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[Wenwu Zhu, Chong Luo, Jianfeng Wang, and Shipeng Li]




                                                [An emerging technology for providing
                                                 multimedia services and applications]




                                                                                       © BRAND X PICTURES & INGRAM PUBLISHING




T
             his article introduces the principal concepts of                  and graphics processing unit (GPU) clusters are presented at
             multimedia cloud computing and presents a novel                   the edge to provide distributed parallel processing and QoS
             framework. We address multimedia cloud comput-                    adaptation for various types of devices. Then we present a cloud-
             ing from multimedia-aware cloud (media cloud)                     aware multimedia, which addresses how multimedia services
             and cloud-aware multimedia (cloud media) per-                     and applications, such as storage and sharing, authoring and
spectives. First, we present a multimedia-aware cloud, which                   mashup, adaptation and delivery, and rendering and retrieval,
addresses how a cloud can perform distributed multimedia pro-                  can optimally utilize cloud-computing resources to achieve
cessing and storage and provide quality of service (QoS) provi-                better quality of experience (QoE). The research directions and
sioning for multimedia services. To achieve a high QoS for                     problems encountered are presented accordingly.
multimedia services, we propose a media-edge cloud (MEC)
architecture, in which storage, central processing unit (CPU),                 INTRODUCTION
                                                                               Cloud computing is an emerging technology aimed at providing
Digital Object Identifier 10.1109/MSP.2011.940269
                                                                               various computing and storage services over the Internet [1],
Date of publication: 19 April 2011                                             [2]. It generally incorporates infrastructure, platform, and


