Multimedia, Quality of Service: What is it?

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Presentation transcript:

Multimedia, Quality of Service: What is it? Multimedia applications: network audio and video (“continuous media”) network provides application with level of performance needed for application to function. QoS 7: Multimedia Networking

MM Networking Applications Fundamental characteristics: Typically delay sensitive end-to-end delay delay jitter But loss tolerant: infrequent losses cause minor glitches Antithesis <Direct opposite> of data, which are loss intolerant but delay tolerant. Classes of MM applications: 1) Streaming stored audio and video 2) Streaming live audio and video 3) Real-time interactive audio and video Jitter is the variability of packet delays within the same packet stream 7: Multimedia Networking

Streaming Stored Multimedia 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 7: Multimedia Networking

Streaming Stored Multimedia: What is it? 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 7: Multimedia Networking

Streaming Live Multimedia Examples: Internet radio talk show Live sporting event Streaming playback buffer playback can lag tens of seconds after transmission still have timing constraint Interactivity fast forward impossible rewind, pause possible! 7: Multimedia Networking

Interactive, Real-Time Multimedia applications: IP telephony, video conference, distributed interactive worlds end-end delay requirements: audio: < 150 msec GOOD, < 400 msec OK includes application-level (packetization) and network delays higher delays noticeable, impair interactivity session initialization how does callee advertise its IP address, port number, encoding algorithms? 7: Multimedia Networking

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 reduce (as best possible) effects of delay, loss 7: Multimedia Networking

How should the Internet evolve to better support multimedia? Integrated services philosophy: Fundamental changes in Internet so that apps can reserve end-to-end bandwidth Requires new, complex software in hosts & routers Laissez-faire <Lenient> no major changes more bandwidth when needed content distribution, application-layer multicast application layer Differentiated services philosophy: Fewer changes to Internet infrastructure, yet provide 1st and 2nd class service. What’s your opinion? 7: Multimedia Networking

A few words about audio compression Analog signal sampled at constant rate telephone: 8,000 samples/sec CD music: 44,100 samples/sec Each sample quantized, i.e., rounded e.g., 28=256 possible quantized<Jumps> values Each quantized value represented by bits 8 bits for 256 values Example: 8,000 samples/sec, 256 quantized values --> 64,000 bps Receiver converts it back to analog signal: some quality reduction Example rates CD: 1.411 Mbps MP3: 96, 128, 160 kbps Internet telephony: 5.3 - 13 kbps 7: Multimedia Networking

A few words about video compression Video is sequence of images displayed at constant rate e.g. 24 images/sec Digital image is array of pixels Each pixel represented by bits Redundancy spatial temporal Examples: MPEG 1 (CD-ROM) 1.5 Mbps MPEG2 (DVD) 3-6 Mbps MPEG4 (often used in Internet, < 1 Mbps) Research: Layered (scalable) video adapt layers to available bandwidth 7: Multimedia Networking

Streaming Stored Multimedia Application-level streaming techniques for making the best out of best effort service: client side buffering use of UDP versus TCP multiple encodings of multimedia Media Player jitter removal decompression error concealment graphical user interface w/ controls for interactivity 7: Multimedia Networking

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: no, “pipelining,” long delays until playout! 7: Multimedia Networking

Internet multimedia: streaming approach browser GETs metafile browser launches player, passing metafile player contacts server server streams audio/video to player 7: Multimedia Networking

Streaming from a streaming server This architecture allows for non-HTTP protocol between server and media player Can also use UDP instead of TCP. 7: Multimedia Networking

Streaming Multimedia: Client Buffering constant bit rate video transmission variable network delay client video reception constant bit rate video playout at client client playout delay Cumulative data buffered video time Client-side buffering, playout delay compensate for network-added delay, delay jitter 7: Multimedia Networking

Streaming Multimedia: Client Buffering constant drain rate, d variable fill rate, x(t) buffered video Client-side buffering, playout delay compensate for network-added delay, delay jitter 7: Multimedia Networking

Streaming Multimedia: UDP or TCP? server sends at rate appropriate for client (oblivious to network congestion !) often send rate = encoding rate = constant rate then, fill rate = constant rate - packet loss short playout delay (2-5 seconds) to compensate for network delay jitter error recover: time permitting TCP send at maximum possible rate under TCP fill rate fluctuates due to TCP congestion control larger playout delay: smooth TCP delivery rate HTTP/TCP passes more easily through firewalls 7: Multimedia Networking

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 7: Multimedia Networking

User Control of Streaming Media: RTSP HTTP Does not target multimedia content No commands for fast forward, etc. RTSP: Client-server application layer protocol. For user to control display: rewind, fast forward, pause, resume, repositioning, etc… What it doesn’t do: does not define how audio/video is encapsulated for streaming over network does not restrict how streamed media is transported; it can be transported over UDP or TCP does not specify how the media player buffers audio/video 7: Multimedia Networking

7: Multimedia Networking

RTSP: out of band control FTP uses an “out-of-band” control channel: A file is transferred over one TCP connection. Control information (directory changes, file deletion, file renaming, etc.) is sent over a separate TCP connection. The “out-of-band” and “in-band” channels use different port numbers. RTSP messages are also sent out-of-band: RTSP control messages use different port numbers than the media stream: out-of-band. Port 554 The media stream is considered “in-band”. 7: Multimedia Networking

RTSP Example Scenario: metafile communicated to web browser browser launches player player sets up an RTSP control connection, data connection to streaming server 7: Multimedia Networking

RTSP Operation 7: Multimedia Networking

Real-time interactive applications Going to now look at a PC-2-PC Internet phone example in detail PC-2-PC phone instant messaging services are providing this PC-2-phone Dialpad Net2phone videoconference with Webcams 7: Multimedia Networking

Interactive Multimedia: Internet Phone Introduce Internet Phone by way of an example speaker’s audio: alternating talk spurts, silent periods. 64 kbps during talk spurt pkts generated only during talk spurts 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. 7: Multimedia Networking

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. 7: Multimedia Networking

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 Consider the end-to-end delays of two consecutive packets: difference can be more or less than 20 msec 7: Multimedia Networking