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Peer-to-Peer 3D Streaming Dissertation Oral Exam Shun-Yun Hu Department of Computer Science and Information Engineering National Central University Dissertation Advisor: Prof. Jehn-Ruey Jiang 2009/11/17
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IEEE INFOCOM 2008
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Motivation Two trends in virtual environments (VEs) Larger and more dynamic content More worlds Content streaming is needed 80% - 90% content is 3D (e.g., 3D streaming) How to support millions of concurrent users? 5/
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Imagine you start with a globe
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Zoom in…
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To Chung-Li
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and NCU
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Right now it’s flat…
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But in the near future…
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Outline Introduction Background A Model for P2P 3D Streaming The Design and Evaluation of FLoD FLoD Extensions Discussions Conclusion 12/
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13/ What is 3D streaming? Continuous and real-time delivery of 3D content over network connections to allow user interactions without a full download.
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14/ Object streaming Hoppe 1996 Progressive Meshes
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15/ Scene streaming Multiple objects Object selection & transmission Teler &Lischinski 2001
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16/ Visualization streaming Large volume Time-varying Resource intensive Olbrich & Pralle 1999
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17/ Image-based streaming Server- rendered Thin clients Less responsive Cohen-Or et. al. 2002
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18/ 3D streaming vs. media streaming Video / audio media streaming is very matured User access patterns are different for 3D content Highly interactive Latency-sensitive Behaviour-dependent Non-sequential Analogy Constant & frequent switching of multiple channels
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The scalability problem Client-server: has inherent resource limit Resource limit [Funkhouser95] 19/
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A potential solution Peer-to-Peer: Use the clients’ resources Resource limit [Keller & Simon 2003] 20/
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Outline Introduction Background A Model for P2P 3D Streaming The Design and Evaluation of FLoD FLoD Extensions Discussions Conclusion 21/
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22/ World model & area of interest (AOI)
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23/ Model and assumptions For a given object (mesh or texture) All content is initially stored at a server
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State management Small & updatable (~ KB) May require security / anti-cheating Ex. Avatar positions, health points, equipments Content management Large & relatively static (~ MB) May authenticate via hashing Ex. 3D polygonal models & textures State vs. content management 24/
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25/ 3D streaming requirements Streaming quality User's perspective “how much?” & “how fast?” Speed Scalability Server's perspective How to offload? Concurrent users
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Challenges for P2P 3D streaming Distributed visibility determination Minimize server involvement Efficient determination without global knowledge Dynamic group management Discovery of data sources Continuous avatar movements and real-time constrain Peer & piece selection Optimal visual quality Content availability and bandwidth constrain 26/
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A conceptual model Pre-install: movement, rendering (client) 3D streaming: partition + fragmentation(server) prefetching + prioritization(client) P2P: selection(client) 27/
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P2P 3D streaming issues Object discovery Source discovery State exchange Content exchange P2P video/file sharing 28/
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Outline Introduction Background A Model for P2P 3D Streaming The Design and Evaluation of FLoD FLoD Extensions Discussions Conclusion 29/
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30/ Observation Users tend to cluster at hotspots Overlapped visibility = shared content
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31/ Object discovery via scene descriptions star: selftriangles: neighbors circle: AOIrectangles: objects
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32/ Source (neighbor) discovery via VON Boundary neighbors New neighbors Non-overlapped neighbors [Hu et al., IEEE Network, 2006] Voronoi diagrams identify boundary neighbors for neighbor discovery
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Flowing Level-of-Details (FLoD) Object discovery: scene descriptions Source discovery:VON State exchange: query-response (pull) Content exchange:randompeer selection sequential piece selection 33/
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34/ System architecture Data flows (A): scene request list(B): scene descriptions (C): piece request list(D): object pieces
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35/ Prototype experiment Progressive models in a scene (by NTU) Peer-to-peer AOI neighbor requests(by NCU)
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36/ Prototype experiment Data 3D scene from a game demo (total ~50 MB) Setup 100 Mbps LAN 10 participants, 48 logins captured in 40 min. Results Found matching client upload & download Avg. server request ratio (SRR): 36%
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37/ Simulation setup Environment 1000x1000 world, 100ms / step, 3000 steps client: 1 Mbps / 256 Kbps, server: 10 Mbps (both) Objects Random object placement (500 objects) Object size based on prototype (~ 15 KB / object) User behavior Random & clustering movement (1.5 * ln(n) hotspots)
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Simulation metrics Scalability Bandwidth usage(Kbytes / sec) Server request ratio(% obtained from server) Streaming quality Base latency(delay to obtain 1 st piece) Fill ratio(obtained / visible data) 39/
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40/ Server bandwidth usage
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41/ Client bandwidth usage (random)
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42/ Client bandwidth usage (cluster)