1053-5888/11/$26.00©2011IEEE                          IEEE SIGNAL PROCESSING MAGAZINE [59] MAY 2011
software as services. Cloud ser-                                                                     For multimedia computing in
                                          MULTIMEDIA PROCESSING IN A CLOUD
vice providers rent data-center                                                                   a cloud, simultaneous bursts of
hardware and software to deliver
                                               IMPOSES GREAT CHALLENGES.                          multimedia data access, process-
storage and computing services                                                                    ing, and transmission in the
through the Internet. By using cloud computing, Internet users     cloud would create a bottleneck in a general-purpose cloud
can receive services from a cloud as if they were employing a      because of stringent multimedia QoS requirements and large
super computer. They can store their data in the cloud instead     amounts of users’ simultaneous accesses at the Internet scale.
of on their own devices, making ubiquitous data access possible.   In today’s cloud computing, the cloud uses a utilitylike mecha-
They can run their applications on much more powerful cloud-       nism to allocate how much computing (e.g., CPU) and storage
computing platforms with software deployed in the cloud, miti-     resources one needs, which is very effective for general data ser-
gating the users’ burden of full software installation and         vices. However, for multimedia applications, in addition to the
continual upgrade on their local devices.                          CPU and storage requirements, another very important factor is
    With the development of Web 2.0, Internet multimedia is        the QoS requirement in terms of bandwidth, delay, and jitter.
emerging as a service. To provide rich media services,             Therefore, using a general-purpose cloud in the Internet to deal
multimedia computing has emerged as a noteworthy technolo-         with multimedia services may suffer from unacceptable media
gy to generate, edit, process, and search media contents, such     QoS or QoE [3]. Mobile devices have limitations in memory,
as images, video, audio, graphics, and so on. For multimedia       computing power, and battery life; thus, they have even more
applications and services over the Internet and mobile wireless    prominent needs to use a cloud to address the tradeoff between
networks, there are strong demands for cloud computing             computation and communication. It is foreseen that cloud com-
because of the significant amount of computation required for      puting could become a disruptive technology for mobile appli-
serving millions of Internet or mobile users at the same time.     cations and services [4]. More specifically, in mobile media
In this new cloud-based multimedia-computing paradigm,             applications and services, because of the power requirement for
users store and process their multimedia application data in       multimedia [5] and the time-varying characteristics of the wire-
the cloud in a distributed manner, eliminating full installation   less channels, QoS requirements in cloud computing for mobile
of the media application software on the users’ computer or        multimedia applications and services become more stringent
device and thus alleviating the burden of multimedia software      than those for the Internet cases. In summary, for multimedia
maintenance and upgrade as well as sparing the computation         computing in a cloud, the key is how to provide QoS provision-
of user devices and saving the battery of mobile phones.           ing and support for multimedia applications and services over
    Multimedia processing in a cloud imposes great challenges.     the (wired) Internet and mobile Internet.
Several fundamental challenges for multimedia computing in             To meet multimedia’s QoS requirements in cloud comput-
the cloud are highlighted as follows.                              ing for multimedia services over the Internet and mobile wire-
    1) Multimedia and service heterogeneity: As there exist dif-   less networks, we introduce the principal concepts of
    ferent types of multimedia and services, such as voice over    multimedia cloud computing for multimedia computing and
    IP (VoIP), video conferencing, photo sharing and editing,      communications, shown in Figure 1. Specifically, we propose
    multimedia streaming, image search, image-based render-        a multimedia-cloud-computing framework that leverages
    ing, video transcoding and adaptation, and multimedia con-     cloud computing to provide multimedia applications and ser-
    tent delivery, the cloud shall support different types of      vices over the Internet and mobile Internet with QoS provi-
    multimedia and multimedia services for millions of users       sioning. We address multimedia cloud computing from
    simultaneously.                                                multimedia-aware cloud (media cloud) and cloud-aware mul-
    2) QoS heterogeneity: As different multimedia services have    timedia (cloud media) perspectives. A multimedia-aware cloud
    different QoS requirements, the cloud shall provide QoS pro-   focuses on how the cloud can provide QoS provisioning for
    visioning and support for various types of multimedia servic-  multimedia applications and services. Cloud-aware multime-
    es to meet different multimedia QoS requirements.              dia focuses on how multimedia can perform its content stor-
    3) Network heterogeneity: As different networks, such as       age, processing, adaptation, rendering, and so on, in the cloud
    Internet, wireless local area network (LAN), and third genera- to best utilize cloud-computing resources, resulting in high
    tion wireless network, have different network characteristics, QoE for multimedia services. Figure 2 depicts the relationship
    such as bandwidth, delay, and jitter, the cloud shall adapt    of the media cloud and cloud media services. More specifically,
    multimedia contents for optimal delivery to various types of   the media cloud provides raw resources, such as hard disk,
    devices with different network bandwidths and latencies.       CPU, and GPU, rented by the media service providers (MSPs)
    4) Device heterogeneity: As different types of devices, such   to serve users. MSPs use media cloud resources to develop
    as TVs, personal computers (PCs), and mobile phones, have      their multimedia applications and services, e.g., storage, edit-
    different capabilities for multimedia processing, the cloud    ing, streaming, and delivery.
    shall have multimedia adaptation capability to fit different       On the media cloud, we propose an MEC architecture to
    types of devices, including CPU, GPU, display, memory,         reduce latency, in which media contents and processing are
    storage, and power.                                            pushed to the edge of the cloud based on user’s context or


                                            IEEE SIGNAL PROCESSING MAGAZINE [60] MAY 2011
Audio Video Image
                                                                                     Media Cloud
                                                         Storage




                                                   CPU                      GPU

                                                                                                                    Clients



[FIG1] Fundamental concept of multimedia cloud computing.


