Distribution – Part I 6/10 – 2003

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Presentation transcript:

Distribution – Part I 6/10 – 2003 INF 5070 – Media Storage and Distribution Systems: Distribution – Part I 6/10 – 2003

Video on Demand Problem Central or island approaches Dedicated infrastructure Expensive Only successful for in-house use and production No public VoD success in trials and standardization Technological advances in servers and distribution

ITV Network Architecture Approaches Wide-area network backbones SONET ATM (potentially over SONET) Local Distribution network ADSL (Asymmetric Digital Subscriber Line) FTTC (Fiber To The Curb) FTTH (Fiber To The Home) HFC (Hybrid Fiber Coax)

Delivery Systems Developments Network

Delivery Systems Developments Several Programs or Timelines Network Saving network resources: Stream scheduling

From Broadcast to True Media-on-Demand [Little, Venkatesh 1994] Broadcast (No-VoD) Traditional, no control Pay-per-view (PPV) Paid specialized service Quasi Video On Demand (Q-VoD) Distinction into interest groups Temporal control by group change Near Video On Demand (N-VoD) Same media distributed in regular time intervals Simulated forward / backward True Video On Demand (T-VoD) Full control for the presentation, VCR capabilities Bi-directional connection

Optimized delivery scheduling Background/Assumption: Performing all delivery steps for each user wastes resources Scheme to reduce (network & server) load needed Terms Stream: a distinct multicast stream at the server Channel: allocated server resources for one stream Segment: non-overlapping pieces of a video Combine several user requests to one stream Mechanisms Type I: Delayed on-demand delivery Type II: Prescheduled delivery Type III: Client-side caching

Type I: Delayed On Demand Delivery

Optimized delivery scheduling Delayed On Demand Delivery Collecting requests Joining requests Batching Delayed response Content Insertion E.g. advertisement loop Piggybacking “Catch-up streams” Display speed variations Typical Penalty on the user experience Single point of failure Central server multicast 1st client 2nd client 3rd client

Batching & Content Insertion Batching Operation [Dan, Sitaram, Shahabuddin 1994] Delay response Collect requests for same title Batching Features Simple decision process Can consider popularity Drawbacks Obvious service delays Limited savings Content Insertion [Krishnan, Venkatesh, Little 1997] Reserve news or ad channels Fill gaps from ad channel Content Insertion Features Exploits user perception Fill start gaps Force stream joins by insertion Increase forced joining after server crashes

Graphics Explained Y - the current position in the movie stream position in movie (offset) time Y - the current position in the movie the temporal position of data within the movie that is leaving the server X - the current actual time

Piggybacking Save resources by joining streams Approach [Golubchik, Lui, Muntz 1995] Save resources by joining streams Server resources Network resources Approach Exploit limited user perception Change playout speed Up to +/- 5% are considered acceptable Only minimum and maximum speed make sense i.e. playout speeds +10%

Piggybacking position in movie (offset) fast slow time Request arrival

Piggybacking position in movie (offset) time

Adaptive Piggybacking position in movie (offset) time [Aggarwal, Wolf, Yu 1996]

Type II: Prescheduled Delivery

Optimized delivery scheduling Prescheduled Delivery No back-channel Non-linear transmission Client buffering and re-ordering Video segmentation Examples Staggered broadcasting, Pyramid b., Skyscraper b., Fast b., Pagoda b., Harmonic b., … Typical Good theoretic performance High resource requirements Single point of failure

Optimized delivery scheduling Movie broadcasting 1 2 3 4 begin end 1 2 3 4 Cut into segments Central server 1st client 1 2 3 4 1 2 3 4 2nd client Reserve channels for segments 1 2 3 4 Determine a transmission schedule 3rd client

Prescheduled Delivery Arrivals are not relevant users can start viewing at each interval start

Staggered Broadcasting [Almeroth, Ammar 1996] position in movie (offset) Jump forward Continue Pause time Phase offset Near Video-on-Demand Applied in real systems Limited interactivity is possible (jump, pause) Popularity can be considered  change phase offset

