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Multimedia Networks 1
ELEC 5350 Multimedia NetworksIntroduction
Dr. Danny TsangECE, HKUST
Multimedia Networks 2
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 3
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
B
C
Multimedia Networks 4
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 5
Internet Users Growth
Source: www.isc.org
1B mobile users by 2005 and 1B Internet users by 200590% of all new mobile phones will have internet access by 2003 (Morgan Stanley Dean Witter, May 2000)
Multimedia Networks 6
Multimedia over IP Networks
Music Streaming
Information SearchMovies
StreamingFinance,
Brokerage
Digital Photos
Internet
Video ClipAttachment
VideoConference
VoIP
Wireless Wireless BrowsingBrowsing
Multimedia Networks 7
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 8
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 packet-switched 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 9
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 10
IP Network
Multimedia PC
Multimedia PC
Initially, PC to PC voice calls over the
Internet
PSTN(NY)
Gateway
PSTN(HK)
Gateway
Public Switched Telephone Network
Gateways allow PCs to also reach phones
…or phones to reach phones
Multimedia Networks 11
Difference in Traditional and IP Phones
Traditional phone
1. Samples analog input at frequent intervals
2. describes the samples numerically
3. converts the results into a sequence of binary numbers (0,1)
4. sends that binary sequence as a series of electrical "pulses."
IP phone
1. Samples analog input at frequent intervals
2. describes the samples numerically
3. converts the results into a sequence of binary numbers (0,1)
4. packs the sampled data into packets with UDP/IP headers and send them out
Multimedia Networks 12
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 13
Difference in Phone and Data Networks
Traditional telephony circuit switching time-division
multiplexing
Data Networks packet switching statistical
multiplexing
V.S.
Multimedia Networks 14
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 15
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 16
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 17
ProgramProgramProgramProgramProgramProgramProgramService
Provider
ProgramProgramProgramConsumer
IP
Underline TP(Broadcasting)
Underline TP(Fixed/Wireless)
Underline TP(Mobile)
Platform Platform
Platform
•Media Processing•Codec Control•Common Platform
•QoS•Broadcasting/ Multicasting/ Unicasting etc.•Traffic control•Security
•IPTV Services•Additional Services•Service Control
•Transport Capability (Broadband etc.)
•Service/User Profile•Security
Configuration of IPTV Standards
Multimedia Networks 18
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 serverin S. America CDN server
in Europe
CDN serverin Asia
Multimedia Networks 19
CDN example
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
HTTP request for
www.foo.com/sports/sports.html
DNS query for www.cdn.com
HTTP request for
www.cdn.com/www.foo.com/sports/ruth.gif
1
2
3
Origin server
CDNs authoritative DNS server
NearbyCDN server
CDN company (cdn.com) distributes gif files uses its authoritative
DNS server to route redirect requests
Multimedia Networks 20
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 21
Definition of P2P1. Significant autonomy from central servers2. Exploits resources at the edges of the Internet
storage and content CPU cycles bandwidth
3. 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 22
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 23
P2P Overview
Centralized Database Napster
Query Flooding Gnutella
Query Flooding & Supernode KaZaA
Swarming BitTorrent
Multimedia Networks 24
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 25
KaZaA: Architecture
“Supernodes”
Multimedia Networks 26
KaZaA: Publish
I have X!
Publish
insert(X, 123.2.21.23)
123.2.21.23
Multimedia Networks 27
KaZaA: Search
Where is file A?
Query
search(A)=>123.2.0.18
search(A)=>123.2.22.50
Replies
123.2.0.18
123.2.22.50
Multimedia Networks 28
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 29
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 30
BitTorrent: Publish
Tracker
URL1. Generate file.torrent
2. Activate file sharing
3. Become the first member of the peer list for file.torrent
file.torrent info:• Length• Name• Hash• URL of tracker
Publisher
Multimedia Networks 31
BitTorrent: Download
Tracker
URL1. Get file.torrent
2. Contact
3. Get a list of peers for file.torrent
4. Download
file.torrent info:• Length• Name• Hash• URL of tracker
Downloader
Multimedia Networks 32
BitTorrent: Download
Seed
Multimedia Networks 33
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 34
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 35
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 36
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 QoSQoS 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 37
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 38
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
Multimedia Networks 39
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 40
Streaming Stored Multimedia: What is it?
1. videorecorded
2. videosent
3. video received,played out at client
Cum
ula
tive
data
streaming: at this time, client playing out early part of video, while server still sending laterpart of video
networkdelay
time
Multimedia Networks 41
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 42
Streaming Live Multimedia
Examples: Internet radio talk show Live sporting eventStreaming playback buffer playback can lag tens of seconds after
transmission still have timing constraintInteractivity fast forward impossible rewind, pause possible!
Multimedia Networks 43
Interactive, Real-Time Multimedia
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?
applications: IP telephony, video conference, distributed interactive worlds
Multimedia Networks 44
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
Multimedia Networks 45
Multimedia Over Today’s InternetTCP/UDP/IP: “best-effort service” no guarantees on delay, loss
Today’s Internet multimedia applications use application-level techniques to mitigate
(as best possible) effects of delay, loss
But you said multimedia apps requiresQoS and level of performance to be
effective!
