971 resultados para streaming SIMD extensions


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The increased diversity of Internet application requirements has spurred recent interests in flexible congestion control mechanisms. Window-based congestion control schemes use increase rules to probe available bandwidth, and decrease rules to back off when congestion is detected. The parameterization of these control rules is done so as to ensure that the resulting protocol is TCP-friendly in terms of the relationship between throughput and packet loss rate. In this paper, we propose a novel window-based congestion control algorithm called SIMD (Square-Increase/Multiplicative-Decrease). Contrary to previous memory-less controls, SIMD utilizes history information in its control rules. It uses multiplicative decrease but the increase in window size is in proportion to the square of the time elapsed since the detection of the last loss event. Thus, SIMD can efficiently probe available bandwidth. Nevertheless, SIMD is TCP-friendly as well as TCP-compatible under RED, and it has much better convergence behavior than TCP-friendly AIMD and binomial algorithms proposed recently.

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This paper presents a tool called Gismo (Generator of Internet Streaming Media Objects and workloads). Gismo enables the specification of a number of streaming media access characteristics, including object popularity, temporal correlation of request, seasonal access patterns, user session durations, user interactivity times, and variable bit-rate (VBR) self-similarity and marginal distributions. The embodiment of these characteristics in Gismo enables the generation of realistic and scalable request streams for use in the benchmarking and comparative evaluation of Internet streaming media delivery techniques. To demonstrate the usefulness of Gismo, we present a case study that shows the importance of various workload characteristics in determining the effectiveness of proxy caching and server patching techniques in reducing bandwidth requirements.

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Internet streaming applications are adversely affected by network conditions such as high packet loss rates and long delays. This paper aims at mitigating such effects by leveraging the availability of client-side caching proxies. We present a novel caching architecture (and associated cache management algorithms) that turn edge caches into accelerators of streaming media delivery. A salient feature of our caching algorithms is that they allow partial caching of streaming media objects and joint delivery of content from caches and origin servers. The caching algorithms we propose are both network-aware and stream-aware; they take into account the popularity of streaming media objects, their bit-rate requirements, and the available bandwidth between clients and servers. Using realistic models of Internet bandwidth (derived from proxy cache logs and measured over real Internet paths), we have conducted extensive simulations to evaluate the performance of various cache management alternatives. Our experiments demonstrate that network-aware caching algorithms can significantly reduce service delay and improve overall stream quality. Also, our experiments show that partial caching is particularly effective when bandwidth variability is not very high.

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To serve asynchronous requests using multicast, two categories of techniques, stream merging and periodic broadcasting have been proposed. For sequential streaming access where requests are uninterrupted from the beginning to the end of an object, these techniques are highly scalable: the required server bandwidth for stream merging grows logarithmically as request arrival rate, and the required server bandwidth for periodic broadcasting varies logarithmically as the inverse of start-up delay. However, sequential access is inappropriate to model partial requests and client interactivity observed in various streaming access workloads. This paper analytically and experimentally studies the scalability of multicast delivery under a non-sequential access model where requests start at random points in the object. We show that the required server bandwidth for any protocols providing immediate service grows at least as the square root of request arrival rate, and the required server bandwidth for any protocols providing delayed service grows linearly with the inverse of start-up delay. We also investigate the impact of limited client receiving bandwidth on scalability. We optimize practical protocols which provide immediate service to non-sequential requests. The protocols utilize limited client receiving bandwidth, and they are near-optimal in that the required server bandwidth is very close to its lower bound.

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We present what we believe to be the first thorough characterization of live streaming media content delivered over the Internet. Our characterization of over five million requests spanning a 28-day period is done at three increasingly granular levels, corresponding to clients, sessions, and transfers. Our findings support two important conclusions. First, we show that the nature of interactions between users and objects is fundamentally different for live versus stored objects. Access to stored objects is user driven, whereas access to live objects is object driven. This reversal of active/passive roles of users and objects leads to interesting dualities. For instance, our analysis underscores a Zipf-like profile for user interest in a given object, which is to be contrasted to the classic Zipf-like popularity of objects for a given user. Also, our analysis reveals that transfer lengths are highly variable and that this variability is due to the stickiness of clients to a particular live object, as opposed to structural (size) properties of objects. Second, based on observations we make, we conjecture that the particular characteristics of live media access workloads are likely to be highly dependent on the nature of the live content being accessed. In our study, this dependence is clear from the strong temporal correlations we observed in the traces, which we attribute to the synchronizing impact of live content on access characteristics. Based on our analyses, we present a model for live media workload generation that incorporates many of our findings, and which we implement in GISMO [19].

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We consider the problem of delivering popular streaming media to a large number of asynchronous clients. We propose and evaluate a cache-and-relay end-system multicast approach, whereby a client joining a multicast session caches the stream, and if needed, relays that stream to neighboring clients which may join the multicast session at some later time. This cache-and-relay approach is fully distributed, scalable, and efficient in terms of network link cost. In this paper we analytically derive bounds on the network link cost of our cache-and-relay approach, and we evaluate its performance under assumptions of limited client bandwidth and limited client cache capacity. When client bandwidth is limited, we show that although finding an optimal solution is NP-hard, a simple greedy algorithm performs surprisingly well in that it incurs network link costs that are very close to a theoretical lower bound. When client cache capacity is limited, we show that our cache-and-relay approach can still significantly reduce network link cost. We have evaluated our cache-and-relay approach using simulations over large, synthetic random networks, power-law degree networks, and small-world networks, as well as over large real router-level Internet maps.

