Chapter 7
Multimedia
Networking
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Multmedia Networking 7-1
Multimedia networking: outline
7.1 multimedia networking applications
7.2 streaming stored video
7.3 voice-over-IP
7.4 protocols for real-time conversational
applications
7.5 network support for multimedia
Multmedia Networking 7-2
Multimedia networking: outline
7.1 multimedia networking applications
7.2 streaming stored video
7.3 voice-over-IP
7.4 protocols for real-time conversational
applications
7.5 network support for multimedia
Multmedia Networking 7-3
Multimedia: audio
analog audio signal
sampled at constant
quantization
rate error
quantized
value of
telephone: 8,000 analog value
audio signal amplitude
samples/sec analog
signal
CD music: 44,100
samples/sec
each sample quantized,
i.e., rounded
time
e.g., 28=256 possible
sampling rate
quantized values (N sample/sec)
each quantized value
represented by bits,
e.g., 8 bits for 256
values
Multmedia Networking 7-4
Multimedia: audio
example: 8,000
samples/sec, 256
quantized values: 64,000 quantization
error
quantized
value of
bps analog value
audio signal amplitude
receiver converts bits back analog
to analog signal: signal
some quality reduction
example rates time
CD: 1.411 Mbps sampling rate
(N sample/sec)
MP3: 96, 128, 160 kbps
Internet telephony: 5.3
kbps and up
Multmedia Networking 7-5
spatial coding example: instead
Multimedia: video of sending N values of same
color (all purple), send only two
values: color value (purple) and
number of repeated values (N)
video: sequence of
images displayed at ……………………...…
……………………...…
constant rate
e.g. 24 images/sec
digital image: array of
pixels
each pixel
represented by bits frame i
coding: use redundancy
within and between
images to decrease # bits temporal coding example:
used to encode image instead of sending
complete frame at i+1,
spatial (within image) send only differences from
frame i
temporal (from one
image to next) frame i+1
Multmedia Networking 7-6
spatial coding example: instead
Multimedia: video of sending N values of same
color (all purple), send only two
values: color value (purple) and
number of repeated values (N)
CBR: (constant bit rate):
video encoding rate fixed ……………………...…
……………………...…
VBR: (variable bit rate):
video encoding rate
changes as amount of
spatial, temporal coding
changes
examples:
MPEG 1 (CD-ROM) 1.5 frame i
Mbps
MPEG2 (DVD) 3-6
temporal coding example:
Mbps instead of sending
MPEG4 (often used in complete frame at i+1,
send only differences from
Internet, < 1 Mbps) frame i
frame i+1
Multmedia Networking 7-7
Multimedia networking: 3 application types
streaming, stored audio, video
streaming: can begin playout before downloading
entire file
stored (at server): can transmit faster than
audio/video will be rendered (implies
storing/buffering at client)
e.g., YouTube, Netflix, Hulu
conversational voice/video over IP
interactive nature of human-to-human
conversation limits delay tolerance
e.g., Skype
streaming live audio, video
e.g., live sporting event (futbol)
Multmedia Networking 7-8
Multimedia networking: outline
7.1 multimedia networking applications
7.2 streaming stored video
7.3 voice-over-IP
7.4 protocols for real-time conversational
applications
7.5 network support for multimedia
Multmedia Networking 7-9
Streaming stored video:
Cumulative data
2. video
sent
1. video 3. video received,
recorded network delay played out at client
(e.g., 30 (fixed in this (30 frames/sec) time
frames/sec example)
)
streaming: at this time, client
playing out early part of video,
while server still sending later
part of video
Multmedia Networking 7-10
Streaming stored video: challenges
continuous playout constraint: once client
playout begins, playback must match original
timing
… but network delays are variable (jitter),
so will need client-side buffer to match
playout requirements
other challenges:
client interactivity: pause, fast-forward,
rewind, jump through video
video packets may be lost, retransmitted
Multmedia Networking 7-11
Streaming stored video: revisted
constant bit
rate video client video constant bit
Cumulative data
transmission reception rate video
playout at client
variable
network
buffered
video
delay
client playout time
delay
client-side buffering and playout delay:
compensate for network-added delay, delay
jitter
Multmedia Networking 7-12
Client-side buffering, playout
buffer fill level,
Q(t)
variable fill playout rate,
rate, x(t) e.g., CBR r
client application
video server buffer, size B
client
Multmedia Networking 7-13
Client-side buffering, playout
buffer fill level,
Q(t)
variable fill playout rate,
rate, x(t) e.g., CBR r
client application
video server buffer, size B
client
1. Initial fill of buffer until playout begins at tp
2. playout begins at tp,
3. buffer fill level varies over time as fill rate x(t)
varies and playout rate r is constant
Multmedia Networking 7-14
Client-side buffering, playout
buffer fill level,
Q(t)
variable fill playout rate,
rate, x(t) e.g., CBR r
client application
video server buffer, size B
playout buffering: average fill rate (x), playout
rate (r):
x < r: buffer eventually empties (causing freezing of
video playout until buffer again fills)
x > r: buffer will not empty, provided initial playout delay
