Introduction to Networked Graphics Part 5 of 5: Application Support & Recent Research.

Slides:



Advertisements
Similar presentations
Encrypting Wireless Data with VPN Techniques
Advertisements

Chapter 20 Oracle Secure Backup.
IP datagrams Service paradigm, IP datagrams, routing, encapsulation, fragmentation and reassembly.
Online Game Security - Quake III and its Hacks - (related paper: A Systematic Classification of Cheating in Online Games, Jeff Yanand and Brian Randell.
Guide to Network Defense and Countermeasures Second Edition
IEEE Virtual Reality 2011 Introduction to Networked Graphics Anthony Steed Part 4: Application Support Tools Research Issues.
Networking and Management Frameworks for Cluster-Based Graphics Benjamin Schaeffer Integrated Systems Lab University of Illinois.
Securing Remote PC Access to UNIX/Linux Hosts with VPN or SSH Charles T. Moetului WRQ, Inc. (206)
1 Chapter 3 TCP and IP. Chapter 3 TCP and IP 2 Introduction Transmission Control Protocol (TCP) Transmission Control Protocol (TCP) User Datagram Protocol.
1.1 © 2004 Pearson Education, Inc. Exam Managing and Maintaining a Microsoft® Windows® Server 2003 Environment Lesson 1: Introducing Windows Server.
User Control of Streaming Media: RTSP
ECE 454/CS 594 Computer and Network Security Dr. Jinyuan (Stella) Sun Dept. of Electrical Engineering and Computer Science University of Tennessee Fall.
1 Cryptography and Network Security Third Edition by William Stallings Lecturer: Dr. Saleem Al_Zoubi.
Security Awareness: Applying Practical Security in Your World, Second Edition Chapter 5 Network Security.
Security Awareness: Applying Practical Security in Your World
VPN – Virtual Private Networking. VPN A Virtual Private Network (VPN) connects the components of one network over another network. VPNs accomplish this.
.NET Mobile Application Development Introduction to Mobile and Distributed Applications.
Faten Yahya Ismael.  It is technology creates a network that is physically public, but virtually it’s private.  A virtual private network (VPN) is a.
Internet Relay Chat Chandrea Dungy Derek Garrett #29.
Alexander Potapov.  Authentication definition  Protocol architectures  Cryptographic properties  Freshness  Types of attack on protocols  Two-way.
What is in Presentation What is IPsec Why is IPsec Important IPsec Protocols IPsec Architecture How to Implement IPsec in linux.
Network Services Lesson 6. Objectives Skills/ConceptsObjective Domain Description Objective Domain Number Setting up common networking services Understanding.
Why do we need Firewalls? Internet connectivity is a must for most people and organizations  especially for me But a convenient Internet connectivity.
Chapter 7: Using Windows Servers to Share Information.
70-291: MCSE Guide to Managing a Microsoft Windows Server 2003 Network Chapter 3: TCP/IP Architecture.
Chapter 13 – Network Security
Remote Access Chapter 4. Learning Objectives Understand implications of IEEE 802.1x and how it is used Understand VPN technology and its uses for securing.
Computer Networks: Multimedia Applications Ivan Marsic Rutgers University Chapter 3 – Multimedia & Real-time Applications.
Invitation to Computer Science 5th Edition
Introduction to Networked Graphics Part 3 of 5: Latency.
Objectives Configure routing in Windows Server 2008 Configure Routing and Remote Access Services in Windows Server 2008 Network Address Translation 1.
1 VoIP – Voice over Internet Protocol Patrick Hügenell, Andreas Vetter – TIM01AGR – 2003 VoIP Voice over IP.
Digital Multimedia, 2nd edition Nigel Chapman & Jenny Chapman Chapter 17 This presentation © 2004, MacAvon Media Productions Multimedia and Networks.
Introduction to Networked Graphics Part 4 of 5: Bandwidth Management & Scalability.
Emerging Technologies. Emerging Technology Overview  Emerging technologies are those which are just beginning to be adopted or are at the initial acceptance.
VIRTUAL PRIVATE NETWORK By: Tammy Be Khoa Kieu Stephen Tran Michael Tse.
Hands-On Microsoft Windows Server Introduction to Remote Access Routing and Remote Access Services (RRAS) –Enable routing and remote access through.
Principles of Computer Security: CompTIA Security + ® and Beyond, Third Edition © 2012 Principles of Computer Security: CompTIA Security+ ® and Beyond,
PRESENTED BY P. PRAVEEN Roll No: 1009 – 11 – NETWORK SECURITY M.C.A III Year II Sem.
1 Networking Chapter Distributed Capabilities Communications architectures –Software that supports a group of networked computers Network operating.
Real Time Protocol (RTP) 김 준
1 Chapter Overview Password Protection Security Models Firewalls Security Protocols.
1 Security Protocols in the Internet Source: Chapter 31 Data Communications & Networking Forouzan Third Edition.
Karlstad University IP security Ge Zhang
IPsec Introduction 18.2 Security associations 18.3 Internet Security Association and Key Management Protocol (ISAKMP) 18.4 Internet Key Exchange.
11 SECURING NETWORK COMMUNICATION Chapter 9. Chapter 9: SECURING NETWORK COMMUNICATION2 OVERVIEW  List the major threats to network communications. 
Lecture 16 Page 1 CS 236 Online Web Security CS 236 On-Line MS Program Networks and Systems Security Peter Reiher.
Topic 1 – Introduction Huiqun Yu Information Security Principles & Applications.
70-291: MCSE Guide to Managing a Microsoft Windows Server 2003 Network, Enhanced Chapter 3: TCP/IP Architecture.
Networked Graphics Building Networked Virtual Environments and Networked Games Chapter 13: Application Support Issues.
ITGS Network Architecture. ITGS Network architecture –The way computers are logically organized on a network, and the role each takes. Client/server network.
IP security Ge Zhang Packet-switched network is not Secure! The protocols were designed in the late 70s to early 80s –Very small network.
Digital Multimedia, 2nd edition Nigel Chapman & Jenny Chapman Chapter 17 This presentation © 2004, MacAvon Media Productions Multimedia and Networks.
Understand Network Isolation Part 2 LESSON 3.3_B Security Fundamentals.
Linux Operations and Administration
Copyright © 2002 Pearson Education, Inc. Slide 3-1 Internet II A consortium of more than 180 universities, government agencies, and private businesses.
Firewalls A brief introduction to firewalls. What does a Firewall do? Firewalls are essential tools in managing and controlling network traffic Firewalls.
G046 Lecture 04 Task C Briefing Notes Mr C Johnston ICT Teacher
17/10/031 Euronetlab – Implementation of Teredo
IPSec is a suite of protocols defined by the Internet Engineering Task Force (IETF) to provide security services at the network layer. standard protocol.
Lect 8 Tahani al jehain. Types of attack Remote code execution: occurs when an attacker exploits a software and runs a program that the user does not.
K. Salah1 Security Protocols in the Internet IPSec.
IP Security (IPSec) Matt Hermanson. What is IPSec? It is an extension to the Internet Protocol (IP) suite that creates an encrypted and secure conversation.
Lecture 10 Page 1 CS 236 Online SSL and TLS SSL – Secure Socket Layer TLS – Transport Layer Security The common standards for securing network applications.
Network Processing Systems Design
Common System Exploits Tom Chothia Computer Security, Lecture 17.
Goals Introduce the Windows Server 2003 family of operating systems
Firewalls Routers, Switches, Hubs VPNs
Cengage Learning: Computer Networking from LANs to WANs
Chapter 8 – Data switching and routing
Presentation transcript:

