Tag Archives: webm

adaptive HTTP streaming for open codecs

At this week’s FOMS in New York we had one over-arching topic that seemed to be of interest to every single participant: how to do adaptive bitrate streaming over HTTP for open codecs. On the first day, there was a general discussion about the advantages and disadvantages of adaptive HTTP streaming, while on the second day, we moved towards designing a solution for Ogg and WebM. While I didn’t attend all the discussions, I want to summarize the insights that I took out of the days in this blog post and the alternative implementation strategies that were came up with.

Use Cases for Adaptive HTTP Streaming

Streaming using RTP/RTSP has in the past been the main protocol to provide live video streams, either for broadcast or for real-time communication. It has been purpose-built for chunked video delivery and has features that many customers want, such as the ability to encrypt the stream, to tell players not to store the data, and to monitor the performance of the stream such that its bandwidth can be adapted. It has, however, also many disadvantages, not least that it goes over ports that normal firewalls block and thus is rather difficult to deploy, but also that it requires special server software, a client that speaks the protocol, and has a signalling overhead on the transport layer for adapting the stream.

RTP/RTSP has been invented to allow for high quality of service video consumption. In the last 10 years, however, it has become the norm to consume “canned” video (i.e. non-live video) over HTTP, making use of the byte-range request functionality of HTTP for seeking. While methods have been created to estimate the size of a pre-buffer before starting to play back in order to achieve continuous playback based on the bandwidth of your pipe at the beginning of downloading, not much can be done when one runs out of pre-buffer in the middle of playback or when the CPU on the machine doesn’t manage to catch up with decoding of the sheer amount of video data: your playback stops to go into re-buffering in the first case and starts to become choppy in the latter case.

An obvious approach to improving this situation is the scale the bandwidth of the video stream down, potentially even switch to a lower resolution video, right in the middle of playback. Apple’s HTTP live streaming, Microsoft’s Smooth Streaming, and Adobe’s Dynamic Streaming are all solutions in this space. Also, ISO/MPEG is working on DASH (Dynamic Adaptive Streaming over HTTP) is an effort to standardize the approach for MPEG media. No solution yets exist for the open formats within Ogg or WebM containers.

Some features of HTTP adaptive streaming are:

  • Enables adaptation of downloading to avoid continuing buffering when network or machine cannot cope.
  • Gapless switching between streams of different bitrate.
  • No special server software is required – any existing Web Server can be used to provide the streams.
  • The adaptation comes from the media player that actually knows what quality the user experiences rather than the network layer that knows nothing about the performance of the computer, and can only tell about the performance of the network.
  • Adaptation means that several versions of different bandwidth are made available on the server and the client switches between them based on knowledge it has about the video quality that the user experiences.
  • Bandwidth is not wasted by downloading video data that is not being consumed by the user, but rather content is pulled moments just before it is required, which works both for the live and canned content case and is particularly useful for long-form content.

Viability

In discussions at FOMS it was determined that mid-stream switching between different bitrate encoded audio files is possible. Just looking at the PCM domain, it requires stitching the waveform together at the switch-over point, but that is not a complex function. To be able to do that stitching with Vorbis-encoded files, there is no need for a overlap of data, because the encoded samples of the previous window in a different bitrate page can be used as input into the decoding of the current bitrate page, as long as the resulting PCM samples are stitched.

For video, mid-stream switching to a different bitrate encoded stream is also acceptable, as long as the switch-over point adheres to a keyframe, which can be independently decoded.

Thus, the preparation of the alternative bitstream videos requires temporal synchronisation of keyframes on video – the audio can deal with the switch-over at any point. A bit of intelligent encoding is thus necessary – requiring the encoding pipeline to provide regular keyframes at a certain rate would be sufficient. Then, the switch-over points are the keyframes.

Technical Realisation

With the solutions from Adobe, Microsoft and Apple, the technology has been created such there are special tools on the server that prepare the content for adaptive HTTP streaming and provide a manifest of the prepared content. Typically, the content is encoded in versions of different bitrates and the bandwidth versions are broken into chunks that can be decoded independently. These chunks are synchronised between the different bitrate versions such that there are defined switch-over points. The switch-over points as well as the file names of the different chunks are documented inside a manifest file. It is this manifest file that the player downloads instead of the resource at the beginning of streaming. This manifest file informs the player of the available resources and enables it to orchestrate the correct URL requests to the server as it progresses through the resource.

At FOMS, we took a step back from this approach and analysed what the general possibilities are for solving adaptive HTTP streaming. For example, it would be possible to not chunk the original media data, but instead perform range requests on the different bitrate versions of the resource. The following options were identified.