is large enough to absorb variability in x(t)
initial playout delay tradeoff: buffer starvation less
likely with larger delay, but larger delay until user
begins watching
Multmedia Networking 7-15
Streaming multimedia: UDP
server sends at rate appropriate for client
often: send rate = encoding rate = constant
rate
transmission rate can be oblivious to
congestion levels
short playout delay (2-5 seconds) to remove
network jitter
error recovery: application-level,
timeipermitting
RTP [RFC 2326]: multimedia payload types
UDP may not go through firewalls
Multmedia Networking 7-16
Streaming multimedia: HTTP
multimedia file retrieved via HTTP GET
send at maximum possible rate under TCP
variable
rate, x(t)
video TCP send TCP receive application
file buffer buffer playout buffer
server client
fill rate fluctuates due to TCP congestion
control, retransmissions (in-order delivery)
larger playout delay: smooth TCP delivery
rate
HTTP/TCP passes more easily through
firewalls Multmedia Networking 7-17
Streaming multimedia: DASH
DASH: Dynamic, Adaptive Streaming over HTTP
server:
divides video file into multiple chunks
each chunk stored, encoded at different rates
manifest file: provides URLs for different chunks
client:
periodically measures server-to-client bandwidth
consulting manifest, requests one chunk at a time
• chooses maximum coding rate sustainable given
current bandwidth
• can choose different coding rates at different points
in time (depending on available bandwidth at time)
Multmedia Networking 7-18
Streaming multimedia: DASH
DASH: Dynamic, Adaptive Streaming over
HTTP
“intelligence” at client: client determines
when to request chunk (so that buffer starvation, or
overflow does not occur)
what encoding rate to request (higher quality when
more bandwidth available)
where to request chunk (can request from URL
server that is “close” to client or has high available
bandwidth)
Multmedia Networking 7-19
Content distribution networks
challenge: how to stream content (selected
from millions of videos) to hundreds of
thousands of simultaneous users?
option 1: single, large “mega-server”
single point of failure
point of network congestion
long path to distant clients
multiple copies of video sent over outgoing link
….quite simply: this solution doesn’t scale
Multmedia Networking 7-20
Content distribution networks
challenge: how to stream content (selected
from millions of videos) to hundreds of
thousands of simultaneous users?
option 2: store/serve multiple copies of videos
at multiple geographically distributed sites
(CDN)
enter deep: push CDN servers deep into many
access networks
• close to users
• used by Akamai, 1700 locations
bring home: smaller number (10’s) of larger
clusters in POPs near (but not within) access
networks
• used by Limelight
Multmedia Networking 7-21
CDN: “simple” content access scenario
Bob (client) requests video http://netcinema.com/6Y7B23V
video stored in CDN at http://KingCDN.com/NetC6y&B23V
1. Bob gets URL for video
http://netcinema.com/6Y7
B23V 2. resolve
from netcinema.com 2 http://netcinema.com/6Y7B23V
1
web page via Bob’s local DNS
6. request video 5
from 4&5. Resolve
KINGCDN server, http://KingCDN.com/NetC6y&B23
streamed via via KingCDN’s authoritative DNS,
netcinema.com 3. netcinema’s DNS returns
4 which returns IP address of
URLHTTP
KIingCDN
http://KingCDN.com/NetC6y&
3 server with video
B23V
netcinema’s
authorative DNS KingCDN.com KingCDN
authoritative DNS Multmedia Networking 7-22
CDN cluster selection strategy
challenge: how does CDN DNS select “good”
CDN node to stream to client
pick CDN node geographically closest to client
pick CDN node with shortest delay (or min # hops)
to client (CDN nodes periodically ping access
ISPs, reporting results to CDN DNS)
IP anycast
alternative: let client decide - give client a list
of several CDN servers
client pings servers, picks “best”
Netflix approach
Multmedia Networking 7-23
Case study: Netflix
30% downstream US traffic in 2011
owns very little infrastructure, uses 3rd party
services:
own registration, payment servers
Amazon (3rd party) cloud services:
• Netflix uploads studio master to Amazon cloud
• create multiple version of movie (different
endodings) in cloud
• upload versions from cloud to CDNs
• Cloud hosts Netflix web pages for user
browsing
three 3rd party CDNs host/stream Netflix
content: Akamai, Limelight, Level-3
Multmedia Networking 7-24
Case study: Netflix
upload copies of
Amazon
multiple versions
cloud Akamai
of video to CDNs
CDN
Netflix
registration,
3. Manifest file
accounting
servers 2. Bob browses returned for
requested Limelight
Netflix video 2
3 video CDN
1
1. Bob manages
Netflix account
Level-3 CDN
4. DASH
streaming
Multmedia Networking 7-25
Multimedia networking: outline
7.1 multimedia networking applications
7.2 streaming stored video
7.3 voice-over-IP
7.4 protocols for real-time conversational
applications
7.5 network support for multimedia
Multmedia Networking 7-26
Voice-over-IP (VoIP)
VoIP end-end-delay requirement: needed to
maintain “conversational” aspect
higher delays noticeable, impair interactivity
< 150 msec: good
> 400 msec bad
includes application-level (packetization,playout),
network delays
session initialization: how does callee
advertise IP address, port number, encoding
algorithms?