Introduction to Networked Graphics Part 5 of 5: Application Support & Recent Research

Overview Goal: To explain some other application issues and areas of recent research. Topics: Security and secure networks Streaming Cluster graphics Thin clients Peer to peer

Server X Client B Client A Client C Client C may be interfering with traffic Client A may be running Compromised code Client B may be colluding with Client A Server X may have exploitable bugs Overview of Security Problems

Compromised Clients A pervasive problem in gaming E.G. notable problems with PSNet games after the PS3 master key was found allowing modified code on the PS3 For console gaming, hardware vendors try to lock down the hardware so only verified programs can run For PC gaming, various detection techniques such as PunkBuster that detect malicious software Countermeasure are typically ahead of amateur cheats but not professional cheats

Traffic Interference Once data is on the network it is public Various attacks Packet injection Packet hiding Latency asymmetry Some are mitigated by secure networks Some servers specifically support secure protocols for certain actions

Exploitable Server Users need to trust server User-hosted games are not accepted for ranking tournaments or cash games Server might be have a loophole E.G. Dupe bugs Denial of service attack E.G. Deny a win to an opponent by crashing the score server

User Collusion A very difficult social situation to counter E.G. Chip dumping With this and all other security problems monitoring of exceptions is important Players being too skillful Unlikely plays Game inventory inflation