profile. In this architecture, an MEC is a cloudlet with data        multimedia computing over grids addresses infrastructure
centers physically placed at the edge. The MEC stores, process-      computing for multimedia from a high-performance comput-
es, and transmits media data at the edge, thus achieving a           ing (HPC) aspect [7]. The CDN addresses how to deliver multi-
shorter delay. The media cloud is composed of MECs, which            media at the edge so as to reduce the delivery latency or
can be managed in a centralized or peer-to-peer (P2P) manner.        maximize the bandwidth for the clients to access the data.
First, to better handle various types of media services in an        Examples include Akamai Technologies, Amazon CloudFront,
MEC, we propose to place similar types of media services into        and Limelight Networks. YouTube uses Akamai’s CDN to deliv-
a cluster of servers based on the properties of media services.      er videos. Server-based multimedia computing addresses desk-
Specifically, we propose to use the distributed hash table (DHT      top computing, in which all multimedia computing is done in
[6]) for data storage while using CPU or GPU clusters for mul-       a set of servers, and the client interacts only with the servers
timedia computing. Second, for computing efficiency in the           [8]. Examples include Microsoft Remote Display Protocol and
MEC, we propose a distributed parallel processing model for          AT&T Virtual Network Computing. P2P multimedia comput-
multimedia applications and services in GPU or CPU clusters.         ing refers to a distributed application architecture that parti-
Third, at the proxy/edge server of the MEC, we propose media         tions multimedia-computing tasks or workloads between
adaptation/transcoding for media services to heterogeneous           peers. Examples include Skype, PPlive, and Coolstream. The
devices to achieve high QoE.                                         media cloud presented in this article addresses how the cloud
    On cloud media, media applications and services in the           can provide QoS provisioning for multimedia computing in a
cloud can be conducted either completely or partially in the         cloud environment.
cloud. In the former case, the cloud will
do all the multimedia computing, e.g., for
the case of thin-client mobile phones. In
                                                                                                                 Cloud Media
the latter case, the key problem is how to                          Authoring/Editing      Sharing/Streaming
allocate multimedia-computing (e.g.,                                     Service                Service
CPU and GPU) resources between the cli-
                                                       Storage Service                                     Delivery Service
ents and cloud, which will involve client–                                           MSPs
cloud resource partition for multimedia
computing. In this article, we present
how multimedia applications, such as
                                                                                                           Media Cloud
processing, adaptation, rendering, and so
on, can optimally utilize cloud-comput-                              Hard Disk                     Resource Allocator
ing resources to achieve high QoE.
                                                                      CPU
RELATED WORKS                                                                                       Load Balancer
                                                                      GPU
Multimedia cloud computing is general-
ly related to multimedia computing over
grids, content delivery network (CDN),
server-based computing, and P2P multi-
media computing. More specifically,          [FIG2] The relationship of the media cloud and cloud media services.



                                            IEEE SIGNAL PROCESSING MAGAZINE [61] MAY 2011
To our knowledge, there                                                                       compared to all multimedia
                                             MULTIMEDIA CLOUD COMPUTING
exist very few works on multi-                                                                    contents that are located at the
media cloud computing in the
                                                IS GENERALLY RELATED TO                           central cloud. As depicted in
literature. IBM had an initiative             MULTIMEDIA COMPUTING OVER                           Figure 3(a) and (b), respective-
for cloud computing (http://               GRIDS, CONTENT DELIVERY NETWORK,                       ly, an MEC has two types of
w w w. i b m . c o m / i b m / c l o u d / SERVER-BASED COMPUTING, AND P2P                        architectures: one is where all
resources.html#3). Trajkovska                   MULTIMEDIA COMPUTING.                             users’ media data are stored in
et al. proposed a joint P2P and                                                                   MECs based on their user pro-
cloud-computing architecture                                                                      file or context, while all the
realization for multimedia streaming with QoS cost                information of the associated users and content locations is
functions [9].                                                    communicated by its head through P2P; the other one is
                                                                  where the central administrator (master) maintains all the
MULTIMEDIA-AWARE CLOUD                                            information of the associated users and content locations,
The media cloud needs to have the following functions: 1) QoS     while the MEC distributedly holds all the content data.
provisioning and support for various types of multimedia servic-  Within an MEC, we adopt P2P technology for distributed
es with different QoS requirements, 2) distributed parallel mul-  media data storage and computing. With the P2P architec-
timedia processing, and 3) multimedia QoS adaptation to fit       ture, each node is equally important and, thus, the MEC is of
various types of devices and network bandwidth. In this section,  high scalability, availability, and robustness for media data
we first present the architecture of the media cloud. Then we     storage and media computing. To support mobile users, we
discuss the distributed parallel multimedia processing in the     propose a cloud proxy that resides at the edge of an MEC or
media cloud and how the cloud can provide QoS support for         in the gateway, as depicted in Figure 3(a) and (b), to perform
multimedia applications and services.                             multimedia processing (e.g., adaptation and transcoding) and
                                                                  caching to compensate for mobile devices’ limitations on
MEDIA-CLOUD-COMPUTING                                             computational power and battery life.
ARCHITECTURE
In this section, we present an MEC-computing architecture         DISTRIBUTED PARALLEL
that aims at handling multimedia computing from a QoS per-        MULTIMEDIA PROCESSING
spective. An MEC is a cloudlet with servers physically placed     Traditionally, multimedia processing is conducted on client or
at the edge of a cloud to provide media services with high        proprietary servers. With multimedia cloud computing, multi-
QoS (e.g., low latency) to users. Note that an MEC architec-      media processing is usually on the third party’s cloud data cen-
ture is like the CDN edge servers architecture, with the differ-  ters (unless one likes building a private cloud, which is costly).
ence being that CDN is for multimedia delivery, while MEC is      With multimedia processing moved to the cloud, one of the
for multimedia computing. Using CDN edge servers to deliver       key challenges of multimedia cloud computing is how the
multimedia to the end users can result in less latency than       cloud can provide distributed parallel processing of multime-
direct delivery from the original servers at the center. Thus, it dia data for millions of users including mobile users. To
can be seen that multimedia computing in an MEC can pro-          address this problem, multimedia storage and computing need
duce less multimedia traffic and reduce latency when              to be executed in a distributed and parallel manner. In the




