Chapter 6: Multimedia Networking

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Chapter 6: Multimedia Networking Our goals: principles: network, application-level support for multimedia different forms of network multimedia, requirements making the best of best effort service mechanisms for providing QoS specific protocols, architectures for QoS Overview: multimedia applications and requirements making the best of today’s best effort service scheduling and policing mechanisms next generation Internet Intserv RSVP Diffserv

Multimedia, Quality of Service: What is it? Multimedia applications: network audio and video network provides application with level of performance needed for application to function. QoS

Multimedia Performance Requirements Requirement: deliver data in “timely” manner interactive multimedia: short end-end delay e.g., IP telephony, teleconf., virtual worlds, games excessive delay impairs human interaction streaming (non-interactive) multimedia: data must arrive in time for “smooth” playout late arriving data introduces gaps in rendered audio/video reliability: 100% reliablity not always required

Interactive, Real-Time Multimedia applications: IP telephony, video conference, distributed interactive worlds end-end delay requirements: video: < 150 msec acceptable audio: < 150 msec good, < 200 msec OK (some contexts 400) includes application-level (packetization) and network delays higher delays noticeable, impair interactivity

Streaming Multimedia Streaming: media stored at source transmitted to client streaming: client playout begins before all data has arrived timing constraint for still-to-be transmitted data: in time for playout

Streaming: what is it? Cumulative data 2. video sent streaming: at this time, client playing out early part of video, while server still sending later part of video 3. video received, played out at client Cumulative data 2. video sent 1. video recorded network delay time

Streaming Multimedia (more) Types of interactivity: none: like broadcast radio, TV initial startup delays of < 10 secs OK VCR-functionality: client can pause, rewind, FF 1-2 sec until command effect OK timing constraint for still-to-be transmitted data: in time for playout Interactive between two human speakers

Multimedia Over Today’s Internet TCP/UDP/IP: “best-effort service” no guarantees on delay, loss But you said multimedia apps requires QoS and level of performance to be effective! ? Today’s Internet multimedia applications use application-level techniques to mitigate (as best possible) effects of delay, loss

Streaming Internet Multimedia Application-level streaming techniques for making the best out of best effort service: client side buffering use of UDP versus TCP multiple rate encodings of multimedia ….. let’s look at these …..

Internet multimedia: simplest approach audio or video stored in file files transferred as HTTP object received in entirety at client then passed to player audio, video not streamed: transferred in bulk before playout no, “pipelining,” long delays until playout!

Internet multimedia: streaming approach browser GETs metafile browser launches player, passing metafile player contacts server server streams audio/video to player

Streaming Multimedia: UDP or TCP? server sends at rate appropriate for client (oblivious to network congestion !) short playout delay (2-5 seconds) to compensate for network delay jitter error recover: time permitting TCP send at maximum possible rate under TCP congestion loss: retransmission, rate reductions larger playout delay: smooth TCP delivery rate Ongoing work in congestion sensitive streaming media

Streaming Multimedia: client rate(s) 1.5 Mbps encoding 28.8 Kbps encoding Q: how to handle different client receive rate capabilities? 28.8 Kbps dialup 100Mbps Ethernet A: server stores, transmits multiple copies of video, encoded at different rates

Interactive Multimedia: Internet Phone Introduce Internet Phone by way of an example (note: there is no “standard” yet): speaker’s audio: alternating talk spurts, silent periods. pkts generated only during talk spurts E.g., 20 msec chunks at 8 Kbytes/sec: 160 bytes data application-layer header added to each chunk. Chunk+header encapsulated into UDP segment. application sends UDP segment into socket every 20 msec during talkspurt.

Internet Phone: Packet Loss and Delay network loss: IP datagram lost due to network congestion (router buffer overflow) delay loss: IP datagram arrives too late for playout at receiver delays: processing, queueing in network; end-system (sender, receiver) delays typical maximum tolerable delay: 400 ms loss tolerance: depending on voice encoding, losses concealed, packet loss rates between 1% and 10% can be tolerated (depends on loss pattern as well)

Delay Jitter constant bit rate transmission variable network delay (jitter) client reception constant bit rate playout at client client playout delay Cumulative data buffered data time Client-side buffering, playout delay compensate for network-added delay, delay jitter

Removing Jitter at Receiver for Audio Combination of: Sender assigns sequence number to each chunk Sender puts timestamp on each chunk when generated Delay playout of chunk at receiver (delay must be large enough to allow for late chunks to arrive)

Internet Phone: Fixed Playout Delay Receiver attempts to playout each chunk exactly q msecs after chunk was generated. chunk has time stamp t: play out chunk at t+q . chunk arrives after t+q: data arrives too late for playout, data “lost” Tradeoff for q: large q: less packet loss small q: better interactive experience

Fixed Playout Delay First packet received at time r Sender generates packets every 20 msec during talk spurt. First packet received at time r First possible (more conservative) playout schedule: begins at p Second possible (more liberal) playout schedule: begins at p’ P’ does not have to drop any packets

Adaptive Playout Delay, I Goal: minimize playout delay, keeping late loss rate low Approach: adaptive playout delay adjustment: Estimate network delay, adjust playout delay at beginning of each talk spurt. Silent periods compressed and elongated. Chunks still played out every 20 msec during talk spurt. Dynamic estimate of average delay at receiver: where u is a fixed constant (e.g., u = .01).

