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Transcript
ELEC 5350 Multimedia Networks
Introduction
Dr. Danny Tsang
ECE, HKUST
[email protected]
Multimedia Networks
1
Course Outline
 Lectures on various topics on network: Introduction to
emerging technology on multimedia network, Network
Traffic Modeling, Network Optimization, IP QoS Issues…
 Requirements:



Assignments 20%
Project 30%
Exam 50%
Multimedia Networks
2
The Telephone (Voice) Network
 Circuit switched network:




Analog (since1890): manually switching
Digital: voice  bit stream (64 Kbps)
Better channel utilization by time-division multiplexing:
Reservation fixed for the whole transmission
A
C
B
Multimedia Networks
3
The Internet (Data) Network
 Packet-switched network:





packets share resources (buffers, links)
reservation not fixed, but on-demand
multiple links (connectivity, reliability)
buffers (store, process, forward)
control information in packets (s,d,seq#)
Multimedia Networks
4
Internet Users Growth
Source: www.isc.org
1B
mobile users by 2005 and 1B Internet users by
2005
90%
of all new mobile phones will have internet
access by 2003 (Morgan Stanley Dean Witter, May 2000)
Multimedia Networks
5
Multimedia over IP Networks
VoIP
Video
Conference
Internet
Wireless
Browsing
Video Clip
Attachment
E-mail
Music
Streaming
Movies
Streaming
Information
Search
Finance,
Brokerage
Digital Photos
Multimedia Networks
6
List of Topics
 Overview of VoIP, IPTV, CDN and P2P
 Multimedia Networking Applications
 Streaming stored audio and video
 Real-time Multimedia: Internet Phone study
 Beyond Best Effort
 Scheduling and Policing Mechanisms
Multimedia Networks
7
VoIP Definition
 To transport a telecommunications voice stream over a data
network using the data transport mechanisms associated with
the Internet, called the Transmission Control
Protocol/Internet Protocol (TCP/IP) suite


IP telephony (Internet Protocol telephony) is a general term for
the technologies that use the Internet Protocol's packetswitched connections to exchange voice, fax, and other forms of
information that traditionally have been carried over the
dedicated circuit-switched connections of the Public Switched
Telephone Network (PSTN).
Voice over IP (VoIP) is a term used in IP telephony for a set of
facilities for managing the delivery of voice information using the
Internet Protocol (IP).
Multimedia Networks
8
Name confusion
 Commonly used interchangeably:



Internet telephony
Voice-over-IP (VoIP)
IP telephony (IPtel)
 Also: Voice over Packet (VoP) (any of ATM, IP, MPLS)
 Some reserve Internet telephony for transmission across the
(public) Internet
 Transmission of telephone services over IP-based packet
switched networks
 Also includes video and other media, not just voice
Multimedia Networks
9
Gateways allow PCs
to also reach phones
Public Switched
Telephone Network
Initially, PC to PC
voice calls over the
Internet
PSTN
(HK)
Gateway
Multimedia
PC
IP Network
Gateway
Multimedia
PC
PSTN
(NY)
…or phones to reach
phones
Multimedia Networks
10
Difference in Traditional and IP Phones
Traditional phone
1.
2.
3.
4.
Samples analog input at
frequent intervals
describes the samples
numerically
converts the results into
a sequence of binary
numbers (0,1)
sends that binary
sequence as a series of
electrical "pulses."
IP phone
1.
2.
3.
4.
Samples analog input at
frequent intervals
describes the samples
numerically
converts the results into
a sequence of binary
numbers (0,1)
packs the sampled data
into packets with UDP/IP
headers and send them
out
Multimedia Networks
11
Why use VoIP?
 Reduce wiring cost
 “Ride for free” on data networks
 reduce or eliminate the toll charges associated with
transporting calls over the Public Switched Telephone
Network (PSTN)
 Enhanced calling features that you control
 Unlimited local and long distance calling
 Great overseas rates
 Integrated voice and data networks
 Video over IP
 Everything over IP
Multimedia Networks
12
Difference in Phone and Data Networks
 Traditional telephony
 circuit switching
 time-division multiplexing
 Data Networks
 packet switching
 statistical
multiplexing
V.S.
Multimedia Networks
13
Difference in Data and Voice Traffic
 Opposite requirements from the network!
 Data traffic is asynchronous (delays are acceptable) and
extremely sensitive to error
 Video/Voice traffic is synchronous (significant delays are
unacceptable) and more tolerant to errors
 How do we replace a system that traditionally
guaranteed 99.999% reliability with a system that
is built on a “best effort service” philosophy!!!
Multimedia Networks
14
IPTV
 A digital television service is delivered using the Internet