[Viswanathan, Imielinski 1996] Pyramid Broadcasting [Viswanathan, Imielinski 1996] Idea Variable size segments One segment repeated per channel Fixed number of HIGH-bitrate channels Ci with bitrate B Several movies per channel, total of m movies (bitrate 1) Segment length is growing exponentially Operation Client waits for the next segment a1 (on average ½ d1) Receive following segments as soon as linearly possible Segment length Size of segment ai: a is limited a>1 to build a pyramid a<B/m for sequential viewing a=2.5 considered good value Drawback Client buffers more than 50% of the video Client receives all channels concurrently in the worst case

Pyramid Broadcasting Pyramid broadcasting with B=4, m=2, a=2 Movie a time a1 a2 a3 a4 time to play a1 back at normal speed

Pyramid Broadcasting Pyramid broadcasting with B=4, m=2, a=2 Movie a time a1 a2 a3 a4 a1 Time to send a segment: len(an)/B Channels bandwidth for B normal speeds Channel 1 Sending several channels in parallel Channel 2 a2 Channel 3 a3 Channel 4 a4

Pyramid Broadcasting Pyramid broadcasting with B=4, m=2, a=2 Movie a time a1 a2 a3 a4 Segments of m different movies per channel: a & b a1 b2 b3 b4 b1 Channel 1 Channel 2 a2 Channel 3 a3 Channel 4 a4

Pyramid Broadcasting Pyramid broadcasting with B=4, m=2, a=2 Channel 1 request for a arrives a2 b2 a2 b2 a2 b2 a2 b2 a2 b2 a2 b2 a2 b2 a2 b2 a2 b2 a2 b2 Channel 3 a3 b3 a3 b3 a3 b3 a3 b3 a3 b3 Channel 4 a4 b4 client starts receiving and playing a1 client starts receiving and playing a2 client starts receiving a3 client starts playing a3 client starts receiving a4 client starts playing a4

Pyramid Broadcasting Pyramid broadcasting with B=4, m=2, a=2 Channel 1

Pyramid Broadcasting Pyramid broadcasting with B=5, m=2, a=2.5 Channel 1 Channel 2 Channel 3 Channel 4 Choose m=1 Less bandwidth at the client and in multicast trees At the cost of multicast addresses

Skyscraper Broadcasting [Hua, Sheu 1997] Idea Fixed size segments More than one segment per channel Channel bandwidth is playback speed Segments in a channel keep order Channel allocation series 1,2,2,5,5,12,12,25,25,52,52, ... Client receives at most 2 channels Client buffers at most 2 segments Operation Client waits for the next segment a1 Receive following segments as soon as linearly possible

Skyscraper Broadcasting time a1 a2 a3 a4 a5 a6 a7 a8 a9 a10 a1 a2 a3 a4 a5 a6 a7 a8 a9 a10 Channel 1 Channel 2 Channel 3 Channel 4 time request for a arrives a1 a2 a3 a4 a5 a6 a7 a8

Skyscraper Broadcasting time a1 a2 a3 a4 a5 a6 a7 a8 a9 a10 a1 a2 a3 a4 a5 a6 a7 a8 a9 a10 Channel 1 Channel 2 Channel 3 Channel 4 time request for a arrives a1 a2 a3 a4 a5 a6 a7 a8

Other Pyramid Techniques [Juhn, Tseng 1998] Fast Broadcasting Series 1,2,4,8,16,32,64, ... Exponential series Many more, smaller segments Segments in a channel keep order Shorter client waiting time for first segment Channel bandwidth is playback speed Client must receive all channels Client must buffer 50% of all data

Fast Broadcasting time time Channel 1 Channel 2 Channel 3 Channel 4 request for a arrives a1 a2 a3 a4 a5 a6 a7 a8 a9 a10 a11 a12 a13 a14 a15

Fast Broadcasting time time Channel 1 Channel 2 Channel 3 Channel 4 request for a arrives a1 a2 a3 a4 a5 a6 a7 a8 a9 a10 a11 a12 a13 a14 a15

Other Pyramid Techniques [Paris, Carter, Long 1999] Pagoda Broadcasting Series 1,3,5,15,25,75,125, ... Segments are not broadcast linearly Consecutive segments appear on pairs of channels Client must receive up to 7 channels Client must buffer 45% of all data

