Chapter 6 Multimedia Networking

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Chapter 6 Multimedia Networking A note on the use of these ppt slides: We’re making these slides freely available to all (faculty, students, readers). They’re in powerpoint form so you can add, modify, and delete slides (including this one) and slide content to suit your needs. They obviously represent a lot of work on our part. In return for use, we only ask the following: If you use these slides (e.g., in a class) in substantially unaltered form, that you mention their source (after all, we’d like people to use our book!) If you post any slides in substantially unaltered form on a www site, that you note that they are adapted from (or perhaps identical to) our slides, and note our copyright of this material. Thanks and enjoy! JFK / KWR All material copyright 1996-2002 J.F Kurose and K.W. Ross, All Rights Reserved Computer Networking: A Top Down Approach Featuring the Internet, 2nd edition. Jim Kurose, Keith Ross Addison-Wesley, July 2002.

Multimedia, Quality of Service: What is it? Multimedia applications: network audio and video (“continuous media”) network provides application with level of performance needed for application to function. QoS

Chapter 6: Goals Principles Classify multimedia applications Identify the network services the apps need Making the best of best effort service Mechanisms for providing QoS Protocols and Architectures Specific protocols for best-effort Architectures for QoS

Chapter 6 outline 6.1 Multimedia Networking Applications 6.2 Streaming stored audio and video RTSP 6.3 Real-time Multimedia: Internet Phone Case Study 6.4 Protocols for Real-Time Interactive Applications SIP

MM 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

Streaming Stored Multimedia 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

Streaming Stored Multimedia: What is it? streaming: at this time, client playing out early part of video, while server still sending later part of video 3. video received, played out at client Cumulative data 2. video sent 1. video recorded network delay time

Delay Jitter constant bit rate transmission client constant bit variable network delay (jitter) client reception constant bit rate playout at client client playout delay Cumulative data buffered data time

Jitter: Definitions Input: t0, …, tn Delay Jitter: Rate Jitter Delay jitter J For every k: |t0 + kX - tk |  J X = (tn - t0) / n Rate Jitter Rate Jitter A Ik = tk - tk-1 For every k and j: |Ij - Ik|  A Jitter and buffering delay versus jitter

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

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!

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?

Internet Multicasting

Multicast: Connecting multiple users Unicast: connecting two users Multicast: connecting multiple users Conference call Event broadcast Chat room Supporting multicast Multiple unicast Inefficient Build a multicast tree Assume cost on links

The Multicast Problem ? GIVEN: Network GIVEN: User Requests (and quality of service requirements) ESTABLISH: Efficient distribution (trees)

What is The Need for Multicasting? Use bandwidth efficiently Replace many unicast connections with one multicast connection Duplicate packets only when necessary Theoretical model Links have cost Find the minimum cost multicast tree 3 times the traffic

Steiner Tree Problem Input: Output: Optimization: Minimum cost Given a graph G(V,E) Costs on edges: Cost(e) Set of terminal nodes S Output: Tree T, Includes all the nodes in S Optimization: Minimum cost Complexity: NP-complete

Steiner Tree: MST Heuristic define GS = complete graph on terminals edge cost = shortest path cost find TMST = MST of GS replace each edge of TMST with the path in G output TMST

MST Approximation ratio MST is at least 2-approximation TMST = output of MST algo (on GS) T* = optimal Steiner Tree in G Cost(TMST,G) ≤ Cost(TMST,GS) Cost(T*,GS) ≤ 2 Cost(T*,G) Cost(TMST,GS) ≤ Cost(T*,GS) Conclusion: Cost(TMST,G) ≤ 2C ost(T*,GS) MST is at most 2-approximation Edges cost black = 2 red =1 MST cost = 2k-2, OPT cost = k Ratio 2-(1/k) 1 2 3 k 5 4

Multicast: Online setting Online Steiner problem Terminal arrive one at a time Need to allocate a tree to current terminals Online Greedy : At time t: Current tree Tt-1 arriving terminal vt Find shortest path Pv from vt to Tt-1 Let Tt be the union of Pv and Tt-1

Performance of Online Greedy Sort terminal by their cost cost(u1) ≥ cost(u2) ≥ … ≥ cost(un) CLAIM: cost(uk) ≤ 4 OPT/k (need to prove it …) Assuming the claim: cost(T) = cost(u1) + … + cost(un) ≤ 4 OPT/1 + … + 4OPT/n ≤ 4 OPT(1 + ½ + ⅓+¼+⅛… + 1/n) ≈ 4 ln(n) OPT

Proving the claim Consider Uk= {u1 , … , uk} Suppose cost(uk) > 4 OPT /k, Then cost(ui) > 4 OPT/k, for i<k (they where sorted) Every ui and uj are distance at least 4 OPT/k Let GS be the graph on Uk with cost = shortest distance Let TU be the MST of GS Cost (Tu) > 4(k-1) OPT/k ≥ 2 OPT Contradiction to the MST heuristic which is at 2-approximation! QED

Chapter 6 outline 6.1 Multimedia Networking Applications 6.2 Streaming stored audio and video RTSP 6.3 Real-time Multimedia: Internet Phone Case Study 6.4 Protocols for Real-Time Interactive Applications SIP

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

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!