?? ???
?
? ??
?
?
Multimedia Networks 46
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 47
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 48
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 49
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 50
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
jitter removal decompression error concealment graphical user interface
w/ controls for interactivity
Media Player
Multimedia Networks 51
Internet multimedia: simplest approach
audio, video not streamed: no, “pipelining,” long delays until playout!
audio or video stored in file files transferred as HTTP object
received in entirety at client then passed to player
Multimedia Networks 52
Internet multimedia: streaming approach
browser GETs metafile browser launches player, passing metafile player contacts server server streams audio/video to player
Multimedia Networks 53
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 54
constant bit rate videotransmission
Cum
ula
tive
data
time
variablenetwork
delay
client videoreception
constant bit rate video playout at client
client playoutdelay
bu
ffere
dvid
eo
Streaming Multimedia: Client Buffering
Client-side buffering, playout delay compensate for network-added delay, delay jitter
Multimedia Networks 55
Streaming Multimedia: Client Buffering
Client-side buffering, playout delay compensate for network-added delay, delay jitter
bufferedvideo
variable fillrate, x(t)
constant drainrate, d
Multimedia Networks 56
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 57
Streaming Multimedia: client rate(s)
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
1.5 Mbps encoding
28.8 Kbps encoding
Multimedia Networks 58
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 59
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 “in-band” 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 60
RTSP Operation
Multimedia Networks 61
Real-time interactive applications
PC-2-PC phone instant messaging
services are providing this
PC-2-phone Dialpad Net2phone
videoconference with Webcams
Going to now look at a Internet phone example in detail
Multimedia Networks 62
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 63
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 64
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 65
constant bit ratetransmission
Cum
ula
tive
data
time
variablenetwork
delay(jitter)
clientreception
constant bit rate playout at client
client playoutdelay
bu
ffere
ddata
Delay Jitter
Consider the end-to-end delays of two consecutive packets: difference can be more or less than 20 msec
Multimedia Networks 66
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 67
Fixed Playout Delay
packets
tim e
packetsgenerated
packetsreceived
loss
r
p p '
playout schedulep' - r
playout schedulep - 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’
Multimedia Networks 68
Adaptive Playout Delay, I
packetith receivingafter delay network average of estimated
acketpith for delay network tr
receiverat played is ipacket timethep
receiverby received is ipacket timether
packetith theof timestampt
i
ii
i
i
i
Dynamic estimate of average delay at receiver:
)()1( 1 iiii trudud
where u is a fixed constant (e.g., u = .01).
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.
Multimedia Networks 69
Adaptive playout delay II
Also useful to estimate the average deviation of the delay, vi :
||)1( 1 iiiii dtruvuv
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:
iiii Kvdtp
where K is a positive constant.
Remaining packets in talkspurt are played out periodically
Multimedia Networks 70
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.
Multimedia Networks 71
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
Multimedia Networks 72
Recovery from packet loss (2)
2nd FEC scheme• “piggyback lower quality stream” • send lower resolutionaudio stream as theredundant information• for example, nominal stream PCM at 64 kbpsand redundant streamGSM at 13 kbps.
• Whenever there is non-consecutive loss, thereceiver can conceal the loss. • Can also append (n-1)st and (n-2)nd low-bit ratechunk
Multimedia Networks 73
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
Multimedia Networks 74
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
Multimedia Networks 75
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 serverin S. America CDN server
in Europe
CDN serverin Asia
Multimedia Networks 76
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 77
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:
Multimedia Networks 78
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
packet marking needed for router to distinguish between different classes; and new router policy to treat packets accordingly
Principle 1
Multimedia Networks 79
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)
provide protection (isolation) for one class from othersPrinciple 2
Multimedia Networks 80
Principles for QOS Guarantees (more)
Allocating fixed (non-sharable) bandwidth to flow: inefficient use of bandwidth if flows doesn’t use its allocation
While providing isolation, it is desirable to use resources as efficiently as possible
Principle 3
Multimedia Networks 81
Principles for QOS Guarantees (more)
Basic fact of life: can not support traffic demands beyond link capacity
Call Admission: flow declares its needs, network may block call (e.g., busy signal) if it cannot meet needs
Principle 4
Multimedia Networks 82
Summary of QoS Principles
Let’s next look at mechanisms for achieving this ….
Multimedia Networks 83
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 84
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
Multimedia Networks 85
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?
Multimedia Networks 86
Scheduling Policies: still moreround robin scheduling: multiple classes cyclically scan class queues, serving one from each class (if available) real world example?
Multimedia Networks 87
Scheduling Policies: still more
Weighted Fair Queuing: generalized Round Robin each class gets weighted amount of service in
each cycle real-world example?
Multimedia Networks 88
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)
Multimedia Networks 89
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).
Multimedia Networks 90
Policing Mechanisms (more)
token bucket, WFQ combine to provide guaranteed upper bound on delay, i.e., QoS guarantee!
WFQ
token rate, r
bucket size, b
per-flowrate, R
D = b/Rmax
arrivingtraffic
Multimedia Networks 91
Multimedia Networking: Summary
multimedia applications and requirements
making the best of today’s best effort service
scheduling and policing mechanisms