Title: Selection Strategies for PeertoPeer 3D Streaming
1Selection Strategies for Peer-to-Peer 3D Streaming
- Wei-Lun Sung, Shun-Yun Hu, Jehn-Ruey Jiang
- National Central University, Taiwan
- 2008/05/29
2Virtual environments (VE)
- VEs allow users to interact in synthetic worlds
- Larger content more worlds ? content streaming
(i.e., 3D streaming) becomes necessary
33D streaming
- Continuous and real-time delivery of 3D content
to allow user interactions without a full
download. - Object streaming fragments mesh into base
refinements
Refinements
Base
1
2
3
(Hoppe 96)
User
4Scene streaming
- multiple objects
- object selection prioritization
Teler Lischinski 2001
5Comparison with media streaming
- Highly interactive (latency-sensitive)
- Behavior-based (non-linear)
- How to scale to millions of concurrent users?
6Imagine you start with a globe
7Zoom in
8To a city
9and a building
10Right now its flat
11But in the near future
12Observation
- Limited predictable area of interest (AOI)?
- Overlapped visibility shared content
13Benefits of peer-to-peer
- Scalable
- Growing amount of total resources
- Affordable
- Commodity PCs
- Feasible
- Better client hardware (CPU, broadband networks)?
- Availability of user-hosted machines
14Peer selection
- Choose suitable candidates so that content
retrieval can be done quickly and efficiently - Source discovery
- Which peers possess the needed data
- Source selection
- Which peers to request the data
15Related Work FLoD Infocom 2008
- VE partitioned into cells with scene descriptions
- Assumes P2P overlay that provides AOI neighbors
star self triangles neighbors circle
AOI rectangles objects
16Peer selection in FLoD
- Source discovery
- Query-response
- Extra delay due to queries
- Source selection
- Random selection
- Requests contention due to overlapping requests
17Request contention problem
- Overlapping requests create contentions
R6
R1
R5
R2
R4
R1,R2,R3,R4,R5,R6
OBJ
R3
R1,R2
R1,R2,R3
18 19Incremental Piece List Exchange
- Proactive notification of content availability
- Periodic incremental exchange of content
availability information with neighbors.
incremental content information
Msg_Type
Obj_ID
Max_PID
Obj_ID
Max_PID
????
20Extended Candidate Buffer
- Non-AOI neighbors may still possess data
- Maintain extra list of non-AOI neighbors
S
R
Obj
21Multi-Level AOI Request
- Localized requests may prevent contentions
- Peers request from closer neighbors/levels first
22Simulation Environment
- Based on FLoD (available on SourceForge)
- World size 1000 x 1000
- Simulation steps 3000
- Objects 500
- Nodes 50 500 (50 nodes increase)
- AOI radius 75
- Server bandwidth 10 Mbps / 10 Mbps
- Peer bandwidth 1 Mbps / 256 Kbps
23Simulation Environments (cont.)
- Source discovery
- (QR) query-response 5 steps interval, 10
requests - (EE) exchanged extended 150 radius
- Source selection
- (RAND) random
- (ML) multi-level AOI request 4 levels
- Original FLoD QR-RAND
- Proposed method EE-ML
24Hit Ratio
25Base Latency
26Fill ratio
27Bandwidth (Server)
28Bandwidth (Clients source discovery)
29Conclusion
- New selection strategies for P2P 3D streaming
- Availability info exchange extended candidate
buffer reduce both latency and bandwidth overhead - multi-level AOI requests obtain data from closer
providers but improve only hit ratio - Future work
- More sources
- Physical topology
- Pre-fetching
30 31Neighbor discovery via VON
Voronoi diagrams identify boundary neighbors for
neighbor discovery
Non-overlapped neighbors
Boundary neighbors
New neighbors
Hu et al. 06
32LODDT
Object
Tree Node
Aura
33LODDT
Object
Tree Node
Aura
U
34LODDT (cont.)
Requests
Candidates
- Discovery
- Estimation
- Selection
- Every peer samples the time-to-serve (TTS) of its
neighbors - Requestors organize their data requests so as
obtain tree nodes in the right order - Drawback incorrect estimation, congestion
35Simulation Environments (cont.)
- System performance
- Hit ratio Ratio of successful requests peers
have sent - Latency Duration between initial request and
data arrival - Fill ratio Ratio of the possessed required data
- Scalability metrics
- Bandwidth usage (consumption)
- Content discovery overhead