                  MEC                   MEC                                       MEC                            MEC

           Head                              Head



                     Virtual Center Cloud                                                       Master
                                                        MEC

     Head                                        Head
        MEC                                                                  MEC                                       MEC
                                                                                               MEC
                        HeadMEC
                                       Proxy                                                             Proxy
                              (a)                                                               (b)


[FIG3] Architecture of (a) P2P-based MEC computing and (b) central-controlled MEC computing.



                                            IEEE SIGNAL PROCESSING MAGAZINE [62] MAY 2011
MEC, we propose to use DHT for media data storage in the
storage cluster and employ multimedia processing program                                                        Storage Cluster
parallel execution model with a media load balancer for media
computing in CPU or GPU clusters. As illustrated in Figure                                       Data
4(a), for media storage, we assign unique keys associated with                MSP
data to the data tracker, which manages how media data will
                                                                                               Tracker
be distributed in the storage cluster. For media computing, we                                                   CPU Cluster
use the program tracker or the so-called load balancer to                    Clients          Program
schedule media tasks distributedly, and then the media tasks
are executed in CPU or GPU clusters in the MEC. Moreover, we                                    Tracker
use parallel distributed multimedia processing for large-scale
multimedia program execution in an MEC, as illustrated in
Figure 4(b). Specifically, first, we can perform media load bal-
ancing at the users’ level [10]. Second, we can do parallel
media processing at the multimedia task level. In other words,
our proposed approach not only brings distributed load balanc-
                                                                                                                 GPU Cluster
ing at users’ levels but also performs multimedia task parallel-
ization at the multimedia task levels. This is demonstrated in                                     (a)
the following case study.
                                                                                                   …..

CASE STUDY
To demonstrate what we discussed earlier, we will use
Photosynth as an example to illustrate how multimedia par-
allel processing works and how it outperforms the traditional
approach. Photosynth (http://www.photosynth.net/) is a soft-
ware application that analyzes digital photographs and                                        Task Manager
generates a three-dimensional (3-D) model of the photos                 …..                                                   …..
[11], [12]. Users are able to generate their own models using
the software on the client side and then upload them to the
PhotoSynth Web site. Currently, computing Photosynth im-
ages is done in a local PC. The major computation tasks of
Photosynth are image conversion, feature extraction, image
matching, and reconstruction. In the traditional approach,
the aforementioned four tasks are performed sequentially in                                          …..
a local client. In the cloud-computing environment, we pro-                                          (b)
pose that the four computation tasks of Photosynth be con-
ducted in an MEC. This is particularly important for mobile         [FIG4] (a) Data and program trackers for multimedia service.
devices because of their low computation capability and             (b) Distributed parallel multimedia processing.
battery constraints. To reduce the com-
putation time when dealing with a large
number of users, we propose cloud-
based parallel synthing with a load bal-
ancer in which the PhotoSynth                                                                      Image Conversion      Phase 1
algorithms are run in a parallel pipeline
in an MEC. Our proposed parallel synth-                                                            Feature Extraction    Phase 2
ing consists of user- and task-level par-
                                                                                 Server 1           Image Matching       Phase 3
allelization. F igu re 5 shows the
user-level parallel synthing in which all               Photo Set
                                                                                                     Reconstruction      Phase 4
tasks of synthing from one user are allo-
                                                                    Load         Server 2
cated to one server to compute, but the
                                                                  Balancer
tasks from all users can be done simul-
taneously in parallel in the MEC. Figure
6 shows the task-level parallel synthing                                         Server N
in which all tasks of synthing from one
user are allocated to N servers to compute [FIG5] User-level parallel synthing in an MEC.


