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Accurate and low-delay seeking within and across mash-ups of highly-compressed videos 准确和低延迟寻求内部和跨混搭的高度压缩的视频
Bo Gao, Jack Jansen, Pablo César, D. Bulterman
In typical video mash-up systems, a group of source videos are compiled off-line into a single composite object. This improves rendering performance, but limits the possibilities for dynamic composition of personalized content. This paper discusses systems and network issues for enabling client-side dynamic composition of video mash-ups. In particular, this paper describes a novel algorithm to support accurate, low-delay seamless composition of independent clips. We report on an intelligent application-steered scheme that allows system layers to prefetch and discard predicted frames before the rendering moment of indexed content. This approach unifies application-level quality-of-experience specification with system layer quality-of-service processing. To evaluate our scheme, several experiments are conducted and substantial performance improvements are observed in terms of accuracy and low delay.
在典型的视频混搭系统中,一组源视频离线编译成单个复合对象。这提高了呈现性能,但限制了动态组合个性化内容的可能性。本文讨论了支持视频混搭的客户端动态组合的系统和网络问题。特别地,本文描述了一种新的算法来支持独立剪辑的精确、低延迟无缝合成。我们报告了一种智能应用程序导向的方案,该方案允许系统层在索引内容的呈现时刻之前预取和丢弃预测帧。该方法将应用程序级体验质量规范与系统层服务质量处理统一起来。为了评估我们的方案,进行了几个实验,并在精度和低延迟方面观察到实质性的性能改进。
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引用次数: 7
A measurement study of resource utilization in internet mobile streaming 互联网移动流媒体资源利用的测量研究
Yao Liu, Fei Li, Lei Guo, Songqing Chen
The pervasive usage of mobile devices and wireless networking support have enabled more and more Internet stream- ing services to all kinds of heterogeneous mobile devices. However, Internet mobile streaming services are challenged by the inherently limited on-device resources, device heterogeneity, and the bulk amount of streaming data. In this paper, focusing on resource utilization and streaming quality on mobile devices, we investigate 10 deployed Internet mobile streaming services that employ client-server, client-proxy-server, and P2P architectures from a client's perspective. We find that (1) existing Internet mobile streaming services mainly use the client-server architecture and commonly adopt burst traffic delivery that can save battery power consumption on mobile devices; (2) to deal with device heterogeneity, some streaming services have already utilized intermediate nodes (often the user's home computer) for online transcoding with a client-proxy-server architecture, but currently they lack power-friendly design for mobile devices; (3) a mobile device in P2P streaming consumes significantly more battery power mainly due to the inevitable P2P control traffic and uploading traffic to other peers. These findings provide us new insights to further optimize Internet mobile streaming in the future.
随着移动设备的普及和无线网络的支持,越来越多的互联网流媒体服务可以应用到各种异构的移动设备上。然而,互联网移动流媒体服务面临着设备上资源有限、设备异构和流数据量大的挑战。本文着眼于移动设备上的资源利用率和流媒体质量,我们从客户端的角度研究了采用客户端-服务器、客户端-代理-服务器和P2P架构的10种已部署的互联网移动流媒体服务。研究发现:(1)现有互联网移动流媒体服务主要采用客户端-服务器架构,通常采用突发流量交付,可以节省移动设备的电池功耗;(2)为了处理设备的异构性,一些流媒体服务已经利用客户端-代理-服务器架构的中间节点(通常是用户的家庭计算机)进行在线转码,但目前它们缺乏适合移动设备的节能设计;(3) P2P流媒体中移动设备的电池电量消耗明显增加,主要是由于不可避免的P2P控制流量和向其他对等体上传流量。这些发现为我们未来进一步优化互联网移动流媒体提供了新的见解。
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引用次数: 12
Mobile video streaming using location-based network prediction and transparent handover 使用基于位置的网络预测和透明切换的移动视频流
Kristian Evensen, Andreas Petlund, Håkon Riiser, Paul Vigmostad, D. Kaspar, C. Griwodz, P. Halvorsen
A well known challenge with mobile video streaming is fluctuating bandwidth. As the client devices move in and out of network coverage areas, the users may experience varying signal strengths, competition for the available resources and periods of network outage. These conditions have a significant effect on video quality. In this paper, we present a video streaming solution for roaming clients that is able to compensate for the effects of oscillating bandwidth through bandwidth prediction and video quality scheduling. We combine our existing adaptive segmented HTTP streaming system with 1) an application layer framework for creating transparent multi-link applications, and 2) a location based QoS information system containing GPS coordinates and accompanying bandwidth measurements, populated through crowd-sourcing. Additionally, we use real-time traffic information to improve the prediction by, for example, estimating the length of a commute route. To evaluate our prototype, we performed real-world experiments using a popular tram route in Oslo, Norway. The client connected to multiple networks, and the results show that our solution increases the perceived video quality significantly. Also, we used simulations to evaluate the potential of aggregating bandwidth along the route.
