Title: Peer-to-Peer 3D Streaming Dissertation Oral Exam
1Peer-to-Peer 3D StreamingDissertation Oral Exam
- Shun-Yun Hu
- Department of Computer Science and Information
Engineering - National Central University
- Dissertation Advisor Prof. Jehn-Ruey Jiang
- 2009/11/17
2(No Transcript)
3(No Transcript)
4(No Transcript)
5Motivation
- Two trends in virtual environments (VEs)
- Larger and more dynamic content
- More worlds
- Content streaming is needed
- 80 - 90 content is 3D (e.g., 3D streaming)
- How to support millions of concurrent users?
6Imagine you start with a globe
7Zoom in
8To Chung-Li
9and NCU
10Right now its flat
11But in the near future
12Outline
- Introduction
- Background
- A Model for P2P 3D Streaming
- The Design and Evaluation of FLoD
- FLoD Extensions
- Discussions
- Conclusion
13What is 3D streaming?
- Continuous and real-time delivery of 3D content
- over network connections to allow
- user interactions without a full download.
14Object streaming
- Hoppe 1996
- Progressive Meshes
15Scene streaming
- Multiple objects
- Object selection transmission
- Teler Lischinski
- 2001
16Visualization streaming
- Large volume
- Time-varying
- Resource intensive
- Olbrich Pralle
- 1999
17Image-based streaming
- Server-rendered
- Thin clients
- Less responsive
- Cohen-Or et. al.
- 2002
183D streaming vs. media streaming
- Video / audio media streaming is very matured
- User access patterns are different for 3D content
- Highly interactive ? Latency-sensitive
- Behaviour-dependent ? Non-sequential
- Analogy
- Constant frequent switching of multiple channels
19The scalability problem
- Client-server has inherent resource limit
Resource limit
Funkhouser95
20A potential solution
- Peer-to-Peer Use the clients resources
Resource limit
Keller Simon 2003
21Outline
- Introduction
- Background
- A Model for P2P 3D Streaming
- The Design and Evaluation of FLoD
- FLoD Extensions
- Discussions
- Conclusion
22World model area of interest (AOI)
23Model and assumptions
- For a given object (mesh or texture)
- All content is initially stored at a server
24State vs. content management
- State management
- Small updatable ( KB)
- May require security / anti-cheating
- Ex. Avatar positions, health points, equipments
- Content management
- Large relatively static ( MB)
- May authenticate via hashing
- Ex. 3D polygonal models textures
253D streaming requirements
- Streaming quality
- User's perspective
- how much? how fast?
- Speed
- Scalability
- Server's perspective
- How to offload?
- Concurrent users
26Challenges for P2P 3D streaming
- Distributed visibility determination
- Minimize server involvement
- Efficient determination without global knowledge
- Dynamic group management
- Discovery of data sources
- Continuous avatar movements and real-time
constrain - Peer piece selection
- Optimal visual quality
- Content availability and bandwidth constrain
27A conceptual model
- Pre-install movement, rendering (client)
- 3D streaming partition fragmentation (serv
er) - prefetching prioritization (client)
- P2P selection (client)
28P2P 3D streaming issues
- Object discovery
- Source discovery
- State exchange
- Content exchange
P2P video/file sharing
29Outline
- Introduction
- Background
- A Model for P2P 3D Streaming
- The Design and Evaluation of FLoD
- FLoD Extensions
- Discussions
- Conclusion
30Observation
- Users tend to cluster at hotspots
- Overlapped visibility shared content
31Object discovery via scene descriptions
- star self triangles neighbors
- circle AOI rectangles objects
32Source (neighbor) discovery via VON
Voronoi diagrams identify boundary neighbors for
neighbor discovery
Non-overlapped neighbors
Boundary neighbors
New neighbors
Hu et al., IEEE Network, 2006
33Flowing Level-of-Details (FLoD)
- Object discovery scene descriptions
- Source discovery VON
- State exchange query-response (pull)
- Content exchange random peer selection
- sequential piece selection
34System architecture
- Data flows
- (A) scene request list (B) scene
descriptions - (C) piece request list (D) object pieces
35Prototype experiment
- Progressive models in a scene (by NTU)
- Peer-to-peer AOI neighbor requests (by NCU)
36Prototype experiment
- Data
- 3D scene from a game demo (total 50 MB)
- Setup
- 100 Mbps LAN
- 10 participants, 48 logins captured in 40 min.
- Results
- Found matching client upload download
- Avg. server request ratio (SRR) 36
37Simulation setup
- Environment
- 1000x1000 world, 100ms / step, 3000 steps
- client 1 Mbps / 256 Kbps, server 10 Mbps
(both)? - Objects
- Random object placement (500 objects)?
- Object size based on prototype ( 15 KB / object)
- User behavior
- Random clustering movement (1.5 ln(n)
hotspots)?
38(No Transcript)
39Simulation metrics
- Scalability
- Bandwidth usage (Kbytes / sec)
- Server request ratio ( obtained from server)
- Streaming quality
- Base latency (delay to obtain 1st piece)
- Fill ratio (obtained / visible data)
40Server bandwidth usage
41Client bandwidth usage (random)
42Client bandwidth usage (cluster)?
43Effect of user density
44Fill ratio
45Base latency
46Effect of upload bandwidth
47Outline
- Introduction
- Background
- A Model for P2P 3D Streaming
- The Design and Evaluation of FLoD
- FLoD Extensions
- Discussions
- Conclusion
48Problems with basic FLoD
- Source discovery too few sources
- State exchange pull may be slow
- Content exchange better than random?
