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Multimedia
15-441 Computer Networks
10/02/02
Xavier Appé
Outlines


Difference with classic applications



Classes of multimedia applications





Problems with today’s Internet and
solutions
Common multimedia protocols





Requirements/Constraints

RTP, RTCP

Accessing multimedia data through a web
server
Conclusion
Difference with classic
applications


Highly delay-sensitive




Packets are useless if they arrive too
late

Loss-tolerant (for the most part)


Packet loss can be concealed
Outlines


Difference with classic applications



Classes of multimedia applications





Problems with today’s Internet and
solutions
Common multimedia protocols





Requirements/Constraints

RTP, RTCP

Accessing multimedia data through a web
server
Conclusion
Classes of multimedia
Applications
Streaming Stored Audio and Video
 Streaming Live Audio and Video
 Real-Time Interactive Audio and
Video
 Others

Class: Streaming Stored
Audio and Video







The multimedia content has been
prerecorded and stored on a server
User may pause, rewind, forward, etc…
The time between the initial request and
display start can be 1 to 10 seconds
Constraint: after display start, the
playout must be continuous
Class: Streaming Live Audio
and Video



Similar to traditional broadcast TV/radio,
but delivery on the Internet
Non-interactive just view/listen






Can not pause or rewind

Often combined with multicast
The time between the initial request and
display start can be up to 10 seconds
Constraint: like stored streaming, after
display start, the playout must be
continuous
Class: Real-Time
Interactive Audio and Video



Phone conversation/Video conferencing
Constraint: delay between initial request
and display start must be small





Video: <150 ms acceptable
Audio: <150 ms not perceived, <400 ms
acceptable

Constraint: after display start, the
playout must be continuous
Class: Others


Multimedia sharing applications
Download-and-then-play applications
 E.g. Napster, Gnutella, Freenet




Distance learning applications
Coordinate video, audio and data
 Typically distributed on CDs

Outlines



Difference with classic applications
Classes of multimedia applications


Requirements/Constraints



Problems with today’s Internet and
solutions



Common multimedia protocols





RTP, RTCP

Accessing multimedia data through a web
server
Conclusion
Challenge


TCP/UDP/IP suite provides best-effort, no
guarantees on expectation or variance of
packet delay



Performance deteriorate if links are
congested (transoceanic)



Most router implementations use only
First-Come-First-Serve (FCFS) packet
processing and transmission scheduling
Problems and solutions


Limited bandwidth




Packet Jitter




Solution: Compression
Solution: Fixed/adaptive playout delay
for Audio (example: phone over IP)

Packet loss


Solution: FEC, Interleaving
Problem: Limited bandwidth
Intro: Digitalization


Audio
x samples every second (x=frequency)
 The value of each sample is rounded to
a finite number of values (for example
256). This is called quantization




Video
Each pixel has a color
 Each color has a value

Problem: Limited bandwidth
Need for compression


Audio






CD quality: 44100 samples per seconds with
16 bits per sample, stereo sound
44100*16*2 = 1.411 Mbps
For a 3-minute song: 1.441 * 180 = 254 Mb
= 31.75 MB

Video





For 320*240 images with 24-bit colors
320*240*24 = 230KB/image
15 frames/sec: 15*230KB = 3.456MB
3 minutes of video: 3.456*180 = 622MB
Audio compression


Several techniques




GSM (13 kbps), G.729(8 kbps), G723.3(6.4
and 5.3kbps)
MPEG 1 layer 3 (also known as MP3)
•
•
•
•

Typical compress rates 96kbps, 128kbps, 160kbps
Very little sound degradation
If file is broken up, each piece is still playable
Complex (psychoacoustic masking, redundancy
reduction, and bit reservoir buffering)
• 3-minute song (128kbps) : 2.8MB
Image compression: JPEG






Divide digitized image in 8x8 pixel blocks
Pixel blocks are transformed into
frequency blocks using DCT (Discrete
Cosine Transform). This is similar to FFT
(Fast Fourier Transform)
The quantization phase limits the
precision of the frequency coefficient.
The encoding phase packs this
information in a dense fashion
JPEG Compression
Video compression


