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Peer-to-Peer 3D Streaming Dissertation Oral Exam

Shun-Yun Hu Department of Computer Science and Information Engineering National Central University Dissertation Advisor: Prof. Jehn-Ruey Jiang 2009/11/17. Peer-to-Peer 3D Streaming Dissertation Oral Exam. Motivation. Two trends in virtual environments (VEs)

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Peer-to-Peer 3D Streaming Dissertation Oral Exam

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  1. Shun-Yun Hu Department of Computer Science and Information Engineering National Central University Dissertation Advisor: Prof. Jehn-Ruey Jiang 2009/11/17 Peer-to-Peer 3D StreamingDissertation Oral Exam

  2. IEEE INFOCOM 2008

  3. IEEE INFOCOM 2008

  4. IEEE INFOCOM 2008

  5. 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?

  6. Imagine you start with a globe

  7. Zoom in…

  8. To Chung-Li

  9. and NCU

  10. Right now it’s flat…

  11. But in the near future…

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

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

  14. Hoppe 1996 Progressive Meshes Object streaming

  15. Multiple objects Object selection & transmission Teler &Lischinski 2001 Scene streaming

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

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

  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. Client-server: has inherent resource limit The scalability problem Resource limit [Funkhouser95]

  20. Peer-to-Peer: Use the clients’ resources A potential solution Resource limit [Keller & Simon 2003]

  21. 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. For a given object (mesh or texture) All content is initially stored at a server Model and assumptions

  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. Streaming quality User's perspective “how much?” & “how fast?” Speed Scalability Server's perspective How to offload? Concurrent users 3D streaming requirements

  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

  27. A conceptual model • Pre-install: movement, rendering (client) • 3D streaming: partition + fragmentation (server) 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%

  37. 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)‏

  38. 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)

  39. Server bandwidth usage

  40. Client bandwidth usage (random)

  41. Client bandwidth usage (cluster)‏

  42. Effect of user density

  43. Fill ratio

  44. Base latency

  45. Effect of upload bandwidth

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

  47. 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

  48. FLoD enhancements • Enhanced peer & piece selection • Wei-Lun Sung (ACM NOSSDAV’08) • Bandwidth-aware streaming • Chien-Hao Chien (ACM NetGames’09)

  49. 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 ‧‧‧‧ 50/

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