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Title: Peer-to-Peer 3D Streaming Dissertation Oral Exam


1
Peer-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

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Motivation
  • 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?

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Imagine you start with a globe
7
Zoom in
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To Chung-Li
9
and NCU
10
Right now its flat
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But in the near future
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Outline
  • Introduction
  • Background
  • A Model for P2P 3D Streaming
  • The Design and Evaluation of FLoD
  • FLoD Extensions
  • Discussions
  • Conclusion

13
What is 3D streaming?
  • Continuous and real-time delivery of 3D content
  • over network connections to allow
  • user interactions without a full download.

14
Object streaming
  • Hoppe 1996
  • Progressive Meshes

15
Scene streaming
  • Multiple objects
  • Object selection transmission
  • Teler Lischinski
  • 2001

16
Visualization streaming
  • Large volume
  • Time-varying
  • Resource intensive
  • Olbrich Pralle
  • 1999

17
Image-based streaming
  • Server-rendered
  • Thin clients
  • Less responsive
  • Cohen-Or et. al.
  • 2002

18
3D 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

19
The scalability problem
  • Client-server has inherent resource limit

Resource limit
Funkhouser95
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A potential solution
  • Peer-to-Peer Use the clients resources

Resource limit
Keller Simon 2003
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Outline
  • Introduction
  • Background
  • A Model for P2P 3D Streaming
  • The Design and Evaluation of FLoD
  • FLoD Extensions
  • Discussions
  • Conclusion

22
World model area of interest (AOI)
23
Model and assumptions
  • For a given object (mesh or texture)
  • All content is initially stored at a server

24
State 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

25
3D streaming requirements
  • Streaming quality
  • User's perspective
  • how much? how fast?
  • Speed
  • Scalability
  • Server's perspective
  • How to offload?
  • Concurrent users

26
Challenges 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

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A conceptual model
  • Pre-install movement, rendering (client)
  • 3D streaming partition fragmentation (serv
    er)
  • prefetching prioritization (client)
  • P2P selection (client)

28
P2P 3D streaming issues
  • Object discovery
  • Source discovery
  • State exchange
  • Content exchange

P2P video/file sharing
29
Outline
  • Introduction
  • Background
  • A Model for P2P 3D Streaming
  • The Design and Evaluation of FLoD
  • FLoD Extensions
  • Discussions
  • Conclusion

30
Observation
  • Users tend to cluster at hotspots
  • Overlapped visibility shared content

31
Object discovery via scene descriptions
  • star self triangles neighbors
  • circle AOI rectangles objects

32
Source (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
33
Flowing Level-of-Details (FLoD)
  • Object discovery scene descriptions
  • Source discovery VON
  • State exchange query-response (pull)
  • Content exchange random peer selection
  • sequential piece selection

34
System architecture
  • Data flows
  • (A) scene request list (B) scene
    descriptions
  • (C) piece request list (D) object pieces

35
Prototype experiment
  • Progressive models in a scene (by NTU)
  • Peer-to-peer AOI neighbor requests (by NCU)

36
Prototype 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

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Simulation 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)?

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Simulation 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)

40
Server bandwidth usage
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Client bandwidth usage (random)
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Client bandwidth usage (cluster)?
43
Effect of user density
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Fill ratio
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Base latency
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Effect of upload bandwidth
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Outline
  • Introduction
  • Background
  • A Model for P2P 3D Streaming
  • The Design and Evaluation of FLoD
  • FLoD Extensions
  • Discussions
  • Conclusion

48
Problems 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

49
FLoD enhancements
  • Enhanced peer piece selection
  • Wei-Lun Sung (ACM NOSSDAV08)
  • Bandwidth-aware streaming
  • Chien-Hao Chien (ACM NetGames09)

50
Enhanced 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
????
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Multi-Level AOI Request
  • Localized requests may prevent contentions
  • Peers request from closer neighbors/levels first

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Simulation Environment
  • Compare enhanced strategy with FLoD

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Base Latency
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Fill ratio
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Bandwidth-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

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Simulation 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
57
Streaming quality ( BW utilization)
  • 100 to 500 objects, fixed at 100 peers

58
System scalability
  • 50 to 450 peers, fixed 300 objects

59
Fill ratio time-series (QoS)
  • original FLoD Enhanced

60
Outline
  • Introduction
  • Background
  • A Model for P2P 3D Streaming
  • The Design and Evaluation of FLoD
  • FLoD Extensions
  • Discussions
  • Conclusion

61
LODDT (Cavagna et al. 2006)
Object
Tree Node
Aura
U
62
HyperVerse (Botev et al, 2008)
  • Backbone overlay architecture

63
Comparisons
64
Outline
  • Introduction
  • Background
  • A Model for P2P 3D Streaming
  • The Design and Evaluation of FLoD
  • FLoD Extensions
  • Discussions
  • Conclusion

65
Summary
  • 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

66
Conclusion
  • 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

67
Future 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

68
FLoD 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.

69
Q A
  • Thank you!
  • http//ascend.sourceforge.net

70
Related 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

71
Secure 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)

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Cache utilization
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Experimental results
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Extended Candidate Buffer
  • Non-AOI neighbors may still possess data
  • Maintain extra list of non-AOI neighbors

S
R
Obj
74/
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