Popular techniques
MPEG 1 for CD-ROM quality video
(1.5Mbps)
 MPEG 2 for high quality DVD video (3-6
Mbps)
 MPEG 4 for object-oriented video
compression

Video Compression: MPEG


MPEG uses inter-frame encoding




Three frame types







I

I frame: independent encoding of the frame (JPEG)
P frame: encodes difference relative to I-frame (predicted)
B frame: encodes difference relative to interpolated frame
Note that frames will have different sizes

Complex encoding, e.g. motion of pixel blocks, scene
changes, …




Exploits the similarity between consecutive frames

Decoding is easier then encoding

MPEG often uses fixed-rate encoding

B

B

P

B

B

P

B

B

I

B

B

P

B

B
MPEG Compression (cont.)
MPEG System Streams



Combine MPEG video and audio streams
in a single synchronized stream
Consists of a hierarchy with meta data at
every level describing the data






System level contains synchronization
information
Video level is organized as a stream of group
of pictures
Group of pictures consists of pictures
Pictures are organized in slices
…
MPEG System Streams
(cont.)
MPEG System Streams
(cont.)
Problem: Packet Jitter


Jitter: Variation in delay

Sender
No jitter
Receiver
Jitter



6

5
5

Example

pkt 6
pkt 5

6

4

3
4

2
3

2

1
1
Dealing with packet jitter


How does Phone over IP applications
limit the effect of jitter?
A sequence number is added to each
packet
 A timestamp is added to each packet
 Playout is delayed

Dealing with packet jitter
Fixed playout delay


Fixed playout delay
Dealing with packet jitter
Adaptive playout delay


Objective is to use a value for p-r that
tracks the network delay performance as it
varies during a transfer. The following
formulas are used:
di = (1-u)di-1 + u(ri – ti)

u=0.01 for example

ν i = (1-u)ν i-1 + u|ri-ti-di|
Where
ti is the timestamp of the ith packet (the time pkt i is sent)
ri is the time packet i is received
pi is the time packet i is played
di is an estimate of the average network delay
ν i is an estimate of the average deviation of the delay from
Problem: Packet loss
Loss is in a broader sense: packet
never arrives or arrives later than its
scheduled playout time
 Since retransmission is
inappropriate for Real Time
applications, FEC or Interleaving are
used to reduce loss impact.

Recovering from packet loss
Forward Error Correction


Send redundant encoded chunk every n
chunks (XOR original n chunks)





If 1 packet in this group lost, can reconstruct
If >1 packets lost, cannot recover

Disadvantages




The smaller the group size, the larger the
overhead
Playout delay increased
Recovering from packet loss
Piggybacking Lo-fi stream


With one redundant low quality chunk per chunk,
scheme can recover from single packet losses
Recovering from packet loss
Interleaving




Divide 20 msec of audio data into smaller units
of 5 msec each and interleave
Upon loss, have a set of partially filled chunks
Recovering from packet loss
Receiver-based Repair


The simplest form: Packet repetition




Replaces lost packets with copies of the
packets that arrived immediately before
the loss

A more computationally intensive
form: Interpolation


Uses Audio before and after the loss to
interpolate a suitable packet to cover
the loss
Movie Time
Outlines



Difference with classic applications
Classes of multimedia applications


Requirements/Constraints



Problems with today’s Internet and
solutions



Common multimedia protocols





RTP, RTCP

Accessing multimedia data through a web
server
Conclusion
Real Time Protocol (RTP)


RTP logically extends UDP
Sits between UDP and application
 Implemented as an application library




What does it do?
Framing
 Multiplexing
 Synchronization
 Feedback (RTCP)

RTP packet format




Payload Type: 7 bits, providing 128
possible different types of encoding; eg
PCM, MPEG2 video, etc.
Sequence Number: 16 bits; used to
detect packet loss
RTP packet format (cont)




Timestamp: 32 bytes; gives the
sampling instant of the first audio/video
byte in the packet; used to remove jitter
introduced by the network
Synchronization Source identifier
(SSRC): 32 bits; an id for the source of a
stream; assigned randomly by the source
Timestamp vs. Sequence
No