Internet multimedia: streaming approach browser GETs metafile browser launches player, passing metafile player contacts server server streams audio/video to player

Streaming from a streaming server This architecture allows for non-HTTP protocol between server and media player Can also use UDP instead of TCP.

Streaming Multimedia: Client Buffering constant bit rate video transmission variable network delay client video reception constant bit rate video playout at client client playout delay Cumulative data buffered video time Client-side buffering, playout delay compensate for network-added delay, delay jitter

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

Streaming Multimedia: UDP or TCP? 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

Streaming Multimedia: client rate(s) 1.5 Mbps encoding 28.8 Kbps encoding Q: how to handle different client receive rate capabilities? 0.5+ Kbps ADSL 100Mbps Ethernet A: server stores, transmits multiple copies of video, encoded at different rates

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

Chapter 6 outline 6.1 Multimedia Networking Applications 6.2 Streaming stored audio and video RTSP 6.3 Real-time, Interactive Multimedia: Internet Phone Case Study 6.4 Protocols for Real-Time Interactive Applications SIP

Real-time interactive applications Going to now look at a PC-2-PC Internet phone example in detail PC-2-PC phone instant messaging services are providing this PC-2-phone videoconference with Webcams

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.

Basic IP Telephony Audio Packet Transfer … Digitization (e.g., sampling at 8kHz, 16 bits per sample, i.e, 128 kb/s or 320 bytes per 20 ms) Real-time compression/encoding (e.g., G.729A at 8 kb/s) Transport to remote IP address and port number over UDP (Why not TCP?) Processing on receiver side is the reverse

Basic IP Telephony: Sampling, Quantization, Encoding +127 10101111…01101101 +0 -127 Sample at twice the highest voice frequency 2 x 4000=8000 Round off samples to one of 256 levels (introduces noise)

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.

Basic IP Telephony: Problems with UDP Sender 1 2 3 4 5 6 7 (a) (b) 1 2 3 5 7 6 timeline Receiver Unreliable UDP Packet loss Out-of-order (very rarely) Jitter (delay variation)

Basic IP Telephony: Receive buffer Sequence number: to detect packet loss; Just ignore the loss! Receive buffer: to absorb jitter Sender 1 2 3 4 5 6 7 8 9 1 2 3 4 1 2 3 5 7 6 8 9 2 3 4 Receiver 1 2 7 1 2 5 7 8 9 2 3 1 2 3 5 6 7 8 9 2

Basic IP Telephony: Timestamp Vs sequence number Silence suppression Variable length packets Sender t1 t2 t3 t4 t5 t6 t7 t8 t9 1 2 3 Silence … 4 5 6 7 1 2 3 4 5 6 7 Receiver Playout time vs packet loss detection

Basic IP Telephony : Real-time Transport Protocol - RTP IP header V CC M Payload type Sequence number P X UDP header Timestamp (proportional to sampling time) RTP Header Source identifier (SSrc) Encoded Audio Optional contributors’ list (CSrc) msg Ver, Version. 2 bits. RTP version number. Always set to 2. P, Padding. 1 bit. If set, this packet contains one or more additional padding bytes at the end which are not part of the payload. The last byte of the padding contains a count of how many padding bytes should be ignored. Padding may be needed by some encryption algorithms with fixed block sizes or for carrying several RTP packets in a lower-layer protocol data unit. X, Extension. 1 bit. If set, the fixed header is followed by exactly one header extension. CC, CSRC count. 4 bits. The number of CSRC identifiers that follow the fixed header. M, Marker. 1 bit. The interpretation of the marker is defined by a profile. It is intended to allow significant events such as frame boundaries to be marked in the packet stream. A profile may define additional marker bits or specify that there is no marker bit by changing the number of bits in the payload type field. PT, Payload Type. 7 bits. Identifies the format of the RTP payload and determines its interpretation by the application. A profile specifies a default static mapping of payload type codes to payload formats. Additional payload type codes may be defined dynamically through non-RTP means. An RTP sender emits a single RTP payload type at any given time; this field is not intended for multiplexing separate media streams. sendto(…, msg, …) recvfrom(…, msg, …)

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

Fixed Playout Delay First packet received at time r 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’

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. Dynamic estimate of average delay at receiver: where u is a fixed constant (e.g., u = .01).