                                            IEEE SIGNAL PROCESSING MAGAZINE [63] MAY 2011
Image                Feature                Image              Reconstruction
                                                  Conversion            Extraction             Matching

                                 Server 1



      Images                                        Image                 Feature                Image
                                                  Conversion             Extraction             Matching


                  Load           Server 2
                 Balancer




                                                    Image                 Feature               Image
                                                  Conversion             Extraction            Matching

                                 Server N
                                                                                                                               Time

                                                    Phase 1              Phase 2                Phase 3              Phase 4
                                                     Task 1               Task 2                 Task 3               Task 4

[FIG6] Task-level parallel synthing in the MEC.



in parallel. More specifically, the tasks of image conversion,         400 images, respectively. From Tables 1 and 2, we can see that
feature extraction, and images matching are computed in N              for the two-server case we can achieve a 1.65 times computa-
servers. Figure 6 shows that, theoretically, when the commu-           tional gain over the traditional sequential approach, and for the
nication overhead is omitted, image conversion, feature ex-            nine-server case, we can achieve a 4.25 times computational
traction, and image matching can save N times less                     gain over the traditional approach.
computation time using task-level parallelization with N
servers than that with the one-server case.                MEDIA CLOUD QOS
   We performed a preliminary simulation in which we ran the
                                                           Another key challenge in the media cloud/MEC is QoS. There
parallel photosynthing code in an HPC cluster node with nine
                                                           are two ways of providing QoS provisioning for multimedia:
servers. Tables 1 and 2 list the simulation results for 200 and
                                                           one is to add QoS to the current cloud-computing infrastruc-
                                                                                  ture within the cloud and the other is
                                                                                  to add QoS middleware between the
 [TABLE 1] SIMULATION RESULTS OF 200 IMAGES PARALLEL SYNTHING                     cloud infrastructure and multimedia
 IN AN HPC CLUSTER.
                                                                                  applications. In the former case, it
                      ONE SERVER        TWO SERVERS         NINE SERVERS          focuses on the cloud infrastructure
                                                                                  QoS, providing QoS pro visioning in
TASKS                  TIME (MS)     TIME (MS)   GAIN   TIME (MS)      GAIN
                                                                                  the cloud infrastructure to support
IMAGE CONVERSION       65,347.25     41,089.77   1.59   15,676.95      4.17
FEATURE EXTRACTION     34,864.50     18,140.31   1.92   7,414.13       4.70       multimedia applications and services
IMAGE MATCHING         47,812.50     30,103.78   1.59   11,510.03      4.15       with different media QoS require-
TOTAL TIME/GAIN        148,024.25    89,333.86   1.66   34,601.11      4.28
                                                                                  ments. In the latter case, it focuses on
                                                                                  improving cloud QoS in the middle
                                                                                  layers, such as QoS in the transport
 [TABLE 2] SIMULATION RESULTS OF 400 IMAGES PARALLEL SYNTHING
 IN AN HPC CLUSTER.
                                                                                  layer and QoS mapping between the
                                                                                  cloud infrastructure and media appli-
                      ONE SERVER        TWO SERVERS         NINE SERVERS          cations (e.g., overlay).
TASKS                  TIME (MS)     TIME (MS)   GAIN   TIME (MS)      GAIN
                                                                                      The cloud infrastructure QoS is a
IMAGE CONVERSION       150,509.30    91,233.67   1.65   32,702.28      4.60
                                                                                  new area where more research is
FEATURE EXTRACTION     101,437.00    51,576.00   1.97   20,391.11      4.97       needed to provide stringent QoS pro-
IMAGE MATCHING         207,696.33    135,965.17  1.53   55,194.38      3.76       visioning for multimedia applica-
TOTAL TIME/GAIN        459,642.63    278,774.84  1.65   108,287.77     4.24
                                                                                  tions and services in the cloud. In