Timestamps relates packets to real
time




Timestamp value sampled from a
media specific clock

Sequence number relates packets to
other packets
Audio silence example


Consider audio data type


What do you want to send during silence?
• Not sending anything



Why might this cause problems?
• Other side needs to distinguish between loss and
silence



Receiver uses Timestamps and sequence No.
to figure out what happened
RTP Control Protocol (RTCP)







Used in conjunction with RTP. Used to exchange
control information between the sender and the
receiver.
Three reports are defined: Receiver reception,
Sender, and Source description
Reports contain statistics such as the number of
packets sent, number
of packets lost,
inter-arrival jitter
Typically, limit the
RTCP bandwidth to 5%.
Approximately one
sender report for three
receiver reports
Outlines



Difference with classic applications
Classes of multimedia applications





Requirements/Constraints

Problems with today’s Internet and
solutions
Common multimedia protocols


RTP, RTCP



Accessing multimedia data through
a web server



Conclusion
Streaming Stored
Multimedia Example


Audio/Video file is segmented and sent
over either TCP or UDP, public
segmentation protocol: Real-Time
Protocol (RTP)



User interactive control is provided, e.g.
the public protocol Real Time
Streaming Protocol (RTSP)
Streaming Stored
Multimedia Example


Helper Application: displays content,
which is typically requested via a Web
browser; e.g. RealPlayer; typical
functions:






Decompression
Jitter removal
Error correction: use redundant packets to be
used for reconstruction of original stream
GUI for user control
Streaming from Web
Servers





Audio: in files sent as HTTP objects
Video (interleaved audio and images in one file,
or two separate files and client synchronizes the
display) sent as HTTP object(s)
A simple architecture is to have the Browser
request the object(s)
and after their
reception pass
them to the player
for display
- No pipelining
Streaming from a Web
Server (cont)






Alternative: set up connection between
server and player, then download
Web browser requests and receives a
Meta File
(a file describing the object) instead of
receiving the file itself;
Browser launches the appropriate Player
and passes it the Meta File;
Player sets up a TCP connection with a
streaming server Server and downloads
the file
Using a Streaming Server
Options when using a
streaming server




Use UDP, and Server sends at a rate (Compression and
Transmission) appropriate for client; to reduce jitter,
Player buffers initially for 2-5 seconds, then starts display
Use TCP, and sender sends at maximum possible rate
under TCP; retransmit when error is encountered; Player
uses a much large buffer to smooth delivery rate of TCP
Real Time Streaming
Protocol (RTSP)







For user to control display: rewind, fast forward,
pause, resume, etc…
Out-of-band protocol (uses two connections, one
for control messages (Port 554) and one for
media stream)
RFC 2326 permits use of either TCP or UDP for
the control messages connection, sometimes
called the RTSP Channel
As before, meta file is communicated to web
browser which then launches the Player; Player
sets up an RTSP connection for control messages
in addition to the connection for the streaming
media
Meta File Example
<title>Twister</title>
<session>
<group language=en lipsync>
<switch>
<track type=audio
e="PCMU/8000/1"
src =
"rtsp://audio.example.com/twister/audio.en/lofi">
<track type=audio
e="DVI4/16000/2" pt="90 DVI4/8000/1"
src="rtsp://audio.example.com/twister/audio.en/hifi">
</switch>
<track type="video/jpeg"
src="rtsp://video.example.com/twister/video">
</group>
</session>
RTSP Operations

C:C: SETUP rtsp://audio.example.com/twister/audio RTSP/1.0
PAUSE rtsp://audio.example.com/twister/audio.en/lofi RTSP/1.0
PLAY rtsp://audio.example.com/twister/audio.en/lofi RTSP/1.0
S: TEARDOWN rtsp://audio.example.com/twister/audio.en/lofi RTSP/1.0
RTSP/1.0 200 1 OK
Session: 4231
Session: 4231 Range: npt=0Transport: rtp/udp; npt=37
Session 4231
compression; port=3056; mode=PLAY
Outlines



Difference with classic applications
Classes of multimedia applications





Requirements/Constraints

Problems with today’s Internet and
solutions
Common multimedia protocols


RTP, RTCP



Accessing multimedia data through a web
server



Conclusion
Conclusion




None of the proposed solutions give a real
guarantee to the user that multimedia data will
arrive on time.
Couldn’t we reserve some bandwidth for our
multimedia transfer?

