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Multimedia Applications Ali Saman Tosun Computer Science Department
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2 Compression - Necessity E.g., video sequence 25 images/sec. PAL standard 3 byte/pixel YUV (luminance + 2 chrominance values) RGB (red-green-blue values) Image resolution 640 * 480 pixel Data rate = 640 * 480 * 3 Byte * 25/s = 23040000 byte/s ~ 22 MByte/s Approx. 1/16 stream over Ethernet Approx. 1/2 stream over Fast Ethernet Compression is necessary
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3 Multimedia Networking Applications Fundamental characteristics: Typically delay sensitive end-to-end delay delay jitter But loss tolerant: infrequent losses cause minor glitches Antithesis 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
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4 From Broadcast to True Media-on-Demand Broadcast (No-VoD) Traditional, no control Pay-per-view (PPV) Paid specialized service Quasi Video On Demand (Q-VoD) Distinction into interest groups Temporal control by group change Near Video On Demand (N-VoD) Same media distributed in regular time intervals Simulated forward / backward True Video On Demand (T-VoD) Full control for the presentation, VCR capabilities Bi-directional connection
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5 Streaming Stored Video 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
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6 constant bit rate video transmission Cumulative data time variable network delay client video reception constant bit rate video playout at client client playout delay buffered video Streaming Multimedia Client-side buffering, playout delay compensate for network-added delay, delay jitter
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7 Proxy-based Video Distribution Server Proxy Client Proxy adapts video Proxy caches video
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8 Proxy Operations Drop frames Drop B,P frames if not enough bandwidth Quality Adaptation Transcoding Change quantization value Most of current systems don’t support Video staging, caching, patching Staging: store partial frames in proxy Prefix caching: store first few minutes of movie Patching: multiple users use same video
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9 Basic Encoding Steps
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10 H.261 (px64) International Standard Video codec for video conferences at p x 64kbit/s (ISDN): Real-time encoding/decoding, max. signal delay of 150ms Constant data rate Intraframe coding DCT as in JPEG baseline mode Interframe coding, motion estimation Search of similar macroblock in previous image and compare Position of this macroblock defines motion vector Difference between similar macroblocks
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11 MPEG (Moving Pictures Expert Group) International Standard: Compression of audio and video for playback (1.5 Mbit/s): Real-time decoding Sequence of I-, P-, and B-Frames: Random access at I-frames at P-frames: i.e. decode previous I-frame first at B-frame: i.e. decode I and P-frames first
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12 MPEG-2 Beyond MPEG-1: Higher quality encoding Higher data rates Interleaved modes Higher data rates MPEG-1: about 1.5 MBit/s MPEG-2: 2-100 MBit/s Scaling: Signal to Noise Ration (SNR) scalin progressive compression Spatial scaling several pixel resolutions Temporal scaling frame dropping
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13 Scalable coding Typically used as Layered coding A base layer Provides basic quality Must always be transferred One or more enhancement layers Improve quality Transferred if possible Sending rate Quality Best possible quality at possible sending rate Base layer Enhancement layer
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14 Temporal Scalability Frames can be dropped In a controlled manner Frame dropping does not violate dependancies Low gain example: B-frame dropping in MPEG-1
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15 Spatial Scalability Base layer Downsample the original image Send like a lower resolution version Enhancement layer Subtract base layer pixels from all pixels Send like a normal resolution version If enhancement layer arrives at client Decode both layers Add layers 72 7583 61 73 -12 210 Base layer Enhancement layer Better compression due to low values Less data to code
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16 SNR Scalability SNR – signal-to-noise ratio Idea Base layer Is regularly DCT encoded A lot of data is removed using quantization Enhancement layer is regularly DCT encoded Run Inverse DCT on quantized base layer Subtract from original DCT encode the result If enhancement layer arrives at client Add base and enhancement layer before running Inverse DCT
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17 Multiple Description Coding Idea Encode data in two streams Each stream has acceptable quality Both streams combined have good quality The redundancy between both streams is low Problem The same relevant information must exist in both streams Old problem: started for audio coding in telephony Currently a hot topic
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18 Delivery Systems Developments Network Saving network resources: Stream scheduling Several Programs or Timelines
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19 Patching Server resource optimization is possible multicast Unicast patch stream Central server 1st client2nd client Join ! cyclic buffer
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20 Proxy Prefix Caching Split movie Prefix Suffix Operation Store prefix in prefix cache Coordination necessary! On demand Deliver prefix immediately Prefetch suffix from central server Goal Reduce startup latency Hide bandwidth limitations, delay and/or jitter in backbone Reduce load in backbone Client Unicast Central server Prefix cache
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21 Interval Caching (IC) caches data between requests following requests are thus served from the cache sort intervals on length Video clip 1 S 11 Video clip 1 S 11 S 12 Video clip 1 S 12 S 11 S 13 Video clip 2 S 22 S 21 Video clip 3 S 33 S 31 S 32 S 34 I 11 I 12 I 21 I 31 I 32 I 33 I 32 I 33 I 21 I 11 I 31 I 12
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22 Receiver-driven Layered Multicast (RLM) Requires IP multicast layered video codec (preferably exponential thickness) Operation Each video layer is one IP multicast group Receivers join the base layer and extension layers If they experience loss, they drop layers (leave IP multicast groups) To add layers, they perform "join experiments“ Advantages Receiver-only decision Congestion affects only sub-tree quality Multicast trees are pruned, sub-trees have only necessary traffic
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23 Receiver-driven Layered Multicast (RLM)
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24 Multimedia Disk Scheduling Suitability of classical algorithms minimal disk arm movement (short seek times) no provision of time or deadlines generally not suitable Continuous media server requirements serve both periodic and aperiodic requests never miss deadline due to aperiodic requests aperiodic requests must not starve support multiple streams balance buffer space and efficiency tradeoff
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25 Group Sweep Scheduling (GSS) GSS combines Round-Robin (RR) and SCAN requests are serviced in rounds (cycles) principle: divide S active streams into G groups service the G groups in RR order service each stream in a group in C-SCAN order playout can start at the end of the group special cases: G = S: RR scheduling G = 1: SCAN scheduling tradeoff between buffer space and disk arm movement try different values for G giving minimum buffer requirement – select minimum a large G smaller groups, more arm movements, smaller buffers (reuse) a small G larger groups, less arm movements, larger buffers
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26 Power Management Based on functionality Server Proxy Client Based on component Disk Processor
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