5,969 research outputs found
Transport of video over partial order connections
A Partial Order and partial reliable Connection (POC) is an end-to-end transport connection authorized to deliver objects in an order that can differ from the transmitted one. Such a connection is also authorized to lose some objects. The POC concept is motivated by the fact that heterogeneous best-effort networks such as Internet are plagued by unordered delivery of packets and losses, which tax the performances of current applications and protocols. It has been shown, in several research works, that out of order delivery is able to alleviate (with respect to CO service) the use of end systems’ communication resources. In this paper, the efficiency of out-of-sequence delivery on MPEG video streams processing is studied. Firstly, the transport constraints (in terms of order and reliability) that can be relaxed by MPEG video decoders, for improving video transport, are detailed. Then, we analyze the performance gain induced by this approach in terms of blocking times and recovered errors. We demonstrate that POC connections fill not only the conceptual gap between TCP and UDP but also provide real performance improvements for the transport of multimedia streams such MPEG video
The QUIC Fix for Optimal Video Streaming
Within a few years of its introduction, QUIC has gained traction: a
significant chunk of traffic is now delivered over QUIC. The networking
community is actively engaged in debating the fairness, performance, and
applicability of QUIC for various use cases, but these debates are centered
around a narrow, common theme: how does the new reliable transport built on top
of UDP fare in different scenarios? Support for unreliable delivery in QUIC
remains largely unexplored.
The option for delivering content unreliably, as in a best-effort model,
deserves the QUIC designers' and community's attention. We propose extending
QUIC to support unreliable streams and present a simple approach for
implementation. We discuss a simple use case of video streaming---an
application that dominates the overall Internet traffic---that can leverage the
unreliable streams and potentially bring immense benefits to network operators
and content providers. To this end, we present a prototype implementation that,
by using both the reliable and unreliable streams in QUIC, outperforms both TCP
and QUIC in our evaluations.Comment: Published to ACM CoNEXT Workshop on the Evolution, Performance, and
Interoperability of QUIC (EPIQ
Loss-resilient Coding of Texture and Depth for Free-viewpoint Video Conferencing
Free-viewpoint video conferencing allows a participant to observe the remote
3D scene from any freely chosen viewpoint. An intermediate virtual viewpoint
image is commonly synthesized using two pairs of transmitted texture and depth
maps from two neighboring captured viewpoints via depth-image-based rendering
(DIBR). To maintain high quality of synthesized images, it is imperative to
contain the adverse effects of network packet losses that may arise during
texture and depth video transmission. Towards this end, we develop an
integrated approach that exploits the representation redundancy inherent in the
multiple streamed videos a voxel in the 3D scene visible to two captured views
is sampled and coded twice in the two views. In particular, at the receiver we
first develop an error concealment strategy that adaptively blends
corresponding pixels in the two captured views during DIBR, so that pixels from
the more reliable transmitted view are weighted more heavily. We then couple it
with a sender-side optimization of reference picture selection (RPS) during
real-time video coding, so that blocks containing samples of voxels that are
visible in both views are more error-resiliently coded in one view only, given
adaptive blending will erase errors in the other view. Further, synthesized
view distortion sensitivities to texture versus depth errors are analyzed, so
that relative importance of texture and depth code blocks can be computed for
system-wide RPS optimization. Experimental results show that the proposed
scheme can outperform the use of a traditional feedback channel by up to 0.82
dB on average at 8% packet loss rate, and by as much as 3 dB for particular
frames
CASPR: Judiciously Using the Cloud for Wide-Area Packet Recovery
We revisit a classic networking problem -- how to recover from lost packets
in the best-effort Internet. We propose CASPR, a system that judiciously
leverages the cloud to recover from lost or delayed packets. CASPR supplements
and protects best-effort connections by sending a small number of coded packets
along the highly reliable but expensive cloud paths. When receivers detect
packet loss, they recover packets with the help of the nearby data center, not
the sender, thus providing quick and reliable packet recovery for
latency-sensitive applications. Using a prototype implementation and its
deployment on the public cloud and the PlanetLab testbed, we quantify the
benefits of CASPR in providing fast, cost effective packet recovery. Using
controlled experiments, we also explore how these benefits translate into
improvements up and down the network stack
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