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More Pixels and Samples: High Resolution Media Streaming

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Title: More Pixels and Samples: High Resolution Media Streaming


1
More Pixels and SamplesHigh Resolution Media
Streaming
Roger Zimmermann Data Management Research
Laboratory University of Southern CaliforniaLos
Angeles, CA 90089 http//dmrl.usc.edu
2
Outline
  • Motivation
  • Background
  • Remote Media Immersion
  • Distributed Immersive Performance
  • High-performance Data Recording Architecture
  • Demonstration
  • Conclusions

3
Motivation
  • The charter of the Integrated Media Systems
    Center (IMSC) is Immersipresence
  • Immerse real (e.g. people) and virtual elements
    into a common space
  • Becomes much more interesting in a distributed
    environment
  • Many sub-problems tracking, gesture recognition,
    data management,
  • Video and audio are an important component

4
What is the problem?
  • Live streaming is either
  • Low to medium quality, or
  • Very expensive, i.e., there are only a few people
    to call
  • Other obstacles
  • Complicated (not like the telephone)
  • Often requires room engineering
  • Network bandwidth is not available
  • Some of the technical constraints can and will be
    solved

5
Ex. Network Infrastructure
  • UTOPIA (Utah Telecommunications Open
    Infrastructure Agency) public works project to
    provide fiber to the home (FTTH).
  • SuperNet, Alberta, Canada. Public project to
    provide a high speed Internet infrastructure.
  • NSF sponsored workshop, Oct. 23-24, 2003,
    Chicago, Illinois. The importance of
    broaderband networks is recognized.

6
Research Timeline
2002
Jun 2-3
Unveiling of RMI Demonstration
Internet2 Meeting RMI Demonstration
Oct 29
Dec 28
DIP Experiment 1 Distributed Duet
2003
Recording from Stream
Jan 18
DIP Experiment 2 Remote Master Class
Jan 19
DIP Experiment 3 Duet with Audience
Jun 2-3
2004
APAN Meeting HYDRA Experiment
Jan 29
7
What is the RMI?
The goal of the Remote Media Immersion system is
to build a testbed for the creation of immersive
applications.
  • Immersive application aspects
  • Multi-model environment (aural, visual, haptic,
    )
  • Shared space with virtual and real elements
  • High fidelity
  • Geographically distributed
  • Interactive

8
RMI Challenges
  • Immersive, high-quality video acquisition and
    rendering
  • High Definition video 1080i and 720p (40 Mb/s)
  • Immersive, high-quality audio acquisition and
    rendering
  • 10.2 channels of uncompressed audio (12 Mb/s)
  • Storage and transmission of media streams across
    networks
  • Synchronization between streams (A/V, A/A, V/V)!

9
RMI Architecture
10
RMI Experimental Setup
  • Synchronized immersive audio and HDTV streamed
    playback from Yima server over Internet2
  • 16 channels of immersive audio, uncompressed at
    16 Mb/s
  • 1920x1080i HDTV content, MPEG-2 compressed at 40
    Mb/s
  • Control of end-to-end process capturing, network
    interface, transmission, rendering

11
Internet2 Fall 02Member Meeting
Video HDTV 1280x720p
Audio 10.2 channel, immersive soundsystem
New World Symphony, Miami, FL
12
Distributed Immersive Performance
  • Outgrowth of Remote Media Immersion (RMI)
  • Create seamless immersive environment for
    distributed musicians, conductor (active) and
    audience (passive)
  • Compelling relevance for any human interaction
    scenario education, journalism, communications
  • Scenario
  • Orchestra not available in town
  • Famous soloist cannot fit travel into schedule
  • Multiple soloists in different places

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60 ms
20 ms
40 ms
30 ms
10 ms
30 ms
Challenge network latency
18
  • Key observations
  • Network latency maps to audio delay on stage
  • Video delay is zero
  • Challenge
  • Synchronization
  • Transmitting low latency video of conductor to
    players and audience
  • Maintaining constant delay between players

Player 1
15m 45ms
15m 45ms
Conductor
Player 2
10m 30ms
19
Barriers and Requirements
  • 1. Real-time continuous media (CM) stream
    transmission (network protocol) with low latency
  • 2. Precise timing GPS clock, synchronization
  • 3. Data loss management error concealment, FEC,
    retransmission, multi-path streaming
  • 4. Many-to-many transmission capability
  • 5. Low latency, high-quality real-time video and
    audio acquisition and rendering
  • 6. Real-time CM stream recording
  • 7. User experiments, requirements,
    specifications, performance evaluation

20
Distributed Immersive Performancev.1.0-The Duet
  • Experiments and Objectives
  • Experimental testbed and demonstration system
  • Demonstrate and document a distributed musical
    performance with two musicians (a duet)
  • Two-way interactive video and 10.2 channel
    immersive audio capability
  • Explore other applications involving passive and
    active participants, such as two-site interactive
    meetings
  • Evaluate technical barriers and psychophysical
    effects of latency and fidelity on music and
    other forms of human interaction between two
    interconnected sites
  • Dennis Thurmond - USC Thornton School of Music
  • Elaine Chew - USC Industrial and Systems
    Engineering