Protocol over a network infrastructure.
May include delivery by a broadband connection.
For residential users, this type of service is often provided
in conjunction with Video on Demand (VoD) and may be part
of combined Internet services such as Web access and VoIP
In businesses IPTV may be used to deliver television content
over corporate LAN's and business networks.
Simpler definition: Television content that, instead of being
delivered through traditional formats and cabling, is
received by the viewer through the technologies used for
computer networks.
Multimedia Networks
15
IPTV Protocols
 IPTV covers both live TV (multicasting) as well as stored




video (Video on Demand VOD).
Video content is typically an MPEG2 or MPEG4 Transport
stream delivered via IP Multicast,
In standards-based IPTV systems, the primary underlying
protocols used for IPTV are IGMP version 2 for channel
change signaling for live TV and RTSP for Video on Demand.
Currently, the only alternatives to IPTV are traditional TV
distribution technologies such as terrestrial, satellite and
cable TV. However, cable can be upgraded to two-way
capability and can thus also carry IPTV.
Another alternative is VOD. VOD in the US is usually
delivered over cable TV using the DVB protocol and is not
labelled as an IPTV service.
Multimedia Networks
16
Configuration of IPTV Standards
•IPTV Services
•Additional Services
•Service Control
Program
Program
Program
Program
Program
•Service/User
Program
Program
Program
Profile
Consumer
•Security
Program
Service
Program
Provider
•Media Processing
•Codec Control
•Common Platform
Platform
IP
Underline TP
(Broadcasting)
Underline TP
(Fixed/Wireless)
Underline TP
(Mobile)
•Transport Capability (Broadband etc.)
•QoS
•Broadcasting/
Multicasting/
Unicasting etc.
•Traffic control
•Security
Multimedia Networks
17
Content distribution networks (CDNs)
Content replication
 CDN (e.g., Akamai) customer
is the content provider (e.g.,
CNN)
 CDN replicates customers’
content in CDN servers.
When provider updates
content, CDN updates
servers
origin server
in North America
CDN distribution node
CDN server
in S. America CDN server
in Europe
CDN server
in Asia
Multimedia Networks
18
CDN example
HTTP request for
www.foo.com/sports/sports.html
Origin server
1
2
3
DNS query for www.cdn.com
CDNs authoritative
DNS server
HTTP request for
www.cdn.com/www.foo.com/sports/ruth.gif
Nearby
CDN server
origin server (www.foo.com)
 distributes HTML
 replaces:
http://www.foo.com/sports.ruth.gif
with
http://www.cdn.com/www.foo.com/sports/ruth.gif
CDN company (cdn.com)
 distributes gif files
 uses its authoritative
DNS server to route
redirect requests
Multimedia Networks
19
More about CDNs
routing requests
 CDN creates a “map”, indicating distances from
leaf ISPs and CDN nodes
 when query arrives at authoritative DNS server:
 server determines ISP from which query originates

uses “map” to determine best CDN server
 CDN nodes create application-layer overlay
network
Multimedia Networks
20
Definition of P2P
1.
2.
3.
Significant autonomy from central servers
Exploits resources at the edges of the Internet

storage and content

CPU cycles

bandwidth
Resources at edge have intermittent connectivity, being
added & removed
Example
File sharing -- KaZaA, BitTorrent, Gnutella, eMule
Communication-- ICQ, NetMeeting
Scientific Computation --SETI@Home
Wireless Ad Hoc network -- IEEE802.11(Ad hoc mode), Sensor networks
Multimedia Networks
21
Types of P2P networks

Unstructured P2P networks
Def: Overlay network is formed randomly
e.g. KaZaA, BitTorrent, Gnutella, Napster…

Structured P2P networks
Def: Overlay network has certain structure
e.g. CAN, Pastry, Chord, …
Multimedia Networks
22
P2P Overview
 Centralized Database
Napster
 Query Flooding
 Gnutella
 Query Flooding & Supernode
 KaZaA
 Swarming
 BitTorrent

Multimedia Networks
23
KaZaA: Overview
 How did it work:
 Join: on startup, client contacts a “supernode” ... may at
some point become one itself
 Publish: send list of files to supernode
 Search: send query to supernode, supernodes flood query
amongst themselves.
 Download: get the file directly from peer(s); can fetch
simultaneously from multiple peers
Multimedia Networks
24
KaZaA: Architecture
“Supernodes”
Multimedia Networks
25
KaZaA: Publish
insert(X,
123.2.21.23)
Publish
I have X!
123.2.21.23
Multimedia Networks
26
KaZaA: Search
search(A)
=>
123.2.22.50
123.2.22.50
Query
Replies
search(A)
=>
123.2.0.18
Where is file A?
123.2.0.18
Multimedia Networks
27
BitTorrent
 In 2002, B. Cohen debuted BitTorrent [11]
 Key Motivation:
 Popularity exhibits temporal locality (Flash Crowds)
 E.g. CNN on 9/11, new movie/game release
 Focused on Efficient Downloading, not Searching:
 Distribute the same file to all peers
 Single publisher, multiple downloaders
Multimedia Networks
28
BitTorrent: Mechanism
 File is broken into pieces