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This paper focuses on an efficient user-level method for the deployment of application-specific extensions, using commodity operating systems and hardware. A sandboxing technique is described that supports multiple extensions within a shared virtual address space. Applications can register sandboxed code with the system, so that it may be executed in the context of any process. Such code may be used to implement generic routines and handlers for a class of applications, or system service extensions that complement the functionality of the core kernel. Using our approach, application-specific extensions can be written like conventional user-level code, utilizing libraries and system calls, with the advantage that they may be executed without the traditional costs of scheduling and context-switching between process-level protection domains. No special hardware support such as segmentation or tagged translation look-aside buffers (TLBs) is required. Instead, our ``user-level sandboxing'' mechanism requires only paged-based virtual memory support, given that sandboxed extensions are either written by a trusted source or are guaranteed to be memory-safe (e.g., using type-safe languages). Using a fast method of upcalls, we show how our mechanism provides significant performance improvements over traditional methods of invoking user-level services. As an application of our approach, we have implemented a user-level network subsystem that avoids data copying via the kernel and, in many cases, yields far greater network throughput than kernel-level approaches.

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Overlay networks have become popular in recent times for content distribution and end-system multicasting of media streams. In the latter case, the motivation is based on the lack of widespread deployment of IP multicast and the ability to perform end-host processing. However, constructing routes between various end-hosts, so that data can be streamed from content publishers to many thousands of subscribers, each having their own QoS constraints, is still a challenging problem. First, any routes between end-hosts using trees built on top of overlay networks can increase stress on the underlying physical network, due to multiple instances of the same data traversing a given physical link. Second, because overlay routes between end-hosts may traverse physical network links more than once, they increase the end-to-end latency compared to IP-level routing. Third, algorithms for constructing efficient, large-scale trees that reduce link stress and latency are typically more complex. This paper therefore compares various methods to construct multicast trees between end-systems, that vary in terms of implementation costs and their ability to support per-subscriber QoS constraints. We describe several algorithms that make trade-offs between algorithmic complexity, physical link stress and latency. While no algorithm is best in all three cases we show how it is possible to efficiently build trees for several thousand subscribers with latencies within a factor of two of the optimal, and link stresses comparable to, or better than, existing technologies.

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Recent years have witnessed a rapid growth in the demand for streaming video over the Internet, exposing challenges in coping with heterogeneous device capabilities and varying network throughput. When we couple this rise in streaming with the growing number of portable devices (smart phones, tablets, laptops) we see an ever-increasing demand for high-definition videos online while on the move. Wireless networks are inherently characterised by restricted shared bandwidth and relatively high error loss rates, thus presenting a challenge for the efficient delivery of high quality video. Additionally, mobile devices can support/demand a range of video resolutions and qualities. This demand for mobile streaming highlights the need for adaptive video streaming schemes that can adjust to available bandwidth and heterogeneity, and can provide us with graceful changes in video quality, all while respecting our viewing satisfaction. In this context the use of well-known scalable media streaming techniques, commonly known as scalable coding, is an attractive solution and the focus of this thesis. In this thesis we investigate the transmission of existing scalable video models over a lossy network and determine how the variation in viewable quality is affected by packet loss. This work focuses on leveraging the benefits of scalable media, while reducing the effects of data loss on achievable video quality. The overall approach is focused on the strategic packetisation of the underlying scalable video and how to best utilise error resiliency to maximise viewable quality. In particular, we examine the manner in which scalable video is packetised for transmission over lossy networks and propose new techniques that reduce the impact of packet loss on scalable video by selectively choosing how to packetise the data and which data to transmit. We also exploit redundancy techniques, such as error resiliency, to enhance the stream quality by ensuring a smooth play-out with fewer changes in achievable video quality. The contributions of this thesis are in the creation of new segmentation and encapsulation techniques which increase the viewable quality of existing scalable models by fragmenting and re-allocating the video sub-streams based on user requirements, available bandwidth and variations in loss rates. We offer new packetisation techniques which reduce the effects of packet loss on viewable quality by leveraging the increase in the number of frames per group of pictures (GOP) and by providing equality of data in every packet transmitted per GOP. These provide novel mechanisms for packetizing and error resiliency, as well as providing new applications for existing techniques such as Interleaving and Priority Encoded Transmission. We also introduce three new scalable coding models, which offer a balance between transmission cost and the consistency of viewable quality.

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Video compression techniques enable adaptive media streaming over heterogeneous links to end-devices. Scalable Video Coding (SVC) and Multiple Description Coding (MDC) represent well-known techniques for video compression with distinct characteristics in terms of bandwidth efficiency and resiliency to packet loss. In this paper, we present Scalable Description Coding (SDC), a technique to compromise the tradeoff between bandwidth efficiency and error resiliency without sacrificing user-perceived quality. Additionally, we propose a scheme that combines network coding and SDC to further improve the error resiliency. SDC yields upwards of 25% bandwidth savings over MDC. Additionally, our scheme features higher quality for longer durations even at high packet loss rates.

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We present a general method allowing the construction geometries whose diagram is an extension of the diagram of a given geometry. Some applications of this construction process are described. © 1995 Birkhäuser Verlag.

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