21
Distributed Immersive Performancev.1.0-The Duet
Linux PC
Linux PC
DV FireWire Camera
DV FireWire Camera
DV FireWire Camera
100BaseT campus net
100BaseT IMSC net
350 meters
Ramo Hall of Music (RHM 106)
Powell Hall (PHE 106)
  • Video NTSC resolution, 31 Mb/s DV, software
    decode, one-way latency 110 ms due to DV camera
    compression lt 5 ms network
  • Audio uncompressed, 16 or more channels at 1
    Mb/s each, one-way latency lt 10 ms due to audio
    processing lt 5 ms network

22
Distributed Immersive Performance v.1.0-The Duet
23
HYDRA Streaming Architecture
  • Most previous work in streaming media has focused
    on the retrieval and playback functionality.
  • More and more devices directly output digital
    media streams
  • E.g., camcorders (FireWire, USB,
    SDI),microphones (Bluetooth), mobile handsets
    (3G)
  • Need for a backend data stream recording
    /playback system (Super TiVo)
  • HYDRA (High-performance Data Recording
    Architecture) ICEIS 2003

24
Challenges
  • Variable bit rate media streams
  • Multi-zoned disks
  • Different read and writetransfer rates

25
Live Streaming
  • Latency is a crucial limiting factor
  • Only 20-40 ms is unnoticeable (foruniversal
    interactive applications)
  • Tradeoff Latency versus bandwidth
  • Compression reduces bandwidth
  • But high compression increases latency(e.g.,
    interframe MPEG compression)
  • Approach
  • Perform experiments within this design spacee.g.
    DV NTSC resolution, 31Mb/s, SW/HW codecse.g.
    uncompressed audio and video

26
ArchitectureHYDRA HD Live Streaming
JVC HD10U
HD-SDI
RTP/ UDP/IP
VGA
Display
FireWire
MPEG-2 Decoder
MPEG TS Extractor
  • Acquisition and rendering PC are both Linux based
    (RH 9 includes kernel support for FireWire).
  • MPEG transport stream extraction.
  • Data transport via UDP packets with single
    retransmissions

27
Rendering
  • Solution 1 Software based rendering
  • Use X11 hw acceleration XvMC (libmpeg2)
  • Motion compensation and iDCT with GPU
  • Our hw NVIDIA FX 5200 (100)
  • Performance 90 fps _at_ 1280x720 with 3 GHz P4

28
Rendering
  • Issues with software rendering
  • Precise timing 29.97 fps
  • Decoding time for I, P, and B frames varies
  • Buffering of decoded frames necessary to achieve
    precise timing
  • Transport stream splitter and audio decoding
  • Video card refresh rate (timing) is independent
    of MPEG timing, but
  • Non-standard display modes are possible 720p on
    Linux (16x9)
  • Decoding latency

29
Rendering
  • Solution 2 Hardware based rendering
  • E.g. CineCast HD board from Vela Research
  • Digital HD-SDI and analog RGB/YPrPb outputs
  • Great and stable picture (but )
  • Genlock input for synchronization

30
Rendering
  • Issues with hardware rendering
  • Linux drivers hard to come by
  • CineCast HD board uses SCSI interface
  • Wrote our own SCSI extensions to the Linux SCSI
    Generic driver (/dev/sg0)
  • Decoding latency requires 8 x 64 kB to start
    decoding
  • Consumer HD cardTelemann HiPix (400)But No
    Linux drivers(no Windows filters?)
  • New Vela cardCineCast HD LE

31
Live HD Video Streaming (1280x720p)
32
Distributed Immersive Performance v.2.0-Extended
Architecture
  • Conflicting requirements Low latency and low
    bandwidth (i.e., use of compression)
  • Solution - two-tier architecture
  • Between performers
  • Low latency stereo audio streaming
  • Low latency video streaming
  • Between performers and audience
  • High definition video streaming
  • Multichannel audio streaming (10.2 channel)
  • Recording of all streams sychronously for
    archival purposes and later playback.

33
Multichannel audio Stereo audio Low latency, low
resolution video High latency, high resolution
video
Performer 1
Performer 2
Playback and Recording
Audience
34
Thank You! Questions?
  • More info at
  • Data Management Research Lab
  • http//dmrl.usc.edu
  • Integrated Media Systems Center
  • http//imsc.usc.edu
  • Acknowledgments
  • Kun Fu, Beomjoo Seo, Shihua Liu, Dwipal A. Desai,
    Didi Shu-Yuen Yao, Mehrdad Jahangiri, Farnoush
    Banaei-Kashani, Rishi Sinha, Hong Zhu, Nitin
    Nahata, Sahitya Gupta, Vasan N. Sundar,
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