audio signal amplitude analog signal quantized value of analog value quantization error sampling rate (N sample/sec) Multmedia Networking

Multimedia: video video: sequence of images displayed at constant rate ……………………...… spatial coding example: instead of sending N values of same color (all purple), send only two values: color value (purple) and number of repeated values (N) video: sequence of images displayed at constant rate e.g., 24 images/sec digital image: array of pixels each pixel represented by bits coding: use redundancy within and between images to decrease # bits used to encode image spatial (within image) temporal (from one image to next) frame i temporal coding example: instead of sending complete frame at i+1, send only differences from frame i frame i+1 Multmedia Networking

Multimedia: video CBR: (constant bit rate): video encoding rate fixed ……………………...… spatial coding example: instead of sending N values of same color (all purple), send only two values: color value (purple) and number of repeated values (N) CBR: (constant bit rate): video encoding rate fixed VBR: (variable bit rate): video encoding rate changes as amount of spatial, temporal coding changes examples: MPEG 1 (CD-ROM) 1.5 Mbps MPEG2 (DVD) 3-6 Mbps MPEG4 (often used in Internet, < 1 Mbps) frame i temporal coding example: instead of sending complete frame at i+1, send only differences from frame i frame i+1 Multmedia Networking

Multimedia networking: 3 application types streaming, stored audio, video streaming: can begin playout before downloading entire file stored (at server): can transmit faster than audio/video, will be rendered (implies storing/buffering at client) e.g., YouTube, Netflix, Hulu conversational (interactive) voice/video over IP interactive nature of human-to-human conversation limits delay tolerance e.g., Skype streaming live audio, video e.g., live sporting event (futbol) Multmedia Networking

Multimedia networking: outline 7.1 multimedia networking applications 7.2 streaming stored video 7.3 voice-over-IP 7.4 protocols for real-time conversational applications 7.5 network support for multimedia Multmedia Networking

Streaming stored video: 3. video received, played out at client (30 frames/sec) streaming: at this time, client playing out early part of video, while server still sending later part of video Cumulative data 2. video sent video recorded (e.g., 30 frames/sec) network delay (fixed in this example) time Multmedia Networking

Streaming stored video: challenges continuous playout constraint: once client playout begins, playback must match original timing … but network delays are variable (jitter), so will need client-side buffer to match playout requirements other challenges: client interactivity: pause, fast-forward, rewind, jump through video video packets may be lost, retransmitted Multmedia Networking

Streaming stored video: revisted constant bit rate video transmission variable network delay client video reception constant bit rate video playout at client client playout delay Cumulative data buffered video time client-side buffering and playout delay: compensate for network-added delay, delay jitter Multmedia Networking

Client-side buffering, playout buffer fill level, Q(t) variable fill rate, x(t) playout rate, e.g., CBR r client application buffer, size B video server client Multmedia Networking

Client-side buffering, playout buffer fill level, Q(t) variable fill rate, x(t) playout rate, e.g., CBR r client application buffer, size B video server client 1. Initial fill of buffer until playout begins at tp 2. playout begins at tp, 3. buffer fill level varies over time as fill rate x(t) varies and playout rate r is constant Multmedia Networking

Client-side buffering, playout buffer fill level, Q(t) variable fill rate, x(t) playout rate, e.g., CBR r client application buffer, size B video server playout buffering: average fill rate (~x), playout rate (r): ~x < r : buffer eventually empties (causing freezing of video playout until buffer again fills) ~x > r: buffer will not empty, provided initial playout delay is large enough to absorb variability in x(t) initial playout delay tradeoff: buffer starvation less likely with larger delay, but larger delay until user begins watching Multmedia Networking

Streaming multimedia: UDP server sends at rate appropriate for client often: send rate = encoding rate = constant rate transmission rate can be oblivious to congestion levels short playout delay (2-5 seconds) to remove network jitter error recovery: application-level, timeipermitting RTSP (Real Time Streaming Protocol) [RFC 2326]: multimedia payload types UDP may not go through firewalls Multmedia Networking

UDP stream example and issues Video consumption rate: 2 Mbps (given) Then the server would transmit one UDP packet full of data every (8000 bits)/(2 Mbps) = 4 ms, assuming each packet contains 8000 bits data Some issues: UDP doesn’t handle variable network bandwidth well UDP streaming requires a media control server (e.g., RTSP server) to process client-server interaction, and to track client state Many firewalls are designed to block UDP traffic Multmedia Networking

Streaming multimedia: HTTP multimedia file retrieved via HTTP GET send at maximum possible rate under TCP fill rate fluctuates due to TCP congestion control, retransmissions (in-order delivery) larger playout delay: smooth TCP delivery rate HTTP/TCP passes more easily through firewalls variable rate, x(t) video file TCP send buffer TCP receive buffer application playout buffer server client Multmedia Networking

Streaming multimedia: DASH DASH: Dynamic, Adaptive Streaming over HTTP (a.k.a. MPEG-DASH) “intelligence” at client: client determines when to request chunk (so that buffer starvation, or overflow does not occur) what encoding rate to request (higher quality when more bandwidth available) where to request chunk (can request from URL server that is “close” to client or has high available bandwidth) Multmedia Networking

Streaming multimedia: DASH server: divides video file into multiple chunks each chunk stored, encoded at different rates manifest file: provides URLs for different chunks client: periodically measures server-to-client bandwidth consulting manifest, requests one chunk at a time chooses maximum coding rate sustainable given current bandwidth can choose different coding rates at different points in time (depending on available bandwidth at time) Multmedia Networking

MPEG-DASH structure http://dashif.org/mpeg-dash/ Multmedia Networking