Author :
Ma, Liqun ; Shen, Haihong ; Zhang, Qishan
Author_Institution :
Sch. of Electron. & Inf. Eng., Beijing Univ. of Aeronaut. & Astronaut., Beijing, China
Abstract :
A real-time, interactive video distribution system on Internet for large-scale users faces three bottlenecks: real-time performance, interactive performance and bandwidth pressure. This paper, based on the approach to establish a Real-time Peer-to-Peer network (RTP2P) with the minimum video data delay as the primary goal, and establish a hybrid framework of P2P and centralized networks, argues that the goal of real-time, interactive video distribution system for large-scale users is able to be achieved. The key technologies include: greedy scheduling algorithm, push-pull scheduling model, and the hybrid network model. The test result proves, through an online education system with 2000 simultaneous users, that the end user´s video delay is within 10 seconds. Compared with the normal P2P video streaming system with the delay varies between 30 to 120 seconds, Real-time P2P is far more close to C/S networks, the widely adopted network in China, the high bandwidth cost of which restricts its promotion. In short, RTP2P is a more real-time, lower bandwidth-costing network to distribute video stream, saving more than 90% of the bandwidth cost. This program is applicable to the field of large scale users´ video real-time performance and interaction, such as online education, chat rooms, multimedia social games, live broadcasting, etc.
Keywords :
Internet; interactive video; peer-to-peer computing; real-time systems; scheduling; video signal processing; China; Internet; P2P video streaming system; RTP2P; bandwidth pressure; chat rooms; greedy scheduling algorithm; hybrid network model; interactive performance; large-scale real-time interactive video distribution system; large-scale users; online education system; push-pull scheduling model; real-time peer-to-peer network; real-time performance; time 30 s to 120 s; Bandwidth; Costs; Delay; Internet; Large-scale systems; Peer to peer computing; Real time systems; Scheduling algorithm; Streaming media; System testing; Peer-to-Peer network; interactione; real time; video distributation;