                                              IEEE SIGNAL PROCESSING MAGAZINE [64] MAY 2011
this article, we focus on how a                                                                  shared through the Internet.
                                              THE MEDIA CLOUD PROXY IS
cloud can provide QoS support                                                                    The huge success of YouTube
for multimedia applications
                                           DESIGNED TO DEAL WITH MOBILE                          demonstrates the popularity of
and services. Specifically, in an           MULTIMEDIA COMPUTING AND                             Internet media.
MEC, according to the proper-               CACHING FOR MOBILE PHONES.                              Before the cloud-computing
ties of media services, we orga-                                                                 era, media storage, processing,
nize similar types of media services into a cluster of servers   and dissemination services were provided by different service
that has the best capability to process them. An MEC con-        providers with their proprietary server farms. Now, various ser-
sists of three clusters: storage, CPU, and GPU clusters. For     vice providers have a choice to be users of public clouds. The
example, media applications related to graphics can go to        “pay-as-you-go” model of a public cloud would greatly facilitate
the GPU cluster, normal media processing can go to the           small businesses and multimedia fanciers. For small businesses,
CPU cluster, and storage types of media applications can go      they pay just for the computing and storage they have used,
to the storage cluster. As a result, an MEC can provide QoS      rather than maintaining a large set of servers only for peak
support for different types of media with different QoS          loads. For individuals, cloud utility can provide a potentially
requirements.                                                    unlimited storage space and is more convenient to use than
    To improve multimedia QoS performance in a media cloud,      buying hard disks.
in addition to moving media content and computation to the           In the following, we will present storage and sharing (stor-
MEC to reduce latency and to perform content adaptation to       age and dissemination), authoring and mashup (storage and
heterogeneous devices, a media cloud proxy is proposed in our    processing), adaptation and delivery (processing and dissemina-
architecture to further reduce latency and best serve different  tion), and media rendering, respectively.
types of devices with adaptation especially for mobile devices.
The media cloud proxy is designed to deal with mobile multi-     STORAGE AND SHARING
media computing and caching for mobile phones. As a mobile       Cloud storage has the advantage of being “always-on” so that
phone has a limited battery life and computation power, the      users can access their files from any device and can share their
media cloud proxy is used to perform mobile multimedia com-      files with friends who may access the content at an arbitrary
puting in full or part to compensate for the mobile phone’s      time. It is also an important feature that cloud storage pro-
limitations mentioned above, including QoS adaptation to dif-    vides a much higher level of reliability than local storage.
ferent types of terminals. In addition, the media cloud proxy    Cloud storage service can be categorized into consumer- and
can also provide a media cache for the mobile phone. Future      developer-oriented services. Within the category of consumer-
research directions include cloud infrastructure QoS and         oriented cloud storage services, some cloud providers deploy
cloud QoS overlay for multimedia services, dynamic multime-      their own server farm, while some others operate based on
dia load balancing, and so on.                                   user-contributed physical storage. IOmega (www.iomega.com)
                                                                 is a consumer-oriented cloud storage service, which holds the
CLOUD-AWARE MULTIMEDIA                                           storage service on its own servers and, thus, offers a for-pay
APPLICATIONS                                                     only service. AllMyData (www.amdwebhost.com) trades 1 GB
The emergence of cloud computing will have a profound impact     of hosted space for 10 GB of donated space from users. The
on the entire life cycle of multimedia contents. As shown in     major investment is software or services, such as data encrypt-
Figure 7, a typical media life cycle is composed of acquisition, ing, fragmentation and distribution, and backup. Amazon S3
storage, processing, dissemination, and presentation.            (https://s3.amazonaws.com/) and Openomy (http://www.openo-
    For a long time, high-quality media contents could only      my.com/) are developer-oriented cloud storage services.
be acquired by professional organizations with efficient         Amazon S3 goes with the typical cloud provisioning “pay only
devices, and the distribution of media
contents relied on hard copies, such as
film, video compact disc (VCD), and
DVD. During the recent decade, the
availability of low-cost commodity digi-
tal cameras and camcorders has sparked                                  Storage
an explosion of user-generated media
                                                   Acquisition                           Dissemination        Presentation
contents. Most recently, cyber-physical
systems [13] offer a new way of data                                   Processing
acquisition through sensor networks,
which significantly increases the vol-
ume and diversity of media data. Riding
the Web 2.0 wave, digital media con-
tents can now be easily distributed or [FIG7] A typical media life cycle.


