Selection Strategies for PeertoPeer 3D Streaming - PowerPoint PPT Presentation

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Selection Strategies for PeertoPeer 3D Streaming

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Extended Candidate Buffer. Non-AOI neighbors may still possess data ... Availability info exchange & extended candidate buffer reduce both latency and ... – PowerPoint PPT presentation

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Title: Selection Strategies for PeertoPeer 3D Streaming


1
Selection Strategies for Peer-to-Peer 3D Streaming
  • Wei-Lun Sung, Shun-Yun Hu, Jehn-Ruey Jiang
  • National Central University, Taiwan
  • 2008/05/29

2
Virtual environments (VE)
  • VEs allow users to interact in synthetic worlds
  • Larger content more worlds ? content streaming
    (i.e., 3D streaming) becomes necessary

3
3D 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
4
Scene streaming
  • multiple objects
  • object selection prioritization

Teler Lischinski 2001
5
Comparison with media streaming
  • Highly interactive (latency-sensitive)
  • Behavior-based (non-linear)
  • How to scale to millions of concurrent users?

6
Imagine you start with a globe
7
Zoom in
8
To a city
9
and a building
10
Right now its flat
11
But in the near future
12
Observation
  • Limited predictable area of interest (AOI)?
  • Overlapped visibility shared content

13
Benefits 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

14
Peer 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

15
Related 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
16
Peer selection in FLoD
  • Source discovery
  • Query-response
  • Extra delay due to queries
  • Source selection
  • Random selection
  • Requests contention due to overlapping requests

17
Request 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
  • Proposed Solutions

19
Incremental 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
????
20
Extended Candidate Buffer
  • Non-AOI neighbors may still possess data
  • Maintain extra list of non-AOI neighbors

S
R
Obj
21
Multi-Level AOI Request
  • Localized requests may prevent contentions
  • Peers request from closer neighbors/levels first

22
Simulation 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

23
Simulation 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

24
Hit Ratio
25
Base Latency
26
Fill ratio
27
Bandwidth (Server)
28
Bandwidth (Clients source discovery)
29
Conclusion
  • 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
  • Q A

31
Neighbor discovery via VON
Voronoi diagrams identify boundary neighbors for
neighbor discovery
Non-overlapped neighbors
Boundary neighbors
New neighbors
Hu et al. 06
32
LODDT
Object
Tree Node
Aura
33
LODDT
Object
Tree Node
Aura
U
34
LODDT (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

35
Simulation 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
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