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43/ Effect of user density
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44/ Fill ratio
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45/ Base latency
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46/ Effect of upload bandwidth
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Outline Introduction Background A Model for P2P 3D Streaming The Design and Evaluation of FLoD FLoD Extensions Discussions Conclusion 47/
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Problems with basic FLoD Source discovery: too few sources State exchange: pull may be slow Content exchange:better than random? Real environment considerations Peer heterogeneity Bandwidth utilization 48/
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FLoD enhancements Enhanced peer & piece selection Wei-Lun Sung(ACM NOSSDAV’08) Bandwidth-aware streaming Chien-Hao Chien(ACM NetGames’09) 49/
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50 Enhanced Selection Proactive notification of availability (push) Periodic incremental exchange of content availability information with neighbors. Msg_TypeObj_IDMax_PIDObj_IDMax_PID ‧‧‧‧ incremental content information 50/
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51 Multi-Level AOI Request Localized requests may prevent contentions Peers request from closer neighbors/levels first 51/
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Compare enhanced strategy with FLoD Simulation Environment 52/
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53 Base Latency 53/
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54 Fill ratio 54/
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Bandwidth-aware Peer Selection Region-based Peer List to increase sources Pre-allocation of connection channels Multi-source peer selection Channel neighbors(bandwidth reservation) AOI neighbors(no response guarantee) Server(no response guarantee) Tit-for-Tat peer selection (from BitTorrent) Channel-neighbor first Higher contributor first 55/
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Simulation environment World Size 1000 x 1000 (units) Cell Size 100 x 100 (units) AOI Radius 100 (units) Time steps 1500 (steps/ sec) Object Data Size Range 100 – 300 (KB) % of Base Piece 10% Refinement Piece Size 5 (KB) Server Bandwidth Download/Upload 1000/ 1000 (KB/sec) User Bandwidth Distribution Downlink (KB/sec) Uplink (KB/sec) Fraction of nodes 96100.05 187300.45 3751000.40 12506250.10 [Bharambe et al, 2006] 56/
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Streaming quality (= BW utilization) 100 to 500 objects, fixed at 100 peers 57/
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System scalability 50 to 450 peers, fixed 300 objects 58/
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Fill ratio time-series (QoS) original FLoDEnhanced 59/
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Outline Introduction Background A Model for P2P 3D Streaming The Design and Evaluation of FLoD FLoD Extensions Discussions Conclusion 60/
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LODDT (Cavagna et al. 2006) ‧ ‧ ‧ ‧ ‧ Object Tree NodeAura U 61/
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HyperVerse (Botev et al, 2008) Backbone + overlay architecture 62/
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Comparisons 63/
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Outline Introduction Background A Model for P2P 3D Streaming The Design and Evaluation of FLoD FLoD Extensions Discussions Conclusion 64/
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Summary P2P 3D streaming has four main issues Object discovery Source discovery State exchange Content exchange FLoD demonstrates that P2P allows Much lower server resource usage Better performance in crowding FLoD’s performance can be enhanced with Pushed-based state exchange Pre-allocated fixed-size bandwidth channels 65/
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Conclusion 3D streaming could become an important net traffic Non-sequential access Latency-sensitive Peer-to-peer streaming is promising Reduce server resource usage Dynamic interest groups New area with many interesting issues Graphics: progressive encoding / decoding, compression Networking:group discovery, prefetching, topology, versioning 66/
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Future works Practical Adoptions Dynamic content update Topology-aware P2P 3D streaming Secure P2P 3D streaming Open questions Many small worlds vs. one large world High-definition (HD) content Incentives & killer apps 67/
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FLoD publications 1. Shun-Yun Hu, "A Case for 3D Streaming on Peer-to-Peer Networks," in Proc. ACM Web3D, Apr. 2006, pp. 57-63. 2. Shun-Yun Hu, Ting-Hao Huang, Shao-Chen Chang, Wei-Lun Sung, Jehn- Ruey Jiang, and Bing-Yu Chen, "FLoD: A Framework for Peer-to-Peer 3D Streaming," in Proc. IEEE INFOCOM, pp. 1373-1381, Apr. 2008. 3. Wei-Lun Sung, Shun-Yun Hu, and Jehn-Ruey Jiang, "Selection Strategies for Peer-to-Peer 3D Streaming," in Proc. NOSSDAV, May. 2008. 4. Chang-Hua Wu, Shun-Yun Hu, and Li-Ming Tseng, "Discovery of Physical Neighbors for P2P 3D Streaming," in Proc. ICUMT, Oct. 2009. 5. Mo-Che Chan, Shun-Yun Hu, and Jehn-Ruey Jiang, "Secure Peer-to-Peer 3D Streaming," Multimedia Tools and Applications, vol. 45, no. 1-3, Oct. 2009, pp. 369-384. 6. Chien-Hao Chien, Shun-Yun Hu, and Jehn-Ruey Jiang, "Bandwidth-Aware Peer-to-Peer 3D Streaming," in Proc. NetGames, Nov. 2009. 7. Shun-Yun Hu, Jehn-Ruey Jiang, and Bing-Yu Chen, "Peer-to-Peer 3D Streaming," IEEE Internet Computing, to appear, 2009. 68/
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69/ Q & A Thank you! http://ascend.sourceforge.net
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70/ Related work 3D streaming Progressive meshes [Hoppe 96] Geometry image [Gu et al. 02] Scene streaming [Teler and Lischinski 2001] P2P media streaming Zigzag, oStream, Coolstreaming, Prime Nonlinear media streaming Channel Set Adaptation (CSA) [Gotz, 2006] P2P 3D streaming LOD-DT [Cavagna et al. 2006]
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Secure P2P 3D streaming How to authenticate content from untrusted peers? Four types of content Whole model(digital signature) Linear stream(hash chain) Independent stream(Rabin-based) Partially linear stream(hash DAG)
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72/ Cache utilization
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Experimental results
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74 Extended Candidate Buffer Non-AOI neighbors may still possess data Maintain extra list of non-AOI neighbors R S Obj 74/
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