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Multimedia

  • 2. Outlines  Difference with classic applications  Classes of multimedia applications    Problems with today’s Internet and solutions Common multimedia protocols    Requirements/Constraints RTP, RTCP Accessing multimedia data through a web server Conclusion
  • 3. Difference with classic applications  Highly delay-sensitive   Packets are useless if they arrive too late Loss-tolerant (for the most part)  Packet loss can be concealed
  • 4. Outlines  Difference with classic applications  Classes of multimedia applications    Problems with today’s Internet and solutions Common multimedia protocols    Requirements/Constraints RTP, RTCP Accessing multimedia data through a web server Conclusion
  • 5. Classes of multimedia Applications Streaming Stored Audio and Video  Streaming Live Audio and Video  Real-Time Interactive Audio and Video  Others 
  • 6. Class: Streaming Stored Audio and Video     The multimedia content has been prerecorded and stored on a server User may pause, rewind, forward, etc… The time between the initial request and display start can be 1 to 10 seconds Constraint: after display start, the playout must be continuous
  • 7. Class: Streaming Live Audio and Video   Similar to traditional broadcast TV/radio, but delivery on the Internet Non-interactive just view/listen     Can not pause or rewind Often combined with multicast The time between the initial request and display start can be up to 10 seconds Constraint: like stored streaming, after display start, the playout must be continuous
  • 8. Class: Real-Time Interactive Audio and Video   Phone conversation/Video conferencing Constraint: delay between initial request and display start must be small    Video: <150 ms acceptable Audio: <150 ms not perceived, <400 ms acceptable Constraint: after display start, the playout must be continuous
  • 9. Class: Others  Multimedia sharing applications Download-and-then-play applications  E.g. Napster, Gnutella, Freenet   Distance learning applications Coordinate video, audio and data  Typically distributed on CDs 
  • 10. Outlines   Difference with classic applications Classes of multimedia applications  Requirements/Constraints  Problems with today’s Internet and solutions  Common multimedia protocols    RTP, RTCP Accessing multimedia data through a web server Conclusion
  • 11. Challenge  TCP/UDP/IP suite provides best-effort, no guarantees on expectation or variance of packet delay  Performance deteriorate if links are congested (transoceanic)  Most router implementations use only First-Come-First-Serve (FCFS) packet processing and transmission scheduling
  • 12. Problems and solutions  Limited bandwidth   Packet Jitter   Solution: Compression Solution: Fixed/adaptive playout delay for Audio (example: phone over IP) Packet loss  Solution: FEC, Interleaving
  • 13. Problem: Limited bandwidth Intro: Digitalization  Audio x samples every second (x=frequency)  The value of each sample is rounded to a finite number of values (for example 256). This is called quantization   Video Each pixel has a color  Each color has a value 
  • 14. Problem: Limited bandwidth Need for compression  Audio     CD quality: 44100 samples per seconds with 16 bits per sample, stereo sound 44100*16*2 = 1.411 Mbps For a 3-minute song: 1.441 * 180 = 254 Mb = 31.75 MB Video     For 320*240 images with 24-bit colors 320*240*24 = 230KB/image 15 frames/sec: 15*230KB = 3.456MB 3 minutes of video: 3.456*180 = 622MB
  • 15. Audio compression  Several techniques   GSM (13 kbps), G.729(8 kbps), G723.3(6.4 and 5.3kbps) MPEG 1 layer 3 (also known as MP3) • • • • Typical compress rates 96kbps, 128kbps, 160kbps Very little sound degradation If file is broken up, each piece is still playable Complex (psychoacoustic masking, redundancy reduction, and bit reservoir buffering) • 3-minute song (128kbps) : 2.8MB
  • 16. Image compression: JPEG     Divide digitized image in 8x8 pixel blocks Pixel blocks are transformed into frequency blocks using DCT (Discrete Cosine Transform). This is similar to FFT (Fast Fourier Transform) The quantization phase limits the precision of the frequency coefficient. The encoding phase packs this information in a dense fashion
  • 18. Video compression  Popular techniques MPEG 1 for CD-ROM quality video (1.5Mbps)  MPEG 2 for high quality DVD video (3-6 Mbps)  MPEG 4 for object-oriented video compression 
