4. Challenges in Video Streaming


4. Challenges in Video Streaming

This section discusses some of the basic approaches and key challenges in video streaming. The three fundamental problems in video streaming are briefly highlighted and are examined in depth in the following three sections.

Video Delivery via File Download

Probably the most straightforward approach for video delivery of the Internet is by something similar to a file download, but we refer to it as video download to keep in mind that it is a video and not a generic file. Specifically, video download is similar to a file download, but it is a LARGE file. This approach allows the use of established delivery mechanisms, for example TCP as the transport layer or FTP or HTTP at the higher layers. However, it has a number of disadvantages. Since videos generally correspond to very large files, the download approach usually requires long download times and large storage spaces. These are important practical constraints. In addition, the entire video must be downloaded before viewing can begin. This requires patience on the viewers part and also reduces flexibility in certain circumstances, e.g. if the viewer is unsure of whether he/she wants to view the video, he/she must still download the entire video before viewing it and making a decision.

Video Delivery via Streaming

Video delivery by video streaming attempts to overcome the problems associated with file download, and also provides a significant amount of additional capabilities. The basic idea of video streaming is to split the video into parts, transmit these parts in succession, and enable the receiver to decode and playback the video as these parts are received, without having to wait for the entire video to be delivered. Video streaming can conceptually be thought to consist of the following steps:

  1. Partition the compressed video into packets

  2. Start delivery of these packets

  3. Begin decoding and playback at the receiver while the video is still being delivered

Video streaming enables simultaneous delivery and playback of the video. This is in contrast to file download where the entire video must be delivered before playback can begin. In video streaming there usually is a short delay (usually on the order of 5-15 seconds) between the start of delivery and the beginning of playback at the client. This delay, referred to as the pre-roll delay, provides a number of benefits which are discussed in Section 6.

Video streaming provides a number of benefits including low delay before viewing starts and low storage requirements since only a small portion of the video is stored at the client at any point in time. The length of the delay is given by the time duration of the pre-roll buffer, and the required storage is approximately given by the amount of data in the pre-roll buffer.

Expressing Video Streaming as a Sequence of Constraints

A significant amount of insight can be obtained by expressing the problem of video streaming as a sequence of constraints. Consider the time interval between displayed frames to be denoted by , e.g. is 33 ms for 30 frames/s video and 100 ms for 10 frames/s video. Each frame must be delivered and decoded by its playback time, therefore the sequence of frames has an associated sequence of deliver/decode/display deadlines:

  • Frame N must be delivered and decoded by time TN

  • Frame N+1 must be delivered and decoded by time TN +

  • Frame N+2 must be delivered and decoded by time TN + 2

  • Etc.

Any data that is lost in transmission cannot be used at the receiver. Furthermore, any data that arrives late is also useless. Specifically, any data that arrives after its decoding and display deadline is too late to be displayed. (Note that certain data may still be useful even if it arrives after its display time, for example if subsequent data depends on this "late" data.) Therefore, an important goal of video streaming is to perform the streaming in a manner so that this sequence of constraints is met.

4.1 Basic Problems in Video Streaming

There are a number of basic problems that afflict video streaming. In the following discussion, we focus on the case of video streaming over the Internet since it is an important, concrete example that helps to illustrate these problems. Video streaming over the Internet is difficult because the Internet only offers best effort service. That is, it provides no guarantees on bandwidth, delay jitter, or loss rate. Specifically, these characteristics are unknown and dynamic. Therefore, a key goal of video streaming is to design a system to reliably deliver high-quality video over the Internet when dealing with unknown and dynamic:

  • Bandwidth

  • Delay jitter

  • Loss rate

The bandwidth available between two points in the Internet is generally unknown and time-varying. If the sender transmits faster than the available bandwidth then congestion occurs, packets are lost, and there is a severe drop in video quality. If the sender transmits slower than the available bandwidth then the receiver produces sub-optimal video quality. The goal to overcome the bandwidth problem is to estimate the available bandwidth and then match the transmitted video bit rate to the available bandwidth. Additional considerations that make the bandwidth problem very challenging include accurately estimating the available bandwidth, matching the pre-encoded video to the estimated channel bandwidth, transmitting at a rate that is fair to other concurrent flows in the Internet, and solving this problem in a multicast situation where a single sender streams data to multiple receivers where each may have a different available bandwidth.

The end-to-end delay that a packet experiences may fluctuate from packet to packet. This variation in end-to-end delay is referred to as the delay jitter. Delay jitter is a problem because the receiver must receive/decode/display frames at a constant rate, and any late frames resulting from the delay jitter can produce problems in the reconstructed video, e.g. jerks in the video. This problem is typically addressed by including a playout buffer at the receiver. While the playout buffer can compensate for the delay jitter, it also introduces additional delay.

The third fundamental problem is losses. A number of different types of losses may occur, depending on the particular network under consideration. For example, wired packet networks such as the Internet are afflicted by packet loss, where an entire packet is erased (lost). On the other hand, wireless channels are typically afflicted by bit errors or burst errors. Losses can have a very destructive effect on the reconstructed video quality. To combat the effect of losses, a video streaming system is designed with error control. Approaches for error control can be roughly grouped into four classes: (1) forward error correction (FEC), (2) retransmissions, (3) error concealment, and (4) error-resilient video coding.

The three fundamental problems of unknown and dynamic bandwidth, delay jitter, and loss, are considered in more depth in the following three sections. Each section focuses on one of these problems and discusses various approaches for overcoming it.




Handbook of Video Databases. Design and Applications
Handbook of Video Databases: Design and Applications (Internet and Communications)
ISBN: 084937006X
EAN: 2147483647
Year: 2003
Pages: 393

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