Pagoda Broadcasting time time C 1 C 2 C 3 C 4 request for a arrives a1

Pagoda Broadcasting time time C 1 C 2 C 3 C 4 request for a arrives a1

Harmonic Broadcasting [Juhn, Tseng 1997] Idea Fixed size segments One segment repeated per channel Later segments can be sent at lower bitrates Receive all other segments concurrently Harmonic series determines bitrates Bitrate(ai) = Playout-rate(ai)/i Bitrates 1/1, 1/2, 1/3, 1/4, 1/5, 1/6, … Consideration Size of a1 determines client start-up delay Growing number of segments allows smaller a1 Required server bitrate grows very slowly with number of segments Drawback Client buffers about 37% of the video for >=20 channels (Client must re-order small video portions) Complex memory cache for disk access necessary

Harmonic Broadcasting time a1 a2 a3 a4 a5 a1 C 1 C 2 C 3 a2 C 4 a3 a4 C 5 a5 request for a arrives a1 a2 a3 a4 a5

Harmonic Broadcasting time a1 a2 a3 a4 a5 ERROR a1 C 1 C 2 C 3 a2 C 4 a3 a4 C 5 a5 request for a arrives a1 a2 a3 a4 a5

Harmonic Broadcasting time a1 a2 a3 a4 a5 a1 C 1 C 2 C 3 a2 C 4 a3 a4 C 5 a5 Read a1 and consume concurrently  request for a arrives Read rest of a2 and consume concurrently  a1 a2 a3 a4 a5 Consumes 1st segment faster than it is received !!!

Other Harmonic Techniques [By Paris, Long, …] Delayed Harmonic Broadcasting Wait until a1 is fully buffered All segments will be completely cached before playout Fixes the bug in Harmonic Broadcasting Cautious Harmonic Broadcasting Wait an additional a1 time Starts the harmonic series with a2 instead of a1

Other Harmonic Techniques Polyharmonic Broadcasting Generalizes CHB waiting time to m>=1 times for a1 Client starts buffering immediately Reduce bandwidth on subsequent channels b/(m+i-1) instead of b/I Converges to standard Harmonic Broadcasting behavior

Prescheduled Delivery Evaluation Techniques Video segmentation Varying transmission speeds Re-ordering of data Client buffering Advantage Achieve server resource reduction Problems Tend to require complex client processing May require large client buffers Are incapable (or not proven) to work with user interactivity Current research to work with VCR controls Guaranteed bandwidth required

Type III: Client Side Caching

Optimized delivery scheduling Client Side Caching On-demand delivery Client buffering Multicast complete movie Unicast start of movie for latecomers (patch) Examples Stream Tapping, Patching, Hierarchical Streaming Merging, … Typical Considerable client resources Single point of failure

Optimized delivery scheduling Patching [Hua, Cai, Sheu 1998, also as Stream Tapping Carter, Long 1997] Server resource optimization is possible Central server Join ! Unicast patch stream multicast cyclic buffer 1st client 2nd client

Optimized delivery scheduling full stream position in movie (offset) min buffer size patch stream time request arrival (patch) window size restart time of full stream

Optimized delivery scheduling full stream interdeparture time position in movie (offset) patch stream time interarrival time

Optimized delivery scheduling position in movie (offset) Number of concurrent streams time Concurrent full streams Concurrent patch streams Total number of concurrent streams The average number of patch streams is constant if the arrival process is a Poisson process

Optimized delivery scheduling position in movie (offset) Number of concurrent streams time Compare the numbers of streams Shown patch streams are just examples But always: patch end times on the edge of a triangle

Optimized delivery scheduling position in movie (offset) Number of concurrent streams time

Optimized delivery scheduling position in movie (offset) Number of concurrent streams time

Optimized delivery scheduling position in movie (offset) Number of concurrent streams time

Optimized delivery scheduling Minimization of server load Minimum average number of concurrent streams Depends on F movie length DU expected interarrival time DM patching window size CU cost of unicast stream at server CM cost of multicast stream at server S U setup cost of unicast stream at server S M setup cost of multicast stream at server

Optimized delivery scheduling Optimal patching window size For identical multicast and unicast setup costs Servers can estimate DU And achieve massive saving For different multicast and unicast setup costs Unicast 7445 Mio $ Greedy patching 3722 Mio $ l-patching 375 Mio $ Interarrival time Movie length Patching window size