value-added services: call forwarding,
screening, recording
emergency services: 911
Multmedia Networking 7-27
VoIP characteristics
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 of data
application-layer header added to each chunk
chunk+header encapsulated into UDP or TCP
segment
application sends segment into socket every
20 msec during talkspurt
Multmedia Networking 7-28
VoIP: packet loss, 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,
loss concealment, packet loss rates between
1% and 10% can be tolerated
Multmedia Networking 7-29
Delay jitter
constant bit
rate client constant bit
Cumulative data
transmission reception rate playout
at client
variable
network
buffered
data
delay
(jitter)
client playout time
delay
end-to-end delays of two consecutive
packets: difference can be more or less than
20 msec (transmission time difference)
Multmedia Networking 7-30
VoIP: fixed playout delay
receiver attempts to playout each chunk
exactly q msecs after chunk was generated.
chunk has time stamp t: play out chunk at
t+q
chunk arrives after t+q: data arrives too late
for playout: data “lost”
tradeoff in choosing q:
large q: less packet loss
small q: better interactive experience
Multmedia Networking 7-31
VoIP: fixed playout delay
sender generates packets every 20 msec during talk spurt.
first packet received at time r
first playout schedule: begins at p
second playout schedule: begins at p’
packets
packets loss
generated
packets
playout schedule
received
p' - r
playout schedule
p-r
time
r
Multmedia Networking 5-32
p p'
Adaptive playout delay (1)
goal: low playout delay, low late loss rate
approach: adaptive playout delay adjustment:
estimate network delay, adjust playout delay at
beginning of each talk spurt
silent periods compressed and elongated
chunks still played out every 20 msec during talk
spurt
adaptively estimate packet delay: (EWMA -
exponentially weighted moving average, recall TCP
RTT estimate):
di = (1)di-1 + (ri – ti)
delay small time time sent
estimate after constant, received - (timestamp)
ith packet e.g. 0.1
measured delay of ith
packet Multmedia Networking 7-33
Adaptive playout delay (2)
also useful to estimate average deviation of delay, vi :
vi = (1)vi-1 + |ri – ti – di|
estimates di, vi calculated for every received
packet, but used only at start of talk spurt
for first packet in talk spurt, playout time is:
playout-timei = ti + di + Kvi
remaining packets in talkspurt are played out
periodically
Multmedia Networking 5-34
Adaptive playout delay (3)
Q: How does receiver determine whether packet
is first in a talkspurt?
if no loss, receiver looks at successive
timestamps
difference of successive stamps > 20 msec -->talk
spurt begins.
with loss possible, receiver must look at both
time stamps and sequence numbers
difference of successive stamps > 20 msec and
sequence numbers without gaps --> talk spurt
begins.
Multmedia Networking 7-35
VoiP: recovery from packet loss (1)
Challenge:
recover from packet loss given small tolerable
delay between original transmission and playout
each ACK/NAK takes ~ one RTT
alternative: Forward Error Correction (FEC)
send enough bits to allow recovery without
retransmission (recall two-dimensional parity in Ch.
