Multi-Source Latency Variation Synchronization for Collaborative Applications

Abhishek Bhattacharya, Zhenyu Yang, Deng Pan
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引用次数: 2

Abstract

Various distributed multi-source applications such as 3D Virtual Immersive Systems (3DVIS), 2D/3D Videoconferencing, Multi-party games, etc. require the construction of a multicast overlay through which the video blocks are streamed from source to receiver. The most general multicast model involves a single source and a set of receiver nodes also known as multicast set with a single stream to each receiver. In this paper, we are interested to investigate a different multicast model consisting of multiple sources and receivers which is quite common in 3DVIS/video conferencing applications where each node serves both as a source and a receiver. The problem of constructing a multicast overlay for multi-source is hard and we are interested to guarantee certain QoS constraints such as end-to-end latency and latency variations. Latency variation constraints are very important in collaborative applications for maintaining realtime interactivity and multi-stream synchronization. We present an efficient heuristic solution for the muti-source multicast construction problem with an economical time-complexity.
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协作应用的多源延迟变化同步
各种分布式多源应用,如3D虚拟沉浸式系统(3DVIS)、2D/3D视频会议、多方游戏等,都需要构建一个多播覆盖,通过该覆盖,视频块从源传输到接收器。最通用的多播模型包括单个源和一组接收节点(也称为多播集),每个接收节点都有一个流。在本文中,我们有兴趣研究一种由多个源和接收器组成的不同多播模型,这种模型在3DVIS/视频会议应用中非常常见,其中每个节点既充当源又充当接收器。构建多源组播覆盖是一个难点问题,我们感兴趣的是如何保证一定的QoS约束,如端到端延迟和延迟变化。在协作应用中,延迟变化约束对于保持实时交互性和多流同步非常重要。针对多源组播构建问题,提出了一种有效的启发式解决方案,且具有较低的时间复杂度。
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