Virtual Private Networks Now very common for corporations and universities Three reasons Protection of internal services Giving a different “appearance” to the outside world (e.g. ACM Digital Library) Security of access from anywhere (no need to trust local network) The very easiest way to protect a NVE or NG is to require someone go on a trusted VPN first Incurs latency/bandwidth overhead of routing all information to the VPN access point first

Client A Server X Server Y IP Virtual Private Networks (VPNs)

Client A Server X Server Y VPN Gateway IPSec IP VPNs and IPSec

Different Uses of Streaming Streaming Protocols Streaming Animations Streaming Geometry (i.e. incremental download)

Streaming Protocols Audio/video transport is well developed on the Internet However “well developed” means lots of competing solutions Several plug and play libraries Real-Time Protocol an extension of UDP to support streaming (though not all streaming protocols use it) Can get RTP compliant libraries which enables streaming and receiving E.G. AccessGrid, some VoIP solutions

Bits Version, config, flags Payload Type Sequence Number 32-63Timestamp 64-95Synchronisation Source (SSRC) Identifier 96+Contributing Source (CSRC) Identifiers (Optional) 96+Header Extensions (Optional) 96+Payload Header 128+Payload Data Real-Time Protocol

RTP Payloads

Streaming Animations We have already looked at streaming positions and orientations of objects However, a large class of objects are humans or animals (or aliens) which deform Typically modeled from the graphics side as a skeleton Animation is controlled by indicating which motion the character is in and the keyframe in that motion Because motion is continuous (e.g. motion capture) information might only need to be sent > 1s

Examples of Keyframe Animation

Streaming Geometry Many NVEs use very large worlds which need to be downloaded because user modifiable or just vast System needs to determine which parts of the models should be transferred Typically done in a priority order from the viewpoint of the client, e.g. in increasing distance order Two ways of doing this Client-pull Server-push

ClientServer Position X Send A High, B Low Send B High, C Low Position Y Position Z Send D Low, E Low Server Push

ClientServer Fetch Index Send Index Send B High, C Low Fetch A High, B Low Send A High, B Low Fetch B High, C Low Client Pull

Clusters Cluster graphics is a particular concern of Virtual Reality system designers One GPU card generates one or two video to get maximum throughput, but we might need 4+ displays Need to synchronize graphics at two levels Synchronize graphics state on input to rendering Need to synchronize video output

Application Scene Graph Graphics Drivers Modifies scene graph Render traversal Application Scene Graph Graphics Drivers Copy scene graph Synchronize applications Copy render commands Layers of Sharing Graphics

Tools Copy render commands E.G. Chromium – stream OpenGL commands over TCP/Ethernet, or other non-IP-based interconnects Copy scene graph E.G. OpenSG – stream an edit change list for a scene-graph Synchronize applications E.G. VRJuggler – isolate all input in to one (or more) C++ classes that can serialize themselves to the network, stream the resulting serializations.

Thin Clients Might be considered “backwards” but graphics architectures go in circles, so why not networked graphics architectures Render the graphics on a server, stream the results as video Recent consumer examples: OnLive, OToy, GaiKai However many OS vendors have such a functionality for supporting thin clients over LANs

Thin Clients Very small installable on client, client doesn’t need to be high-powered (hence thin client, e.g. tablet) Stream your controller input to server Stream back video (e.g. 720p from OnLive) OR stream back window rendering code (X11, RDP, OpenGL derivatives)

Thin Clients: Pros & Cons Main pro: install cost close to zero, immediate start Main con(1): latency No question that some actions (e.g. camera rotation) are very easily noticeable BUT consider OnLive: the server can run both game client and game server Multiuser might be fairer (to be investigated!) Almost like playout delay via video! (N.B. OnLive actual architecture not revealed) Main con(2): bandwidth required

Peer to Peer A live challenge: how can peer to peer networks scale up to very large numbers Key to this is how to distribute awareness management A secondary issue is how to “bootstrap”: how does a user find their local users?

Larger Peer to Peer Context Enormous work in networking community on generic large scale peer to peer databases Key technologies Distributed hash tables: a way of storing data sets across multiple hosts but ensuring fast (O(log(N))) access to any data item Application-level routing: a mechanism for supporting group peer to peer communication without any underlying network support

Within a NVE Context Very active line of research For example, can one maintain a set of closest peers with something similar to a Voronoi Tessellation? If peers can identify their Voronoi Cell, they can identify their neighbours. New clients can walk the cells to get to find their true neighbours

Summary Plenty of tools and options to support your NG or NVE project Security is a big challenge if you can’t get your users on to a VPN Other facilities require more infrastructure and are very domain specific Plenty of research issues: thin clients being a wild card at the moment