Chapter 7 Multimedia Networking Computer Networking: A Top Down Approach 6 th edition Jim Kurose, Keith Ross Addison-Wesley March 2012 A note on the use.

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Chapter 7 Multimedia Networking Computer Networking: A Top Down Approach 6 th edition Jim Kurose, Keith Ross Addison-Wesley March 2012 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:  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 J.F Kurose and K.W. Ross, All Rights Reserved Multmedia Networking7-1 The course notes are adapted for CSCI 363 at Bucknell Spring 2014, Xiannong Meng

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 Networking7-2

Multimedia: audio Multmedia Networking7-3  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., 2 8 =256 possible quantized values  each quantized value represented by bits, e.g., 8 bits for 256 values time audio signal amplitude analog signal quantized value of analog value quantization error sampling rate (N sample/sec)

Multimedia: audio Multmedia Networking7-4  example: 8,000 samples/sec, 256 quantized values: 64,000 bps  receiver converts bits back to analog signal:  some quality reduction example rates  CD: Mbps (44,100 samples/s, 16 bit/s or kbps for mono, 32bit/s or 1.411mbps for stereo)  MP3: 96, 128, 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)

 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) Multmedia Networking7-5 Multimedia: video ……………………...… 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) ……………………...… frame i frame i+1 temporal coding example: instead of sending complete frame at i+1, send only differences from frame i

Multmedia Networking7-6 Multimedia: video ……………………...… 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) ……………………...… frame i frame i+1 temporal coding example: instead of sending complete frame at i+1, send only differences from frame i  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)

Multimedia networking: 3 application types Multmedia Networking7-7  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)

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 Networking7-8

Streaming stored video: 1.video recorded (e.g., 30 frames/sec) 2. video sent Cumulative data streaming: at this time, client playing out early part of video, while server still sending later part of video network delay (fixed in this example) time Multmedia Networking video received, played out at client (30 frames/sec)

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 Networking7-10

constant bit rate video transmission Cumulative data time variable network delay client video reception constant bit rate video playout at client client playout delay buffered video  client-side buffering and playout delay: compensate for network-added delay, delay jitter Multmedia Networking7-11 Streaming stored video: revisted

Client-side buffering, playout Multmedia Networking7-12 variable fill rate, x(t) client application buffer, size B playout rate, e.g., CBR r buffer fill level, Q(t) video server client

Client-side buffering, playout Multmedia Networking7-13 variable fill rate, x(t) client application buffer, size B playout rate, e.g., CBR r buffer fill level, Q(t) video server client 1. Initial fill of buffer until playout begins at t p 2. playout begins at t p, 3. buffer fill level varies over time as fill rate x(t) varies and playout rate r is constant

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 Networking7-14 variable fill rate, x(t) client application buffer, size B playout rate, e.g., CBR r buffer fill level, Q(t) video server Client-side buffering, playout

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  RTP [RFC 2326]: multimedia payload types  UDP may not go through firewalls Multmedia Networking7-15

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  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 Networking7-16

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 Multmedia Networking7-17 variable rate, x(t) TCP send buffer video file TCP receive buffer application playout buffer server client

Streaming multimedia: DASH  DASH: Dynamic, Adaptive Streaming over HTTP  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 Networking7-18

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 Networking7-19

MPEG-DASH structure Multmedia Networking7-20

Content distribution networks  challenge: how to stream content (selected from millions of videos) to hundreds of thousands of simultaneous users?  option 1: single, large “mega-server”  single point of failure  point of network congestion  long path to distant clients  multiple copies of video sent over outgoing link ….quite simply: this solution doesn’t scale Multmedia Networking7-21

Content distribution networks  challenge: how to stream content (selected from millions of videos) to hundreds of thousands of simultaneous users?  option 2: store/serve multiple copies of videos at multiple geographically distributed sites (CDN)  enter deep: push CDN servers deep into many access networks close to users used by Akamai, 1700 locations  bring home: smaller number (10’s) of larger clusters in POPs near (but not within) access networks used by Limelight Multmedia Networking7-22

CDN: “simple” content access scenario Multmedia Networking7-23 Bob (client) requests video /6Y7B23V  video stored in CDN at 23V netcinema.com KingCDN.com 1 1. Bob gets URL for for video from netcinema.com web page 2 2. resolve via Bob’s local DNS netcinema’s authorative DNS 3 3. netcinema’s DNS returns URL 23V 4 4&5. Resolve via KingCDN’s authoritative DNS, which returns IP address of KIingCDN server with video 5 6. request video from KINGCDN server, streamed via HTTP KingCDN authoritative DNS

CDN cluster selection strategy  challenge: how does CDN DNS select “good” CDN node to stream to client  pick CDN node geographically closest to client  pick CDN node with shortest delay (or min # hops) to client (CDN nodes periodically ping access ISPs, reporting results to CDN DNS)  IP anycast  alternative: let client decide - give client a list of several CDN servers  client pings servers, picks “best”  Netflix approach Multmedia Networking7-24

Case study: Netflix  30% downstream US traffic in 2011  owns very little infrastructure, uses 3 rd party services:  own registration, payment servers  Amazon (3 rd party) cloud services: Netflix uploads studio master to Amazon cloud create multiple version of movie (different encodings) in cloud upload versions from cloud to CDNs Cloud hosts Netflix web pages for user browsing  three 3 rd party CDNs host/stream Netflix content: Akamai, Limelight, Level-3 Multmedia Networking7-25

Case study: Netflix Multmedia Networking Bob manages Netflix account Netflix registration, accounting servers Amazon cloud Akamai CDN Limelight CDN Level-3 CDN 2 2. Bob browses Netflix video 3 3. Manifest file returned for requested video 4. DASH streaming upload copies of multiple versions of video to CDNs