移动视频流的一个众所周知的挑战是带宽波动。当客户端设备进出网络覆盖区域时,用户可能会遇到不同的信号强度、对可用资源的竞争以及网络中断的时间。这些条件对视频质量有显著影响。在本文中,我们提出了一种针对漫游客户端的视频流解决方案,该解决方案能够通过带宽预测和视频质量调度来补偿振荡带宽的影响。我们将现有的自适应分段HTTP流系统与1)一个用于创建透明多链路应用程序的应用层框架和2)一个基于位置的QoS信息系统结合起来,该信息系统包含GPS坐标和伴随的带宽测量,通过众包填充。此外,我们使用实时交通信息来改进预测,例如,估计通勤路线的长度。为了评估我们的原型,我们在挪威奥斯陆的一条受欢迎的有轨电车路线上进行了现实世界的实验。客户端连接到多个网络,结果表明我们的解决方案显著提高了感知视频质量。此外,我们使用模拟来评估沿路线聚合带宽的潜力。
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引用次数: 61
GPU-based fast motion estimation for on-the-fly encoding of computer-generated video streams 基于gpu的计算机生成视频流动态编码快速运动估计
J. Taibo, V. M. Gulías, Pablo Montero, Samuel Rivas
Motion estimation is known to be one of the most expensive tasks in video coding as it is usually performed through blind search-based methods. However, in the particular case of computer-generated video, the rendering stage provides useful information to speed up the process. In this paper, we propose a fast motion estimation algorithm, designed to run completely inside the GPU, to compute the optical flow required to estimate motion vectors at the same time as the graphical rendering process by using high-level information about the objects, viewpoints and effects that define each frame. The proposed method takes advantage of GPU parallelism and avoids bottlenecks in the CPU-GPU communication as the entire rendering and encoding process is performed completely inside the GPU. Avoiding search, motion estimation has very little overhead, negligible when compared with rendering and (the rest of the) video encoding costs while maintaining reasonably good quality. Performance evaluation is done with a CUDA implementation for MPEG-2 video, though results are valid for other formats, and it has been tested as part of the rendering and encoding engine of a real-world system that provides server-side visually-rich interactive applications to lightweight clients equipped with standard MPEG video decoders.