5)
simple FEC
for every group of n chunks, create redundant chunk by
exclusive OR-ing n original chunks
send n+1 chunks, increasing bandwidth by factor 1/n
can reconstruct original n chunks if at most one lost
chunk from n+1 chunks, with playout delay
Multmedia Networking 7-36
VoiP: recovery from packet loss (2)
another FEC scheme:
“piggyback lower
quality stream”
send lower resolution
audio stream as
redundant information
e.g., nominal
stream PCM at 64 kbps
and redundant stream
GSM at 13 kbps
non-consecutive loss: receiver can conceal loss
generalization: can also append (n-1)st and (n-2)nd low-bit
rate chunk
Multmedia Networking 7-37
VoiP: recovery from packet loss (3)
interleaving to conceal
loss: if packet lost, still have
audio chunks divided into most of every original
smaller units, e.g. four 5 chunk
msec units per 20 msec no redundancy overhead,
audio chunk but increases playout
packet contains small units delay
from different chunks Multmedia Networking 7-38
Voice-over-IP: Skype
proprietary application- Skype clients (SC)
layer protocol (inferred
via reverse
engineering)
encrypted msgs
P2P components: Skype
login server supernode (SN)
clients: skype peers
connect directly to supernode
overlay
each other for VoIP network
call
super nodes (SN):
skype peers with
special functions
overlay network: among
SNs to locate SCs
login server
Application Layer 2-39
P2P voice-over-IP: skype
skype client operation:
1. joins skype network by
contacting SN (IP
address cached) using
Skype
TCP login server
2. logs-in (usename,
password) to
centralized skype login
server
3. obtains IP address for
callee from SN, SN
overlay
or client buddy list
4. initiate call directly to
callee
Application Layer 2-40
Skype: peers as relays
problem: both Alice, Bob
are behind “NATs”
NAT prevents outside peer
from initiating connection
to insider peer
inside peer can initiate
connection to outside
relay solution: Alice, Bob
maintain open connection
to their SNs
Alice signals her SN to
connect to Bob
Alice’s SN connects to Bob’s
SN
Bob’s SN connects to Bob
over open connection Bob
initially initiated to his SN
Application Layer 2-41
Multimedia networking: outline
7.1 multimedia networking applications
7.2 streaming stored video
7.3 voice-over-IP
7.4 protocols for real-time conversational
applications: RTP, SIP
7.5 network support for multimedia
Multmedia Networking 7-42
Real-Time Protocol (RTP)
RTP specifies RTP runs in end
packet structure for systems
packets carrying RTP packets
audio, video data encapsulated in UDP
RFC 3550 segments
RTP packet interoperability: if two
provides VoIP applications run
payload type RTP, they may be
identification able to work together
packet sequence
numbering
time stamping
Multmedia Networking 7-43
RTP runs on top of UDP
RTP libraries provide transport-layer interface
that extends UDP:
• port numbers, IP addresses
• payload type identification
• packet sequence numbering
• time-stamping
Multmedia Networking 5-44
RTP example
example: sending 64 RTP header
kbps PCM-encoded indicates type of
voice over RTP audio encoding in
application collects each packet
encoded data in chunks, sender can change
e.g., every 20 msec = encoding during
160 bytes in a chunk conference
audio chunk + RTP
RTP header also
header form RTP contains sequence
packet, which is numbers,
encapsulated in UDP timestamps
segment
Multmedia Networking 7-45
RTP and QoS
RTP does not provide any mechanism to
ensure timely data delivery or other QoS
guarantees
RTP encapsulation only seen at end systems
(not by intermediate routers)
routers provide best-effort service, making
no special effort to ensure that RTP
packets arrive at destination in timely
matter
Multmedia Networking 7-46
RTP header
payload sequence Synchronization Miscellaneous
time stamp
type number Source ID fields
type
payload type (7 bits): indicates type of encoding currently
being
used. If sender changes encoding during call, sender
informs receiver via payload type field
Payload type 0: PCM mu-law, 64 kbps
Payload type 3: GSM, 13 kbps
Payload type 7: LPC, 2.4 kbps
Payload type 26: Motion JPEG
Payload type 31: H.261
Payload type 33: MPEG2 video
sequence # (16 bits): increment by one for each RTP packet
sent
detect packet loss, restore packet sequence
Multmedia Networking 5-47
RTP header
payload sequence Synchronization Miscellaneous
time stamp
type number Source ID fields
type
timestamp field (32 bits long): sampling instant
of first byte in this RTP data packet
for audio, timestamp clock increments by one for
each sampling period (e.g., each 125 usecs for 8
KHz sampling clock)
if application generates chunks of 160 encoded
samples, timestamp increases by 160 for each RTP
packet when source is active. Timestamp clock
continues to increase at constant rate when source
is inactive.
SSRC field (32 bits long): identifies source of RTP
stream. Each stream in RTP session has distinct SSRC
Multmedia Networking 7-48