Chunking

With Chunking, the original bitrate versions are chunked into smaller full resources with defined switch-over points. This implies creation of a header on each one of the chunks and thus introduces overhead. Assuming we use 10sec chunks and 6kBytes per chunk, that results in 5kBit/sec extra overhead. After chunking the files this way, we provide a manifest file (similar to Apple’s m3u8 file, or the SMIL-based manifest file of Microsoft, or Adobe’s Flash Media Manifest file). The manifest file informs the client about the chunks and the switch-over points and the client requests those different resources at the switch-over points.

Disadvantages:

  • Header overhead on the pipe.
  • Switch-over delay for decoding the header.
  • Possible problem with TCP slowstart on new files.
  • A piece of software is necessary on server to prepare the chunked files.
  • A large amount of files to manage on the server.
  • The client has to hide the switching between full resources.

Advantages:

  • Works for live streams, where increasing amounts of chunks are written.
  • Works well with CDNs, because mid-stream switching to another server is easy.
  • Chunks can be encoded such that there is no overlap in the data necessary on switch-over.
  • May work well with Web sockets.
  • Follows the way in which proprietary solutions are doing it, so may be easy to adopt.
  • If the chunks are concatenated on the client, you get chained Ogg files (similar concept in WebM?), which are planned to be supported by Web browsers and are thus legal files.

Chained Chunks

Alternatively to creating the large number of files, one could also just create the chained files. Then, the switch-over is not between different files, but between different byte ranges. The headers still have to be read and parsed. And a manifest file still has to exist, but it now points to byte ranges rather than different resources.

Advantages over Chunking:

  • No TCP-slowstart problem.
  • No large number of files on the server.

Disadvantages over Chunking:

  • Mid-stream switching to other servers is not easily possible – CDNs won’t like it.
  • Doesn’t work with Web sockets as easily.
  • New approach that vendors will have to grapple with.

Virtual Chunks

Since in Chained Chunks we are already doing byte-range requests, it is a short step towards simply dropping the repeating headers and just downloading them once at the beginning for all possible bitrate files. Then, as we seek to different positions in “the” file, the byte range of the bitrate version that makes sense to retrieve at that stage would be requested. This could even be done with media fragment URIs, through addressing with time ranges is less accurate than explicit byte ranges.

In contrast to the previous two options, this basically requires keeping n different encoding pipelines alive – one for every bitrate version. Then, the byte ranges of the chunks will be interpreted by the appropriate pipeline. The manifest now points to keyframes as switch-over points.

Advantage over Chained Chunking:

  • No header overhead.
  • No continuous re-initialisation of decoding pipelines.

Disadvantages over Chained Chunking:

  • Multiple decoding pipelines need to be maintained and byte ranges managed for each.

Unchunked Byte Ranges

We can even consider going all the way and not preparing the alternative bitrate resources for switching, i.e. not making sure that the keyframes align. This will then require the player to do the switching itself, determine when the next keyframe comes up in its current stream then seek to that position in the next stream, always making sure to go back to the last keyframe before that position and discard all data until it arrives at the same offset.

Disadvantages:

  • There will be an overlap in the timeline for download, which has to be managed from the buffering and alignment POV.
  • Overlap poses a challenge of downloading more data than necessary at exactly the time where one doesn’t have bandwidth to spare.
  • Requires seeking.
  • Messy.

Advantages:

  • No special authoring of resources on the server is needed.
  • Requires a very simple manifest file only with a list of alternative bitrate files.

Final concerns

At FOMS we weren’t able to make a final decision on how to achieve adaptive HTTP streaming for open codecs. Most agreed that moving forward with the first case would be the right thing to do, but the sheer number of files that can create is daunting and it would be nice to avoid that for users.

Other goals are to make it work in stand-alone players, which means they will need to support loading the manifest file. And finally we want to enable experimentation in the browser through JavaScript implementation, which means there needs to be an interface to provide the quality of decoding to JavaScript. Fortunately, a proposal for such a statistics API already exists. The number of received frames, the number of dropped frames, and the size of the video are the most important statistics required.

VP8/WebM: Adobe is the key to open video on the Web

Google have today announced the open sourcing of VP8 and the creation of a new media format WebM.

Technical Challenges

As I predicted earlier, Google had to match VP8 with an audio codec and a container format – their choice was a subpart of the Matroska format and the Vorbis codec. To complete the technical toolset, Google have:

  • developed ffmpeg patches, so an open source encoding tool for WebM will be available
  • developed GStreamer and DirectShow plugins, so players that build on these frameworks will be able to decode WebM,
  • and developed an SDK such that commercial partners can implement support for WebM in their products.