Typically piece is 256 KBytes
Upload pieces while downloading pieces
 Piece selection


Select the rarest piece in the beginning if there are multiple
sources with different number of pieces
After that, select random pieces
 Tit-for-tat




“I’ll share with you if you share with me”
BT uploads to at most four peers
Among the uploaders, upload to the four that are downloading
to you at the highest rates
A little randomness to avoid permanent starvation
Multimedia Networks
29
BitTorrent: Publish
Tracker
3. Become the first member of
the peer list for file.torrent
2. Activate file
sharing
1. Generate file.torrent
URL
Publisher
file.torrent info:
• Length
• Name
• Hash
• URL of tracker
Multimedia Networks
30
BitTorrent: Download
Tracker
3. Get a list of peers for file.torrent
2. Contact
1. Get file.torrent
URL
file.torrent info:
• Length
• Name
• Hash
• URL of tracker
Downloader
4. Download
Multimedia Networks
31
BitTorrent: Download
Seed
Multimedia Networks
32
Problems in P2P networks
#1: Pollution
 Record companies hire “polluting agents” put bogus versions
of popular songs in file sharing systems



Add noise to songs
Shorten the file size
etc.
 Polluting agents maintains hundreds of nodes with high




bandwidth connections
User A downloads polluted file
User B may download polluted file before A removes it
How extensive is pollution today?
Anti-pollution mechanisms?
Multimedia Networks
33
Problem #2: Single-Point of Failure
 Central server failure (Napster-like systems)
 Bootstrap point failure (KaZaA-like systems)
 Users can not connect to P2P networks
 BT tracker failure
 In the early BT versions, only one tracker was used.
 Download cannot start when trackers are down
Multimedia Networks
34
Problem #3: Selfishness
 Common selfish problems, e.g.
 User removes file from share folder as soon as file
download completes
 User limits his upload bandwidth
 How to encourage people to share resources such
as files and bandwidth


P2P currency
Incentive protocol
Multimedia Networks
35
Quality of Service: Goals
Principles
 Classify multimedia applications
 Identify the network services the apps need
 Making the best of best effort service
 Mechanisms for providing QoS
QoS issues for VoIP
 Service Considerations
 Audio compression standards
 Jitter mitigation
 Loss recovery
 Echo cancellation
 Silence Suppression


Voice activity detection (VAD)
Comfort noise generation (CNG)
Multimedia Networks
36
List of Topics
 Overview of VoIP, IPTV, CDN and P2P
 Multimedia Networking Applications
 Streaming stored audio and video
 Real-time Multimedia: Internet Phone study
 Beyond Best Effort
 Scheduling and Policing Mechanisms
Multimedia Networks
37
MM Networking Applications
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
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.
Multimedia Networks
38
Streaming Stored Multimedia
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
Multimedia Networks
39
Streaming Stored Multimedia:
What is it?
1. video
recorded
2. video
sent
network
delay
3. video received,
played out at client
time
streaming: at this time, client
playing out early part of video,
while server still sending later
part of video
Multimedia Networks
40
Streaming Stored Multimedia: Interactivity
 VCR-like functionality: client can
pause, rewind, FF, push slider bar
 10 sec initial delay OK
 1-2 sec until command effect OK
 RTSP often used (more later)
 timing constraint for still-to-be
transmitted data: in time for playout
Multimedia Networks
41
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!
Multimedia Networks
42
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?
Multimedia Networks
43
Multimedia, Quality of Service: What is it?
Multimedia applications:
network audio and video
(“continuous media”)
QoS
network provides
application with level of
performance needed for
application to function.
Multimedia Networks
44
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 mitigate
(as best possible) effects of delay, loss
Multimedia Networks
45
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
 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?
Multimedia Networks
46
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 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
Multimedia Networks
47
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
Multimedia Networks
48
List of Topics
 Overview of VoIP, IPTV, CDN and P2P
 Multimedia Networking Applications
 Streaming stored audio and video
 Real-time Multimedia: Internet Phone study
 Beyond Best Effort
 Scheduling and Policing Mechanisms
Multimedia Networks
49
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
Multimedia Networks
50
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!
Multimedia Networks
51
Internet multimedia: streaming approach
 browser GETs metafile
 browser launches player, passing metafile
 player contacts server
 server streams audio/video to player
Multimedia Networks
52
Streaming from a streaming server
 This architecture allows for non-HTTP protocol between
server and media player
 Can also use UDP instead of TCP.
Multimedia Networks
53
Streaming Multimedia: Client Buffering
variable
network
delay
client video
reception
constant bit
rate video
playout at client
buffered
video
constant bit
rate video
transmission
time
client playout
delay
 Client-side buffering, playout delay compensate
for network-added delay, delay jitter
Multimedia Networks
54
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
Multimedia Networks
55
Streaming Multimedia: UDP or TCP?
UDP
 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
Multimedia Networks
56
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
Multimedia Networks
57
User Control of Streaming Media: RTSP
HTTP
 Does not target multimedia
content
 No commands for fast
forward, etc.
RTSP: RFC 2326
 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
Multimedia Networks
58
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 “inband” 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”.
Multimedia Networks
59
RTSP Operation
Multimedia Networks
60
Real-time interactive applications
 PC-2-PC phone
 instant messaging
services are providing
this
Going to now look at
a Internet phone
example in detail
 PC-2-phone
Dialpad
 Net2phone
 videoconference with
Webcams