Multistream Patching Operation Take maximum # of parallel streams at client Segment streams with a 50% overlap Apply patching recursively

[Eager, Vernon, Zahorjan 2001] HMSM [Eager, Vernon, Zahorjan 2001] Hierarchical Multicast Stream Merging Key ideas Each data transmission uses multicast Clients accumulate data faster than their playout rate multiple streams accelerated streams Clients are merged in large multicast groups Merged clients continue to listen to the same stream to the end Combines Dynamic skyscraper Piggybacking Patching

HMSM Always join the closest neighbour HMSM(n,1) HMSM(n,e) Basically Clients can receive up to n streams in parallel HMSM(n,e) Clients can receive up to n full-bandwidth streams in parallel but streams are delivered at speeds of e, where e << 1 Basically HMSM(n,1) is another recursive application of patching

client’s cyclic buffer HMSM(2,1) client’s cyclic buffer position in movie (offset) determine patch size playout time request arrival

HMSM(2,1) request arrival position in movie (offset) time Not received because n=2 extended patch extended buffer position in movie (offset) determine patch size client’s cyclic buffer closest neighbor first time request arrival

closest neighbor first HMSM(2,1) patch extension position in movie (offset) patch extension closest neighbor first time request arrival

Client Side Caching Evaluation Techniques Video segmentation Parallel reception of streams Client buffering Advantage Achieves server resource reduction Achieves True VoD behaviour Problems Optimum can not be achieved on average case Needs combination with prescheduled technique for high-popularity titles May require large client buffers Are incapable (or not proven) to work with user interactivity Guaranteed bandwidth required

Overall Evaluation Advantage Problems Fixes Achieves server resource reduction Problems May require large client buffers Are incapable (or not proven) to work with user interactivity Guaranteed bandwidth required Fixes Introduce loss-resistant codecs and partial retransmission Introduce proxies to handle buffering Choose computationally simple variations

Some References Thomas D.C. Little and Dinesh Venkatesh: "Prospects for Interactive Video-on-Demand", IEEE Multimedia 1(3), 1994, pp. 14-24 Asit Dan and Dinkar Sitaram and Perwez Shahabuddin: "Scheduling Policies for an On-Demand Video Server with Batching", IBM TR RC 19381, 1993 Rajesh Krishnan and Dinesh Venkatesh and Thomas D. C. Little: "A Failure and Overload Tolerance Mechanism for Continuous Media Servers", ACM Multimedia Conference, November 1997, pp. 131-142 Leana Golubchik and John C. S. Lui and Richard R. Muntz: "Adaptive Piggybacking: A Novel Technique for Data Sharing in Video-on-Demand Storage Servers", Multimedia Systems Journal 4(3), 1996, pp. 140-155 Kevin Almeroth and Mustafa Ammar: "On the Use of Multicast Delivery to Provide a Scalable and Interactive Video-on-Demand Service", IEEE JSAC 14(6), 1996, pp. 1110-1122 S. Viswanathan and T. Imielinski: "Metropolitan Area Video-on-Demand Service using Pyramid Broadcasting", Multimedia Systems Journal 4(4), 1996, pp. 197--208 Kien A. Hua and Simon Sheu: "Skyscraper Broadcasting: A New Broadcasting Scheme for Metropolitan Video-on-Demand Systems", ACM SIGCOMM Conference, Cannes, France, 1997, pp. 89-100 L. Juhn and L. Tsend: "Harmonic Broadcasting for Video-on-Demand Service", IEEE Transactions on Broadcasting 43(3), 1997, pp. 268-271 Carsten Griwodz and Michael Liepert and Michael Zink and Ralf Steinmetz: "Tune to Lambda Patching", ACM Performance Evaluation Review 27(4), 2000, pp. 202-206 Kien A. Hua and Yin Cai and Simon Sheu: "Patching: A Multicast Technique for True Video-on Demand Services", ACM Multimedia Conference, Bristol, UK, 1998, pp. 191-200 Derek Eager and Mary Vernon and John Zahorjan: "Minimizing Bandwidth Requirements for On-Demand Data Delivery", Multimedia Information Systems Conference 1999 Jehan-Francois Paris: http://www.cs.uh.edu/~paris/