众所周知,运动估计是视频编码中最昂贵的任务之一,因为它通常通过基于盲搜索的方法来完成。然而,在计算机生成视频的特殊情况下,渲染阶段提供了有用的信息来加快这一过程。在本文中,我们提出了一种快速运动估计算法,旨在完全在GPU内部运行,通过使用定义每帧的对象、视点和效果的高级信息,在图形渲染过程中计算估计运动向量所需的光流。该方法充分利用了GPU的并行性,避免了CPU-GPU通信中的瓶颈,因为整个渲染和编码过程完全在GPU内部完成。避免搜索,运动估计的开销非常小,与渲染和(其余的)视频编码成本相比可以忽略不计,同时保持相当好的质量。性能评估是用CUDA实现MPEG-2视频完成的,尽管结果对其他格式有效,并且它已经作为真实世界系统的渲染和编码引擎的一部分进行了测试,该系统为配备标准MPEG视频解码器的轻量级客户端提供了服务器端视觉丰富的交互式应用程序。
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引用次数: 6
Scalable video transmission: packet loss induced distortion modeling and estimation 可扩展视频传输:丢包引起的失真建模和估计
Shujie Liu, Chang Wen Chen
To provide enhanced multimedia services for heterogeneous networks and terminal devices, Scalable Video Coding (SVC) has been developed to embed different quality of video in a single bitstream. Similar to classical compressed video transmission, different packets of a video bitstream have different impacts on received video quality. Therefore, distortion modeling and estimation are necessary in designing a robust video transmission strategy under various network conditions. In the paper, we present the first scheme of packet loss induced distortion modeling and estimation in SVC transmission. The proposed scheme is applicable to numerous video communication and networking scenarios in which accurate distortion information can be utilized to enhance the performance of video transmission. One major challenge in scalable video distortion estimation is due to the adoption of more complicated prediction structure in SVC, which makes the tracking of error propagation much more difficult than the non-scalable encoded video. In this research, we tackle such challenge by systematically tracking the propagation of errors under various prediction trajectories. Supplemental information about the compressed video is embedded into data packets to substantially simplify the modeling and estimation. Moreover, with supplemental data of inter prediction information, distortion estimation can be processed without parsing video bitstream which results in much lower computation and memory cost. With negligible effects on the data size, experimental results show that the proposed scheme is able to track and estimate the distortion with very high accuracy. This first ever scalable video transmission distortion modeling and estimation scheme can be deployed at either gateways or receivers because of its low computation and memory cost.
为了给异构网络和终端设备提供增强的多媒体服务,可扩展视频编码(SVC)被开发出来,在单个比特流中嵌入不同质量的视频。与传统的压缩视频传输类似,视频比特流的不同分组对接收到的视频质量有不同的影响。因此,在设计各种网络条件下的鲁棒视频传输策略时,需要进行失真建模和估计。本文提出了SVC传输中丢包失真建模与估计的第一种方案。该方案适用于多种视频通信和网络场景,可以利用准确的失真信息提高视频传输性能。可伸缩视频失真估计的一个主要挑战是由于SVC采用了更复杂的预测结构,这使得误差传播的跟踪比不可伸缩编码视频要困难得多。在本研究中,我们通过系统地跟踪误差在各种预测轨迹下的传播来解决这一挑战。将压缩视频的补充信息嵌入到数据包中,大大简化了建模和估计。此外,在预测间信息的补充下,可以在不解析视频比特流的情况下进行失真估计,大大降低了计算量和存储成本。实验结果表明,该方法对数据大小的影响可以忽略不计,能够以很高的精度跟踪和估计失真。这是有史以来第一个可扩展的视频传输失真建模和估计方案,可以部署在网关或接收器,因为它的低计算和内存成本。
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引用次数: 3
Inferring the time-zones of prefixes and autonomous systems by monitoring game server discovery traffic 通过监控游戏服务器发现流量推断前缀和自治系统的时区
Mattia Rossi, P. Branch, G. Armitage
Geolocation of IP addresses is used for determining authenticity of webpages, delivering specific country or location related content and advertisements, or to add security for online transactions. Although IP geolocation databases exist, it is sometimes useful to validate their entries or create new, independent databases using independent sources of information. We propose and demonstrate a method whereby collecting and analyzing online game server discovery traffic over short periods of time can allow us to detect in which timezone a certain prefix or AS is located. Our method provides very good estimates of various AS timezones which we verify using publicly available IP geolocation databases.