Multimedia Networks
61
List of Topics
 Overview of VoIP, IPTV, CDN and P2P
 Multimedia Networking Applications
 Streaming stored audio and video
 Real-time Multimedia: Internet Phone study
 Beyond Best Effort
 Scheduling and Policing Mechanisms
Multimedia Networks
62
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.
Multimedia Networks
63
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.
Multimedia Networks
64
Delay Jitter
variable
network
delay
(jitter)
client
reception
constant bit
rate playout
at client
buffered
data
constant bit
rate
transmission
time
client playout
delay
 Consider the end-to-end delays of two consecutive
packets: difference can be more or less than 20
msec
Multimedia Networks
65
Internet Phone: 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 for q:
 large q: less packet loss
 small q: better interactive experience
Multimedia Networks
66
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
loss
packets
generated
packets
received
playout schedule
p' - r
playout schedule
p-r
time
r
p
p'
Multimedia Networks
67
Adaptive Playout Delay, I
 Goal: minimize playout delay, keeping late loss rate low
 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.
t i  timestamp of the ith packet
ri  the time packet i is received by receiver
p i  the time packet i is played at receiver
ri  t i  network delay for ith packet
d i  estimate of average network delay after receiving ith packet
Dynamic estimate of average delay at receiver:
di  (1  u)di 1  u(ri  ti )
where u is a fixed constant (e.g., u = .01).
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Adaptive playout delay II
Also useful to estimate the average deviation of the delay, vi :
vi  (1  u)vi 1  u | ri  ti  di |
The estimates di and vi are calculated for every received packet,
although they are only used at the beginning of a talk spurt.
For first packet in talk spurt, playout time is:
pi  ti  di  Kvi
where K is a positive constant.
Remaining packets in talkspurt are played out periodically
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Adaptive Playout, III
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.
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Recovery from packet loss (1)
forward error correction
(FEC): simple scheme
 for every group of n
chunks create a
redundant chunk by
exclusive OR-ing the n
original chunks
 send out n+1 chunks,
increasing the bandwidth
by factor 1/n.
 can reconstruct the
original n chunks if there
is at most one lost chunk
from the n+1 chunks
 Playout delay needs to
be fixed to the time to
receive all n+1 packets
 Tradeoff:
 increase n, less
bandwidth waste
 increase n, longer
playout delay
 increase n, higher
probability that 2 or
more chunks will be
lost
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Recovery from packet loss (2)
2nd FEC scheme
• “piggyback lower
quality stream”
• send lower resolution
audio stream as the
redundant information
• for example, nominal
stream PCM at 64 kbps
and redundant stream
GSM at 13 kbps.
• Whenever there is non-consecutive loss, the
receiver can conceal the loss.
• Can also append (n-1)st and (n-2)nd low-bit rate
chunk
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Recovery from packet loss (3)
Interleaving
 chunks are broken
up into smaller units
 for example, 4 5 msec units
per chunk
 Packet contains small units
from different chunks
 if packet is lost, still have
most of every chunk
 has no redundancy overhead
 but adds to playout delay
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Summary: Internet Multimedia: bag of tricks
 use UDP to avoid TCP congestion control (delays)
for time-sensitive traffic
 client-side adaptive playout delay: to compensate
for delay
 server side matches stream bandwidth to available
client-to-server path bandwidth