                                          IEEE SIGNAL PROCESSING MAGAZINE [65] MAY 2011
for what you use.” There is no minimum fee and startup cost.     bandwidth demand of multimedia contents calls for dynamic
They charge for both storage and bandwidth per gigabyte. In      load balancing algorithms for cloud-based streaming.
Openomy, the files are organized purely by tags. A publicly
callable application programming interface (API) and strong      AUTHORING AND MASHUP
focus on tags rather than the classic file system hierarchy is   Multimedia authoring is the process of editing segments of
the differentiating feature of Openomy. The general-purpose      multimedia contents, while mashup deals with combining
cloud providers, such as Microsoft Azure (http://www.micro-      multiple segments from different multimedia sources. To
soft.com/windowsazure/), also allow developers to build stor-    date, authoring and mashup tools are roughly classified into
age services on top of them. For example, NeoGeo Company         two categories: one is offline tools, such as Adobe Premiere
builds its digital asset management software neoMediaCenter.     and Windows Movie Maker, and the other is online services,
NET based on Microsoft Azure.                                    such as Jaycut (http://www.jaycut.com). The former provides
    Sharing is an integral part of cloud service. The request of more editing functions, but the client usually needs editing
easy sharing is the main reason the multimedia contents occu-    software maintenance. The latter provides fewer functions,
py a large portion of cloud storage space. Conventionally, mul-  but the client need not bother about its software maintenance.
timedia sharing happens only when the person who shares the          Authoring and mashup are generally time consuming and
contents and the person who is shared with are both online       multimedia contents occupy large amount of storages. A
and have a high-data-rate con-                                                                   cloud can make online author-
nection. Cloud computing is                                                                      ing and mashup very effective,
                                           THE ABILITY TO PERFORM ONLINE
now turning this synchronous                                                                     providing more functions to cli-
                                          MEDIA COMPUTATION IS A MAJOR
process into an asynchronous                                                                     ents, since it has powerful com-
one and is making one-to-many
                                          DIFFERENTIATING CHARACTERISTIC                         putation and storage resources
sharing more efficient. The per-                  OF MEDIA CLOUD FROM                            that are widely distributed geo-
son who shares simply uploads                       TRADITIONAL CDNS.                            graphically. Moreover, cloud-
the contents to the cloud stor-                                                                  based multimedia authoring
age at his or her convenience and then sends a hyperlink to the  and mashup can avoid preinstallation of editing software in
persons being shared with. The latter can then access the con-   clients. In this article, we present a cloud-based online multi-
tents whenever they like, since the cloud is always on. Sharing  media authoring and mashup framework. In this framework,
through a cloud also increases media QoS because cloud–client    users will conduct editing and mashup in the media cloud.
connections almost always provide a higher bandwidth and         One of the key challenges in cloud-based authoring and
shorter delay than client–client connections, not to mention     mashup is the computing and communication costs in pro-
the firewall and network address translation traversal problems  cessing multiple segments from single source or multiple
commonly encountered in client–client communications. The        sources. To address this challenge, inspired by the idea of
complexities of cloud-based sharing mainly reside in naming,     [15], we present an extensible markup language (XML)-based
addressing, and access control.                                  representation file format for cloud-based media authoring
    Instantaneous music and video sharing can be achieved via    and mashup. As illustrated in Figure 8, this is not a multime-
streaming. Compared to the conventional streaming services       dia data stream but a description file, indicating the organiza-
operating through proprietary server farms of streaming service  tion of different multimedia contents. The file can be logically
providers, cloud-based streaming can potentially achieve much    regarded as a multilayer container. The layers can be entity
a lower latency and provide much a higher bandwidth. This is     layers, such as video, audio, graphic, and transition and effect
because cloud providers own a large number of servers deployed   layers. Each segment of a layer is represented as a link to the
in wide geographical areas. For example, streamload targets to   original one, which maintains associated data in the case of
those who are interested in rich media streaming and hosting.    being deleted or moved, as well as some more descriptions.
They offer unlimited storage for paying users, and the charging  The transmission and effects are either a link with parame-
plan is based on the downloading bandwidth. In this article, we  ters or a description considering personalized demands. Since
propose a cloud-based streaming approach. In the architecture    a media cloud holds large original multimedia contents and
of cloud-based streaming, compared with the architecture of      frequently used transmission and effect templates [16], it will
video streaming in [14], the media cloud/MEC has a distributed   be beneficial to use the link-based presentation file. Thus, the
media storage module for storing the compressed video and        process of authoring or mashup is to edit the presentation
audio streams for millions of users and a QoS adaptation mod-    file, by which the computing load on the cloud side will be
ule for different types of devices, such as mobile phones, PCs,  significantly reduced. In our approach, we will select an MEC
and TVs. While our media cloud/MEC-based streaming architec-     to serve authoring or mashup service to all heterogeneous
ture presents a possible solution to cloud streaming QoS provi-  clients including mobile phone users. By leveraging edge
sioning, there are still many research issues to be tackled.     servers’ assistance in the MEC with proxy to mobile phone, it
Considering the cloud network properties, a new cloud trans-     allows mobile editing to achieve good QoE. Future research
port protocol may need to be developed. In addition, the high    on cloud-based multimedia authoring and mashup needs to