  • 19. Video Compression: MPEG  MPEG uses inter-frame encoding   Three frame types      I I frame: independent encoding of the frame (JPEG) P frame: encodes difference relative to I-frame (predicted) B frame: encodes difference relative to interpolated frame Note that frames will have different sizes Complex encoding, e.g. motion of pixel blocks, scene changes, …   Exploits the similarity between consecutive frames Decoding is easier then encoding MPEG often uses fixed-rate encoding B B P B B P B B I B B P B B
  • 21. MPEG System Streams   Combine MPEG video and audio streams in a single synchronized stream Consists of a hierarchy with meta data at every level describing the data      System level contains synchronization information Video level is organized as a stream of group of pictures Group of pictures consists of pictures Pictures are organized in slices …
  • 24. Problem: Packet Jitter  Jitter: Variation in delay Sender No jitter Receiver Jitter  6 5 5 Example pkt 6 pkt 5 6 4 3 4 2 3 2 1 1
  • 25. Dealing with packet jitter  How does Phone over IP applications limit the effect of jitter? A sequence number is added to each packet  A timestamp is added to each packet  Playout is delayed 
  • 26. Dealing with packet jitter Fixed playout delay  Fixed playout delay
  • 27. Dealing with packet jitter Adaptive playout delay  Objective is to use a value for p-r that tracks the network delay performance as it varies during a transfer. The following formulas are used: di = (1-u)di-1 + u(ri – ti) u=0.01 for example ν i = (1-u)ν i-1 + u|ri-ti-di| Where ti is the timestamp of the ith packet (the time pkt i is sent) ri is the time packet i is received pi is the time packet i is played di is an estimate of the average network delay ν i is an estimate of the average deviation of the delay from
  • 28. Problem: Packet loss Loss is in a broader sense: packet never arrives or arrives later than its scheduled playout time  Since retransmission is inappropriate for Real Time applications, FEC or Interleaving are used to reduce loss impact. 
  • 29. Recovering from packet loss Forward Error Correction  Send redundant encoded chunk every n chunks (XOR original n chunks)    If 1 packet in this group lost, can reconstruct If >1 packets lost, cannot recover Disadvantages   The smaller the group size, the larger the overhead Playout delay increased
  • 30. Recovering from packet loss Piggybacking Lo-fi stream  With one redundant low quality chunk per chunk, scheme can recover from single packet losses
  • 31. Recovering from packet loss Interleaving   Divide 20 msec of audio data into smaller units of 5 msec each and interleave Upon loss, have a set of partially filled chunks
  • 32. Recovering from packet loss Receiver-based Repair  The simplest form: Packet repetition   Replaces lost packets with copies of the packets that arrived immediately before the loss A more computationally intensive form: Interpolation  Uses Audio before and after the loss to interpolate a suitable packet to cover the loss
  • 34. Outlines   Difference with classic applications Classes of multimedia applications  Requirements/Constraints  Problems with today’s Internet and solutions  Common multimedia protocols    RTP, RTCP Accessing multimedia data through a web server Conclusion
  • 35. Real Time Protocol (RTP)  RTP logically extends UDP Sits between UDP and application  Implemented as an application library   What does it do? Framing  Multiplexing  Synchronization  Feedback (RTCP) 
  • 36. RTP packet format   Payload Type: 7 bits, providing 128 possible different types of encoding; eg PCM, MPEG2 video, etc. Sequence Number: 16 bits; used to detect packet loss
  • 37. RTP packet format (cont)   Timestamp: 32 bytes; gives the sampling instant of the first audio/video byte in the packet; used to remove jitter introduced by the network Synchronization Source identifier (SSRC): 32 bits; an id for the source of a stream; assigned randomly by the source
  • 38. Timestamp vs. Sequence No  Timestamps relates packets to real time   Timestamp value sampled from a media specific clock Sequence number relates packets to other packets