chose among pre-encoded stream rates
dynamic server encoding rate
 error recovery (on top of UDP)
 FEC, interleaving
 retransmissions, time permitting
 conceal errors: repeat nearby data
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Content distribution networks (CDNs)
Content replication
 Challenging to stream large
files (e.g., video) from single
origin server in real time
 Solution: replicate content at
hundreds of servers
throughout Internet
 content downloaded to CDN
servers ahead of time
 placing content “close” to
user avoids impairments
(loss, delay) of sending
content over long paths
 CDN server typically in
edge/access network
origin server
in North America
CDN distribution node
CDN server
in S. America CDN server
in Europe
CDN server
in Asia
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List of Topics
 Overview of VoIP, IPTV, CDN and P2P
 Multimedia Networking Applications
 Streaming stored audio and video
 Real-time Multimedia: Internet Phone study
 Beyond Best Effort
 Scheduling and Policing Mechanisms
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Improving QOS in IP Networks
Thus far: “making the best of best effort”
Future: next generation Internet with QoS guarantees
 RSVP: signaling for resource reservations
 Differentiated Services: differential guarantees
 Integrated Services: firm guarantees
 simple model
for sharing and
congestion
studies:
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Principles for QOS Guarantees
 Example: 1Mbps IP phone, FTP share 1.5 Mbps link.
 bursts of FTP can congest router, cause audio loss
 want to give priority to audio over FTP
Principle 1
packet marking needed for router to distinguish
between different classes; and new router policy
to treat packets accordingly
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Principles for QOS Guarantees (more)
 what if applications misbehave (audio sends higher
than declared rate)

policing: force source adherence to bandwidth allocations
 marking and policing at network edge:
 similar to ATM UNI (User Network Interface)
Principle 2
provide protection (isolation) for one class from others
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Principles for QOS Guarantees (more)
 Allocating fixed (non-sharable) bandwidth to flow:
inefficient use of bandwidth if flows doesn’t use
its allocation
Principle 3
While providing isolation, it is desirable to use
resources as efficiently as possible
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Principles for QOS Guarantees (more)
 Basic fact of life: can not support traffic demands
beyond link capacity
Principle 4
Call Admission: flow declares its needs, network may
block call (e.g., busy signal) if it cannot meet needs
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Summary of QoS Principles
Let’s next look at mechanisms for achieving this ….
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List of Topics
 Overview of VoIP, IPTV, CDN and P2P
 Multimedia Networking Applications
 Streaming stored audio and video
 Real-time Multimedia: Internet Phone study
 Beyond Best Effort
 Scheduling and Policing Mechanisms
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Scheduling And Policing Mechanisms
 scheduling: choose next packet to send on link
 FIFO (first in first out) scheduling: send in order of
arrival to queue


real-world example?
discard policy: if packet arrives to full queue: who to discard?
• Tail drop: drop arriving packet
• priority: drop/remove on priority basis
• random: drop/remove randomly
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Scheduling Policies: more
Priority scheduling: transmit highest priority queued
packet
 multiple classes, with different priorities


class may depend on marking or other header info, e.g. IP
source/dest, port numbers, etc..
Real world example?
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Scheduling Policies: still more
round robin scheduling:
 multiple classes
 cyclically scan class queues, serving one from each
class (if available)
 real world example?
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Scheduling Policies: still more
Weighted Fair Queuing:
 generalized Round Robin
 each class gets weighted amount of service in each
cycle
 real-world example?
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Policing Mechanisms
Goal: limit traffic to not exceed declared parameters
Three common-used criteria:
 (Long term) Average Rate: how many pkts can be sent
per unit time (in the long run)

crucial question: what is the interval length: 100 packets per
sec or 6000 packets per min have same average!
 Peak Rate: e.g., 6000 pkts per min. (ppm) avg.; 15000
ppm peak rate
 (Max.) Burst Size: max. number of pkts sent
consecutively (with no intervening idle)
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Policing Mechanisms
Token Bucket: limit input to specified Burst Size
and Average Rate.
 bucket can hold b tokens
 tokens generated at rate r token/sec unless bucket
full
 over interval of length t: number of packets
admitted less than or equal to (r t + b).
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Policing Mechanisms (more)
 token bucket, WFQ combine to provide guaranteed
upper bound on delay, i.e., QoS guarantee!
arriving
traffic
token rate, r
bucket size, b
WFQ
per-flow
rate, R
D = b/R
max
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Multimedia Networking: Summary
 multimedia applications and requirements
 making the best of today’s best effort
service
 scheduling and policing mechanisms
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