Adaptive Playout Delay, II Also useful to estimate the average deviation of the delay, vi : di, vi calculated for every pkt, but used only at spurt start For first packet in talk spurt, playout time is (K is constant eg 4 to avoid delay loss): Playout delay for 1st pkt in talkspurt: For packet j in same talk spurt, play packet out at

Adaptive Playout, III Q: How does receiver determine whether packet is first in a talkspurt? If no loss, receiver look at successive timestamps. difference of successive stamps > 20 msec -->talk spurt begins. With loss possible, receiver must look at both time stamps and sequence numbers. difference of successive stamps > 20 msec and sequence numbers without gaps, talk spurt begins.

Recovery From Packet Loss loss: pkt never arrives or arrives too late real-time constraints: little (no) time for retransmissions! What to do? Forward Error Correction (FEC): add error correction bits (recall 2-dimensional parity) e.g.,: add redundant chunk made up of exclusive OR of n chunks; redundancy is 1/n; can reconstruct if at most one lost chunk Interleaving: reorder audio data units so that a burst does NOT hit successive samples (spread loss evenly over received data to minimize impact of loss)

Piggybacking Lower Quality Stream

Interleaving Has no redundancy, but can cause delay in playout beyond Real Time requirements Divide 20 msec of audio data into smaller units of 5 msec each and interleave Upon loss, have a set of partially filled chunks

Summary: Internet Multimedia: bag of tricks use UDP to avoid TCP congestion control (delays) for time-sensitive traffic client-side adaptive playout delay: to compensate for delay server side matches stream bandwidth to available client-to-server path bandwidth chose among pre-encoded stream rates dynamic server encoding rate error recovery (on top of UDP) FEC retransmissions, time permitting mask errors: repeat nearby data

Improving QOS in IP Networks Thus far: “making the best of best effort” Future: next generation Internet with QoS guarantees RSVP: signaliing for resource reservations Differentiated Services: differential guarantees Integrated Services: firm guarantees simple model for sharing and congestion studies:

Principles for QOS Guarantees Example: 1MbpsI P phone, FTP share 1.5 Mbps link. bursts of FTP can congest router, cause audio loss want to give priority to audio over FTP Principle 1 packet marking needed for router to distinguish between different classes; and new router policy to treat packets accordingly

Principles for QOS Guarantees (more) what if applications misbehave (audio sends higher than declared rate) policing: force source adherence to bandwidth allocations marking and policing at network edge: Technique originally developed for ATM User-Network Interface Principle 2 provide protection (isolation) for one class from others

Principles for QOS Guarantees (more) Allocating fixed (non-sharable) bandwidth to flow: inefficient use of bandwidth if flows doesn’t use its allocation Principle 3 While providing isolation, it is desirable to use resources as efficiently as possible (“work conserving)

Principles for QOS Guarantees (more) Basic fact of life: can not support traffic demands beyond link capacity Principle 4 Call Admission: flow declares its needs, network may block call (e.g., busy signal) if it cannot meet needs

Summary of QoS Principles Let’s next look at mechanisms for achieving this ….

IETF Integrated Services architecture for providing QOS guarantees in IP networks for individual application sessions resource reservation: routers maintain state info (a la VC) of allocated resources, QoS req’s admit/deny new call setup requests: Question: can newly arriving flow be admitted with performance guarantees while not violated QoS guarantees made to already admitted flows?

Intserv: QoS guarantee scenario Resource reservation call setup, signaling (RSVP) traffic, QoS declaration per-element admission control request/ reply QoS-sensitive scheduling (e.g., WFQ)

Call Admission Arriving session must : declare its QOS requirement R-spec: defines the QOS being requested characterize traffic it will send into network T-spec: defines traffic characteristics signaling protocol: needed to carry R-spec and T-spec to routers (where reservation is required) RSVP

Intserv QoS: Service models [rfc2211, rfc 2212] Guaranteed service: worst case traffic arrival: leaky-bucket-policed source simple (mathematically provable) bound on delay [Parekh 1992, Cruz 1988] Controlled load service: "a quality of service closely approximating the QoS that same flow would receive from an unloaded network element." WFQ token rate, r bucket size, b per-flow rate, R D = b/R max arriving traffic

IETF Differentiated Services Concerns with Intserv: Scalability: signaling, maintaining per-flow router state difficult with large number of flows Flexible Service Models: Intserv has only two classes. Also want “qualitative” service classes “behaves like a wire” relative service distinction: Platinum, Gold, Silver Diffserv approach: simple functions in network core, relatively complex functions at edge routers (or hosts) Doesn’t define service classes, provide functional components to build service classes

Diffserv Architecture Edge router: - per-flow traffic management - marks packets as in-profile and out-profile r b marking scheduling . Core router: - per class traffic management - buffering and scheduling based on marking at edge - preference given to in-profile packets - Assured Forwarding