- Real environment considerations
- Peer heterogeneity
- Bandwidth utilization
49FLoD enhancements
- Enhanced peer piece selection
- Wei-Lun Sung (ACM NOSSDAV08)
- Bandwidth-aware streaming
- Chien-Hao Chien (ACM NetGames09)
50Enhanced Selection
- Proactive notification of availability (push)
- Periodic incremental exchange of content
availability information with neighbors.
incremental content information
Msg_Type
Obj_ID
Max_PID
Obj_ID
Max_PID
????
50/
51Multi-Level AOI Request
- Localized requests may prevent contentions
- Peers request from closer neighbors/levels first
51/
52Simulation Environment
- Compare enhanced strategy with FLoD
53Base Latency
53/
54Fill ratio
54/
55Bandwidth-aware Peer Selection
- Region-based Peer List to increase sources
- Pre-allocation of connection channels
- Multi-source peer selection
- Channel neighbors (bandwidth reservation)
- AOI neighbors (no response guarantee)
- Server (no response guarantee)
- Tit-for-Tat peer selection (from BitTorrent)
- Channel-neighbor first
- Higher contributor first
56Simulation environment
World Size 1000 x 1000 (units)
Cell Size 100 x 100 (units)
AOI Radius 100 (units)
Time steps 1500 (steps/ sec)
Object Data Size Range 100 300 (KB)
of Base Piece 10
Refinement Piece Size 5 (KB)
Server Bandwidth Download/Upload 1000/ 1000 (KB/sec)
User Bandwidth Distribution User Bandwidth Distribution User Bandwidth Distribution
Downlink (KB/sec) Uplink (KB/sec) Fraction of nodes
96 10 0.05
187 30 0.45
375 100 0.40
1250 625 0.10
Bharambe et al, 2006
57Streaming quality ( BW utilization)
- 100 to 500 objects, fixed at 100 peers
58System scalability
- 50 to 450 peers, fixed 300 objects
59Fill ratio time-series (QoS)
60Outline
- Introduction
- Background
- A Model for P2P 3D Streaming
- The Design and Evaluation of FLoD
- FLoD Extensions
- Discussions
- Conclusion
61LODDT (Cavagna et al. 2006)
Object
Tree Node
Aura
U
62HyperVerse (Botev et al, 2008)
- Backbone overlay architecture
63Comparisons
64Outline
- Introduction
- Background
- A Model for P2P 3D Streaming
- The Design and Evaluation of FLoD
- FLoD Extensions
- Discussions
- Conclusion
65Summary
- P2P 3D streaming has four main issues
- Object discovery
- Source discovery
- State exchange
- Content exchange
- FLoD demonstrates that P2P allows
- Much lower server resource usage
- Better performance in crowding
- FLoDs performance can be enhanced with
- Pushed-based state exchange
- Pre-allocated fixed-size bandwidth channels
66Conclusion
- 3D streaming could become an important net
traffic - Non-sequential access
- Latency-sensitive
- Peer-to-peer streaming is promising
- Reduce server resource usage
- Dynamic interest groups
- New area with many interesting issues
- Graphics progressive encoding / decoding,
compression - Networking group discovery, prefetching,
topology, versioning
67Future works
- Practical Adoptions
- Dynamic content update
- Topology-aware P2P 3D streaming
- Secure P2P 3D streaming
- Open questions
- Many small worlds vs. one large world
- High-definition (HD) content
- Incentives killer apps
68FLoD publications
- Shun-Yun Hu, "A Case for 3D Streaming on
Peer-to-Peer Networks," in Proc. ACM Web3D, Apr.
2006, pp. 57-63. - Shun-Yun Hu, Ting-Hao Huang, Shao-Chen Chang,
Wei-Lun Sung, Jehn-Ruey Jiang, and Bing-Yu Chen,
"FLoD A Framework for Peer-to-Peer 3D
Streaming," in Proc. IEEE INFOCOM, pp. 1373-1381,
Apr. 2008. - Wei-Lun Sung, Shun-Yun Hu, and Jehn-Ruey Jiang,
"Selection Strategies for Peer-to-Peer 3D
Streaming," in Proc. NOSSDAV, May. 2008. - Chang-Hua Wu, Shun-Yun Hu, and Li-Ming Tseng,
"Discovery of Physical Neighbors for P2P 3D
Streaming," in Proc. ICUMT, Oct. 2009. - Mo-Che Chan, Shun-Yun Hu, and Jehn-Ruey Jiang,
"Secure Peer-to-Peer 3D Streaming," Multimedia
Tools and Applications, vol. 45, no. 1-3, Oct.
2009, pp. 369-384. - Chien-Hao Chien, Shun-Yun Hu, and Jehn-Ruey
Jiang, "Bandwidth-Aware Peer-to-Peer 3D
Streaming," in Proc. NetGames, Nov. 2009. - Shun-Yun Hu, Jehn-Ruey Jiang, and Bing-Yu Chen,
"Peer-to-Peer 3D Streaming," IEEE Internet
Computing, to appear, 2009.
69Q A
- Thank you!
- http//ascend.sourceforge.net
70Related work
- 3D streaming
- Progressive meshes Hoppe 96
- Geometry image Gu et al. 02
- Scene streaming Teler and Lischinski 2001
- P2P media streaming
- Zigzag, oStream, Coolstreaming, Prime
- Nonlinear media streaming
- Channel Set Adaptation (CSA) Gotz, 2006
- P2P 3D streaming
- LOD-DT Cavagna et al. 2006
71Secure P2P 3D streaming
- How to authenticate content from untrusted peers?
- Four types of content
- Whole model (digital signature)
- Linear stream (hash chain)
- Independent stream (Rabin-based)
- Partially linear stream (hash DAG)
72Cache utilization
73Experimental results
74Extended Candidate Buffer
- Non-AOI neighbors may still possess data
- Maintain extra list of non-AOI neighbors
S
R
Obj
74/