Adaptive playout delay II Also useful to estimate the average deviation of the delay, vi : 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: where K is a positive constant. Remaining packets in talkspurt are played out periodically

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.

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

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

Recovery from packet loss (3) Interleaving chunks are broken up into smaller units for example, 4 -5 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

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

Chapter 6 outline 6.1 Multimedia Networking Applications 6.2 Streaming stored audio and video RTSP 6.3 Real-time, Interactive Multimedia: Internet Phone Case Study 6.4 Protocols for Real-Time Interactive Applications SIP

SIP Session Initiation Protocol Comes from IETF SIP long-term vision All telephone calls and video conference calls take place over the Internet People are identified by names or e-mail addresses, rather than by phone numbers. You can reach the callee, no matter where the callee roams, no matter what IP device the callee is currently using.

SIP Services Setting up a call Determine current IP address of callee. Provides mechanisms for caller to let callee know she wants to establish a call Provides mechanisms so that caller and callee can agree on media type and encoding. Provides mechanisms to end call. Determine current IP address of callee. Maps mnemonic identifier to current IP address Call management Add new media streams during call Change encoding during call Invite others Transfer and hold calls

Setting up a call to a known IP address Alice’s SIP invite message indicates her port number & IP address. Indicates encoding that Alice prefers to receive (PCM ulaw) Bob’s 200 OK message indicates his port number, IP address & preferred encoding (GSM) SIP messages can be sent over TCP or UDP; here sent over RTP/UDP. Default SIP port number is 5060.

Setting up a call (more) Codec negotiation: Suppose Bob doesn’t have PCM ulaw encoder. Bob will instead reply with 606 Not Acceptable Reply and list encoders he can use. Alice can then send a new INVITE message, advertising an appropriate encoder. Rejecting the call Bob can reject with replies “busy,” “gone,” “payment required,” “forbidden”. Media can be sent over RTP or some other protocol.

Example of SIP message INVITE sip:bob@domain.com SIP/2.0 Via: SIP/2.0/UDP 167.180.112.24 From: sip:alice@hereway.com To: sip:bob@domain.com Call-ID: a2e3a@pigeon.hereway.com Content-Type: application/sdp Content-Length: 885 c=IN IP4 167.180.112.24 m=audio 38060 RTP/AVP 0 Notes: HTTP message syntax sdp = session description protocol Call-ID is unique for every call. Here we don’t know Bob’s IP address. Intermediate SIP servers will be necessary. Alice sends and receives SIP messages using the SIP default port number 5060. Alice specifies in Via: header that SIP client sends and receives SIP messages over UDP

Name translation and user location Caller wants to call callee, but only has callee’s name or e-mail address. Need to get IP address of callee’s current host: user moves around DHCP protocol user has different IP devices (PC, PDA, car device) Result can be based on: time of day (work, home) caller (don’t want boss to call you at home) status of callee (calls sent to voicemail when callee is already talking to someone) Service provided by SIP servers: SIP registrar server SIP proxy server

SIP Registrar When Bob starts SIP client, client sends SIP REGISTER message to Bob’s registrar server (similar function needed by Instant Messaging) Register Message: REGISTER sip:domain.com SIP/2.0 Via: SIP/2.0/UDP 193.64.210.89 From: sip:bob@domain.com To: sip:bob@domain.com Expires: 3600

SIP Proxy Alice send’s invite message to her proxy server contains address sip:bob@domain.com Proxy responsible for routing SIP messages to callee possibly through multiple proxies. Callee sends response back through the same set of proxies. Proxy returns SIP response message to Alice contains Bob’s IP address Note: proxy is analogous to local DNS server

Example Caller jim@umass.edu with places a call to keith@upenn.edu (1) Jim sends INVITE message to umass SIP proxy. (2) Proxy forwards request to upenn registrar server. (3) upenn server returns redirect response, indicating that it should try keith@eurecom.fr (4) umass proxy sends INVITE to eurecom registrar. (5) eurecom registrar forwards INVITE to 197.87.54.21, which is running keith’s SIP client. (6-8) SIP response sent back (9) media sent directly between clients. Note: also a SIP ack message, which is not shown.

Comparison with H.323 H.323 is another signaling protocol for real-time, interactive H.323 is a complete, vertically integrated suite of protocols for multimedia conferencing: signaling, registration, admission control, transport and codecs. SIP is a single component. Works with RTP, but does not mandate it. Can be combined with other protocols and services. H.323 comes from the ITU (telephony). SIP comes from IETF: Borrows much of its concepts from HTTP. SIP has a Web flavor, whereas H.323 has a telephony flavor. SIP uses the KISS principle: Keep it simple stupid.