Distributed Multimedia March 19, 2001. 2 Distributed Multimedia What is Distributed Multimedia?  Large quantities of distributed data  Typically streamed.

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Presentation transcript:

Distributed Multimedia March 19, 2001

2 Distributed Multimedia What is Distributed Multimedia?  Large quantities of distributed data  Typically streamed out  One or many receivers of the data  Run over general purpose infrastructure  Data is time sensitive, but not necessarily real time

3 Four Phases  Encoding  Storage (not always required)  Transport  Decoding Need to focus on the bottlenecks! Distributed Multimedia, cont.

4 Transport: Quality of Service  Issue: Gracefully and dynamically manage against the underlying infrastructure's changing behavior  Approaches: caching, priorities, resource availability modeling, compression  Similar to locking - QoS tries to guarantee that a set of resources will be available Asynchronous network forces us to make tradeoffs Distributed Multimedia, cont.

5 QoS Concerns  Latency  Bandwidth  Loss Rate  Bursting  Jitter This, in a heterogeneous environment Distributed Multimedia, cont.

6 QoS Model  Some elements of the transport are harder or more expensive to control  Harder or more expensive:  Congestion over a Wide Area Network  Protocols used over non-local networks  Easier  Congestion over a Local Area Network  e.g., use priorities, increase buffer size  Protocols used by the ends of the connection Distributed Multimedia, cont.

7 Resource Reservation Protocol  Client asks QoS manager for resources  If resources are available, QoS manager makes reservation (allocates resources for client)  Otherwise, client can ask for less resources  Monotonic - QoS manager should not take away a reservation, but client can ask for more resources at any time Distributed Multimedia, cont.

8 Fairness  Allow maximum resource utilization without allowing resource hogging  Simple approach - Round robin scheduling  Each of N clients gets 1/N of the resource  1/N must be at least what the client reserved from the QoS manager  Fair Queuing  Ensures that over time, resource allocation is fair  The more fine-grained, the more fair, the more of a performance hit  Weighting can give some clients priorities Distributed Multimedia, cont.

9 Traffic Shaping  The server can help to ensure QoS requirements are met  Traffic shaping uses a buffer to control:  When data is sent  How large a message is sent  Can control bursting and jitter  Can manage bandwidth Distributed Multimedia, cont.

10 Buckets for Traffic Shaping  Leaky bucket  R: Max. rate of message sends  B: Buffer size  Eliminates bursts completely  Token bucket - Allow bursts bounded by available bandwidth  Tokens generated at a fixed rate R  A message can be sent immediately if there is a token in the bucket  If messages is not available, tokens accumulate Distributed Multimedia, cont.

11 Practical QoS  QoS is probabilistic - no 100% guarantee in an asynchronous network  Need to adapt when QoS promises cannot be met  Simple: Drop packets  Problem: Decision made at too low a layer  Better: Decide what to do at higher layers  e.g., choose which messages to drop, choose when to burst messages  Use a holistic approach Distributed Multimedia, cont.

12 Scaling & Filtering  Scaling - start with high-quality stream at the server and adapt  Temporal - e.g., less video frames  Spatial - e.g., smaller video frame  Frequency - e.g., better compression/lower quality  Amplitudal - e.g., lower color depth on a per-pixel basis  Color map - e.g., less available colors overall  Filtering - Use scaling at a more fine-grained level Distributed Multimedia, cont.