This has already been successful and several commercial software products are already providing support for WebM.

Google haven’t forgotten the mobile space either – a bunch of Hardware providers are listed as supporters on the WebM site and it can be expected that developments have started.

The speed of development of software and hardware around WebM is amazing. Google have done an amazing job at making sure the technology matures quickly – both through their own developments and by getting a substantial number of partners included. That’s just the advantage of being Google rather than a Xiph, but still an amazing achievement.

Browsers

As was to be expected, Google managed to get all the browser vendors that are keen to support open video to also support WebM: Chrome, Firefox and Opera all have come out with special builds today that support WebM. Nice work!

What is more interesting, though, is that Microsoft actually announced that they will support WebM in future builds of IE9 – not out of the box, but on systems where the codec is already installed. Technically, that is be the same situation as it will be for Theora, but the difference in tone is amazing: in this blog post, any codec apart from H.264 was condemned and rejected, but the blog post about WebM is rather positive. It signals that Microsoft recognize the patent risk, but don’t want to be perceived of standing in the way of WebM’s uptake.

Apple have not yet made an announcement, but since it is not on the list of supporters and since all their devices exclusively support H.264 it stands to expect that they will not be keen to pick up WebM.

Publishers

What is also amazing is that Google have already achieved support for WebM by several content providers. The first of these is, naturally, YouTube, which is offering a subset of its collection also in the WebM format and they are continuing to transcode their whole collection. Google also has Brightcov, Ooyala, and Kaltura on their list of supporters, so content will emerge rapidly.

Uptake

So, where do we stand with respect to a open video format on the Web that could even become the baseline codec format for HTML5? It’s all about uptake – if a substantial enough ecosystem supports WebM, it has all chances of becoming a baseline codec format – and that would be a good thing for the Web.

And this is exactly where I have the most respect for Google. The main challenge in getting uptake is in getting the codec into the hands of all people on the Internet. This, in particular, includes people working on Windows with IE, which is still the largest browser from a market share point of view. Since Google could not realistically expect Microsoft to implement WebM support into IE9 natively, they have found a much better partner that will be able to make it happen – and not just on Windows, but on many platforms.

Yes, I believe Adobe is the key to creating uptake for WebM – and this is admittedly something I have completely overlooked previously. Adobe has its Flash plugin installed on more than 90% of all browsers. Most of their users will upgrade to a new version very soon after it is released. And since Adobe Flash is still the de-facto standard in the market, it can roll out a new Flash plugin version that will bring WebM codec support to many many machines – in particular to Windows machines, which will in turn enable all IE9 users to use WebM.

Why would Adobe do this and thus cement its Flash plugin’s replacement for video use by HTML5 video? It does indeed sound ironic that the current market leader in online video technology will be the key to creating an open alternative. But it makes a lot of sense to Adobe if you think about it.

Adobe has itself no substantial standing in codec technology and has traditionally always had to license codecs. Adobe will be keen to move to a free codec of sufficient quality to replace H.264. Also, Adobe doesn’t earn anything from the Flash plugins themselves – their source of income are their authoring tools. All they will need to do to succeed in a HTML5 WebM video world is implement support for WebM and HTML5 video publishing in their tools. They will continue to be the best tools for authoring rich internet applications, even if these applications are now published in a different format.

Finally, in the current hostile space between Apple and Adobe related to the refusal of Apple to allow Flash onto its devices, this may be the most genius means of Adobe at getting back at them. Right now, it looks as though the only company that will be left standing on the H.264-only front and outside the open WebM community will be Apple. Maybe implementing support for Theora wouldn’t have been such a bad alternative for Apple. But now we are getting a new open video format and it will be of better quality and supported on hardware. This is exciting.

IP situation

I cannot, however, finish this blog post on a positive note alone. After reading the review of VP8 by a x.264 developer, it seems possible that VP8 is infringing on patents that are outside the patent collection that Google has built up in codecs. Maybe Google have calculated with the possibility of a patent suit and put money away for it, but Google certainly haven’t provided indemnification to everyone else out there. It is a tribute to Google’s achievement that given a perceived patent threat – which has been the main inhibitor of uptake of Theora – they have achieved such an uptake and industry support around VP8. Hopefully their patent analysis is sound and VP8 is indeed a safe choice.

UPDATE (22nd May): After having thought about patents and the situation for VP8 a bit more, I believe the threat is really minimal. You should also read these thoughts of a Gnome developer, these of a Debian developer and the emails on the Theora mailing list.