IP地址的地理定位用于确定网页的真实性,提供特定国家或地区相关的内容和广告,或增加在线交易的安全性。虽然存在IP地理位置数据库,但有时验证其条目或使用独立信息源创建新的独立数据库是有用的。我们提出并演示了一种方法,即在短时间内收集和分析在线游戏服务器发现流量,可以让我们检测到某个前缀或AS位于哪个时区。我们的方法提供了各种AS时区的非常好的估计,我们使用公开可用的IP地理位置数据库进行验证。
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引用次数: 0
Understanding demand volatility in large VoD systems 了解大型视频点播系统的需求波动
Di Niu, Baochun Li, Shuqiao Zhao
Bandwidth usage in large-scale Video on Demand (VoD) systems varies rapidly over time, due to unpredictable dynamics in user demand and network conditions. Such bandwidth volatility makes it hard to provision the exact amount of server resources that matches the demand in each video channel, posing significant challenges to achieving quality assurance and efficient resource allocation at the same time. In this paper, we seek to statistically model time-varying traffic volatility in VoD servers, leveraging heteroscedastic models first used to interpret economic time series, with the goal of forecasting not only traffic patterns but also traffic volatility. We present the application of volatility forecast to efficient resource allocation that provides probabilistic service level guarantees to user groups. We also discuss volatility reduction from diversification, and its implications to new strategies for cost-effective server management. Our study is based on monitoring the workload of a large-scale commercial VoD system widely deployed on the Internet.
由于用户需求和网络条件的不可预测的动态变化,大规模视频点播(VoD)系统的带宽使用随时间迅速变化。这种带宽波动使得很难提供与每个视频通道的需求相匹配的服务器资源的确切数量,同时对实现质量保证和有效的资源分配提出了重大挑战。在本文中,我们试图利用首先用于解释经济时间序列的异方差模型,对视频点播服务器的时变流量波动进行统计建模,其目标不仅是预测流量模式,还包括流量波动。本文提出了波动性预测在有效资源分配中的应用,为用户群提供了概率服务水平的保证。我们还讨论了从多样化中减少波动性,以及它对具有成本效益的服务器管理新策略的影响。我们的研究是基于对广泛部署在互联网上的大型商业视频点播系统的工作量监测。
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引用次数: 22
Media-aware networking for SVC-based P2P streaming 基于svc的P2P流媒体的媒体感知网络
Osama Abboud, Konstantin Pussep, D. Stingl, R. Steinmetz
There are currently two concurrent trends in the Internet. First, the number of Internet users and their connection speeds are increasing rapidly. Second, Internet-based applications are dominating how people receive information, communicate, and entertain themselves. Therefore, we are witnessing an enormous increase in IP-based multimedia traffic, which is putting an enormous strain on the network. Additionally, router and network virtualization are gaining importance, enabling more intelligent networks. Therefore, we argue that networks should not be merely bystanders to this multimedia revolution. In this paper we present a media-aware network solution based on router virtualization that aims at striking a balance between intelligence and adaptation at the edge and in the core of the network. Using an extensive simulative study, we demonstrate that our media-aware network not only helps in enhancing streaming performance during bottlenecks, but also minimizes the side effects of congestions on user perceived quality, making it a need for future Internet multimedia applications.