  • 39. Audio silence example  Consider audio data type  What do you want to send during silence? • Not sending anything  Why might this cause problems? • Other side needs to distinguish between loss and silence  Receiver uses Timestamps and sequence No. to figure out what happened
  • 40. RTP Control Protocol (RTCP)     Used in conjunction with RTP. Used to exchange control information between the sender and the receiver. Three reports are defined: Receiver reception, Sender, and Source description Reports contain statistics such as the number of packets sent, number of packets lost, inter-arrival jitter Typically, limit the RTCP bandwidth to 5%. Approximately one sender report for three receiver reports
  • 41. Outlines   Difference with classic applications Classes of multimedia applications    Requirements/Constraints Problems with today’s Internet and solutions Common multimedia protocols  RTP, RTCP  Accessing multimedia data through a web server  Conclusion
  • 42. Streaming Stored Multimedia Example  Audio/Video file is segmented and sent over either TCP or UDP, public segmentation protocol: Real-Time Protocol (RTP)  User interactive control is provided, e.g. the public protocol Real Time Streaming Protocol (RTSP)
  • 43. Streaming Stored Multimedia Example  Helper Application: displays content, which is typically requested via a Web browser; e.g. RealPlayer; typical functions:     Decompression Jitter removal Error correction: use redundant packets to be used for reconstruction of original stream GUI for user control
  • 44. Streaming from Web Servers    Audio: in files sent as HTTP objects Video (interleaved audio and images in one file, or two separate files and client synchronizes the display) sent as HTTP object(s) A simple architecture is to have the Browser request the object(s) and after their reception pass them to the player for display - No pipelining
  • 45. Streaming from a Web Server (cont)     Alternative: set up connection between server and player, then download Web browser requests and receives a Meta File (a file describing the object) instead of receiving the file itself; Browser launches the appropriate Player and passes it the Meta File; Player sets up a TCP connection with a streaming server Server and downloads the file
  • 47. Options when using a streaming server   Use UDP, and Server sends at a rate (Compression and Transmission) appropriate for client; to reduce jitter, Player buffers initially for 2-5 seconds, then starts display Use TCP, and sender sends at maximum possible rate under TCP; retransmit when error is encountered; Player uses a much large buffer to smooth delivery rate of TCP
  • 48. Real Time Streaming Protocol (RTSP)     For user to control display: rewind, fast forward, pause, resume, etc… Out-of-band protocol (uses two connections, one for control messages (Port 554) and one for media stream) RFC 2326 permits use of either TCP or UDP for the control messages connection, sometimes called the RTSP Channel As before, meta file is communicated to web browser which then launches the Player; Player sets up an RTSP connection for control messages in addition to the connection for the streaming media
  • 49. Meta File Example <title>Twister</title> <session> <group language=en lipsync> <switch> <track type=audio e="PCMU/8000/1" src = "rtsp://audio.example.com/twister/audio.en/lofi"> <track type=audio e="DVI4/16000/2" pt="90 DVI4/8000/1" src="rtsp://audio.example.com/twister/audio.en/hifi"> </switch> <track type="video/jpeg" src="rtsp://video.example.com/twister/video"> </group> </session>
  • 50. RTSP Operations C:C: SETUP rtsp://audio.example.com/twister/audio RTSP/1.0 PAUSE rtsp://audio.example.com/twister/audio.en/lofi RTSP/1.0 PLAY rtsp://audio.example.com/twister/audio.en/lofi RTSP/1.0 S: TEARDOWN rtsp://audio.example.com/twister/audio.en/lofi RTSP/1.0 RTSP/1.0 200 1 OK Session: 4231 Session: 4231 Range: npt=0Transport: rtp/udp; npt=37 Session 4231 compression; port=3056; mode=PLAY
  • 51. Outlines   Difference with classic applications Classes of multimedia applications    Requirements/Constraints Problems with today’s Internet and solutions Common multimedia protocols  RTP, RTCP  Accessing multimedia data through a web server  Conclusion
  • 52. Conclusion   None of the proposed solutions give a real guarantee to the user that multimedia data will arrive on time. Couldn’t we reserve some bandwidth for our multimedia transfer?