40
Peer-to-Peer 3D Streaming ACM Multimedia 2007 submission Presenter: Shun-Yun Hu ( 胡胡胡 ) [email protected] Adaptive Computing and Network Lab Dept. of CSIE, National Central University 2007/04/17

Peer-to-Peer 3D Streaming ACM Multimedia 2007 submission Presenter: Shun-Yun Hu ( 胡舜元 ) [email protected] Adaptive Computing and Network Lab Dept. of CSIE,

  • View
    214

  • Download
    0

Embed Size (px)

Citation preview

Peer-to-Peer 3D Streaming

ACM Multimedia 2007submission

Presenter: Shun-Yun Hu (胡舜元 )[email protected]

Adaptive Computing and Network LabDept. of CSIE, National Central University

2007/04/17

2/

Adaptive Computing and Networking Lab, CSIE, NCU

Outline

Introduction P2P-based 3D Scene Streaming Design of FLoD Prototype Implementation Simulation Evaluation Conclusion

3/

Adaptive Computing and Networking Lab, CSIE, NCU

Introduction

The problem The scalability of 3D scene streaming All 3D streaming currently adopts client-server

Our solution Peer-to-peer (download contents from clients) Clients have shared visibility / contents in a scene

4/

Adaptive Computing and Networking Lab, CSIE, NCU

What is 3D streaming?

Continuous and real-time delivery of 3D contents over network connections to allow user interactions without a full download.

Contents are fragmented, transmitted, reconstructed, then displayed.

4 types: object, scene, visualization, image-based

5/

Adaptive Computing and Networking Lab, CSIE, NCU

Object streaming

Hoppe 1996Progressive Meshes

6/

Adaptive Computing and Networking Lab, CSIE, NCU

Scene streaming Many objects Remote walk-

through Object

selections & transmissions

Teler &Lischinski2001

7/

Adaptive Computing and Networking Lab, CSIE, NCU

Visualization streaming Large volume Time-varying Dedicated

servers

Olbrich & Pralle 1999

8/

Adaptive Computing and Networking Lab, CSIE, NCU

Image-based streaming

Server-rendered

Thin clients Less

responsive

Cohen-Or et. al.2002

9/

Adaptive Computing and Networking Lab, CSIE, NCU

Do we need 3D streaming?

MMOGs Next-generation consoles (PS3, XBox360)

Earth-scale virtual environment

10/

Adaptive Computing and Networking Lab, CSIE, NCU

The BIG question

How can 3D streaming be realized for a virtual environment with millions of concurrent users?

The obvious problems Large contents size (bandwidth) Visibility calculations (CPU power)

Everybody is watching a different movie!

11/

Adaptive Computing and Networking Lab, CSIE, NCU

P2P-based 3D Scene Streaming

Models & assumptions Many 3D objects (position, orientation) User navigations (AOI visibility) Objects are fragmented (base & refinement pieces)Initially stored at server

12/

Adaptive Computing and Networking Lab, CSIE, NCU

Requirements

User's perspective Visual quality (fill ratio) Interactivity (base & completion latency)

Server's perspective Requests can be redirected (save bandwidth) Visibility calculation is distributed (save CPU)

13/

Adaptive Computing and Networking Lab, CSIE, NCU

Challenges

Distributed visibility determination Global knowledge should not be needed Scene partition & distribution required

Peer and piece selection Availability, peer capacities, network conditions Roughly sequential transfer

14/

Adaptive Computing and Networking Lab, CSIE, NCU

Conceptual framework

Partition (for scene) Fragmentation (progressive mesh & texture) Prefetching (behavior-based) Prioritization (visibility determination) Selection (peer & piece selection)

15/

Adaptive Computing and Networking Lab, CSIE, NCU

3D streaming processes (client)

16/

Adaptive Computing and Networking Lab, CSIE, NCU

Design of FLoD

Users have shared visibility (contents from peers) Assume P2P-VE overlay

Basic designEach object has ID & location pointScene description records orientation & scaleWorld is partitioned into cells

17/

Adaptive Computing and Networking Lab, CSIE, NCU

18/

Adaptive Computing and Networking Lab, CSIE, NCU

Interface between FLoD & App

19/

Adaptive Computing and Networking Lab, CSIE, NCU

Procedures

Login Obtain scene descriptions (cell list) Obtain objects (request list) Request for piece (peer & piece

selection) Move Logout

20/

Adaptive Computing and Networking Lab, CSIE, NCU

Policies

Content discovery (query-based) Peer selection (random) Piece selection (sequential) Server request condition (nearest, within dist) Concurrent transmission (limit to 4) Caching (5 x AOI)

21/

Adaptive Computing and Networking Lab, CSIE, NCU

Prototype Implementation

22/

Adaptive Computing and Networking Lab, CSIE, NCU

Partition

Cell-based construction Use an actual game scene 100x game scene (514KB -> 51.8MB)

23/

Adaptive Computing and Networking Lab, CSIE, NCU

Fragmentation

24/

Adaptive Computing and Networking Lab, CSIE, NCU

Prioritization

Visual importance

25/

Adaptive Computing and Networking Lab, CSIE, NCU

Piece request list

26/

Adaptive Computing and Networking Lab, CSIE, NCU

Selection

Query Random request Ask server if none of the peers responded

27/

Adaptive Computing and Networking Lab, CSIE, NCU

LAN Experiment

8 people, 10 Mbps LAN 40 min. 34 traces

28/

Adaptive Computing and Networking Lab, CSIE, NCU

Simulation Evaluation

Simulation methods Choose VON as the P2P-NVE overlay 1000 x 1000 world, 100x100 cell Randomly generated objects (500 total, 5 / cell)

15 kb (3kb base piece, 1.2 refinements) Bandwidth limitation:

Server: 10 Mbps / 10 Mbps Clients: 1 Mbps / 512 Kbps

100ms/step, 3000 steps

29/

Adaptive Computing and Networking Lab, CSIE, NCU

Simulation Results

Scalability Bandwidth use (kb / sec) clients & server

Streaming Quality Fill ratio (%) Base latency (sec) Peer hit ratio (%)

30/

Adaptive Computing and Networking Lab, CSIE, NCU

Server upload time-series (400 nodes)

31/

Adaptive Computing and Networking Lab, CSIE, NCU

Server upload

32/

Adaptive Computing and Networking Lab, CSIE, NCU

Client upload/download

33/

Adaptive Computing and Networking Lab, CSIE, NCU

Fill ratio

34/

Adaptive Computing and Networking Lab, CSIE, NCU

Base latency

35/

Adaptive Computing and Networking Lab, CSIE, NCU

Hit ratio

36/

Adaptive Computing and Networking Lab, CSIE, NCU

Effects of node density

37/

Adaptive Computing and Networking Lab, CSIE, NCU

Effects of data density

38/

Adaptive Computing and Networking Lab, CSIE, NCU

Discussions

Distributed visibility determinationPre-partitioning to cellsObtainment of scene descriptions

Peer & piece selectionMultiple data sources via AOI neighborsFault-tolerant to node failures

39/

Adaptive Computing and Networking Lab, CSIE, NCU

Conclusion

Peer-to-peer is a promising way for 3D streaming

Neighbor discovery from P2P-NVE helps Distributed visibility determination Peer & piece selection

An important area to both graphics and networking

40/

Adaptive Computing and Networking Lab, CSIE, NCU

Future Work

Data retrieval from non-AOI nodes Piece dependency considerations Prefetching & caching