目前在互联网上有两种同时存在的趋势。首先,互联网用户的数量和他们的连接速度正在迅速增加。其次,基于互联网的应用程序正在主导人们接收信息、交流和娱乐的方式。因此,我们正在目睹基于ip的多媒体流量的巨大增长,这给网络带来了巨大的压力。此外,路由器和网络虚拟化越来越重要,可以实现更智能的网络。因此,我们认为网络不应该仅仅是这场多媒体革命的旁观者。本文提出了一种基于路由器虚拟化的媒体感知网络解决方案,旨在平衡网络边缘和核心的智能和适应性。通过广泛的模拟研究,我们证明了我们的媒体感知网络不仅有助于在瓶颈期间提高流媒体性能,而且还最大限度地减少了拥塞对用户感知质量的副作用,使其成为未来互联网多媒体应用的需要。
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引用次数: 1
Celerity: towards low-delay multi-party conferencing over arbitrary network topologies 快速:在任意网络拓扑上实现低延迟多方会议
Xiangwen Chen, Minghua Chen, Baochun Li, Yao Zhao, Yunnan Wu, Jin Li
In this paper, we attempt to revisit the problem of multi-party conferencing from a practical perspective, and to rethink the design space involved in this problem. We believe that an emphasis on low end-to-end delays between any two parties in the conference is a must, and the source sending rate in a session should adapt to bandwidth availability and congestion. We present Celerity, a multi-party conferencing solution specifically designed to achieve our objectives. It is entirely Peer-to-Peer (P2P), and as such eliminating the cost of maintaining centrally administered servers. It is designed to deliver video with low end-to-end delays, at quality levels commensurate with available network resources over arbitrary network topologies where bottlenecks can be anywhere in the network. This is in contrast to commonly assumed P2P scenarios where bandwidth bottlenecks reside only at the edge of the network. The highlight in our design is a distributed and adaptive rate control protocol, that can discover and adapt to arbitrary topologies and network conditions quickly, converging to efficient link rate allocations allowed by the underlying network. In accordance with adaptive link rate control, source video encoding rates are also dynamically controlled to present the best possible video quality in arbitrary and unpredictable network conditions. We have implemented Celerity in a prototype system and demonstrate its superior performance in a local experimental testbed.
在本文中,我们试图从实践的角度重新审视多方会议的问题,并重新思考这个问题所涉及的设计空间。我们认为,必须强调会议中任何双方之间的低端到端延迟,并且会话中的源发送速率应适应带宽可用性和拥塞。我们介绍了Celerity,一个专门为实现我们的目标而设计的多方会议解决方案。它完全是点对点(P2P),因此消除了维护集中管理服务器的成本。它旨在以低端到端延迟传输视频,其质量水平与任意网络拓扑中的可用网络资源相称,而网络中的瓶颈可能在任何地方。这与通常假设的P2P场景相反,在P2P场景中,带宽瓶颈只存在于网络的边缘。我们设计的重点是分布式和自适应速率控制协议,它可以快速发现和适应任意拓扑和网络条件,收敛到底层网络允许的有效链路速率分配。根据自适应链路速率控制,源视频编码速率也被动态控制,以在任意和不可预测的网络条件下呈现尽可能最佳的视频质量。我们已经在一个原型系统中实现了celity,并在一个本地实验平台上验证了其优越的性能。
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引用次数: 11
Sharing social content from home: a measurement-driven feasibility study 在家分享社交内容:一项衡量驱动的可行性研究
M. Marcon, Bimal Viswanath, M. Cha, K. Gummadi
Today, OSN sites allow users to share data using a centrally controlled web infrastructure. However, if users shared data directly from home, they could potentially retain full control over the data (i.e., what to share, whom to share with). This paper investigates the feasibility of alternative decentralized architectures that allow users to share their data directly from home. Specifically, we (a) characterize social content workloads using data gathered from the popular Flickr and YouTube social networks and (b) characterize home networks using data gathered from residential gateways deployed in a number of households. We use the data from these measurements to evaluate the potential for delivering social content directly from users' homes.
今天,OSN站点允许用户使用集中控制的web基础设施共享数据。但是,如果用户直接从家中共享数据,他们可能保留对数据的完全控制权(即共享什么,与谁共享)。本文研究了允许用户直接从家中共享数据的替代分散架构的可行性。具体来说,我们(a)使用从流行的Flickr和YouTube社交网络收集的数据来描述社交内容工作负载,(b)使用从部署在许多家庭中的住宅网关收集的数据来描述家庭网络。我们使用这些测量数据来评估直接从用户家中提供社交内容的潜力。
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引用次数: 32
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Proceedings of the 21st international workshop on Network and operating systems support for digital audio and video
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