                                          IEEE SIGNAL PROCESSING MAGAZINE [66] MAY 2011
Media Cloud

                      Video
                                                      Representation File
                                                   Videom         Videon           Video Layer
                       Audio                       Audiom         Audion           Audio Layer
                                                Effectm Transition Effectn         Transition and
                                                                                   Effect Layer
              Transition/Effect




[FIG8] Cloud-based multimedia authoring and mashup.



tackle distributed storage and processing in the cloud, online      cloud shall take charge of collecting customized parameters,
previewing on the client, especially for mobile phones and          such as screen size, bandwidth, and generating various ver-
slate devices.                                                      sions according to their parameters either offline or on the fly.
                                                                    Note that the former needs more storage, while the latter
ADAPTATION AND DELIVERY                                             needs dynamic video adaptation upon delivery. The ability to
As there exist various types of terminals, such as PCs, mobile      perform online media computation is a major differentiating
phones, and TVs, and heterogeneous networks, such as                characteristic of media cloud from traditional CDNs. We
Ethernet, WLAN, and cellular networks, how to effectively           would like to point out that the processing capability at
deliver multimedia contents to heterogeneous devices via one        media-edge servers makes it possible for service providers to
cloud is becoming very important and challenging. Video             pay more attention to QoE under dynamic network conditions
adaptation [17], [18] plays an important role in multimedia         than just to some predefined QoS metrics. In the presented
delivery. It transforms input video(s) into an output video in a    framework, adaptation for single-layer and multilayer video
form that meets the user’s needs. In general, video adaptation      will be performed differently. If the video is of a single layer,
needs a large amount of computing and is difficult to perform       video adaptation needs to adjust bit rate, frame rate, and reso-
especially when there are a vast number of consumers                lution to meet different types of terminals. For scalable video
requesting service simultaneously. Although offline transcod-       coding, a cloud can generate various forms of videos by trun-
ing from one video into multiple versions for different condi-      cating its scalable layers according to the clients’ network
tions works well sometimes, it needs larger storage. Besides,       bandwidth. How to perform video adaptation on the fly can be
offline transcoding is unable to serve live video such as           one of the future research topics.
Internet protocol television (IPTV) that
needs to run in real time.
    Because of the strong computing and
storage power of the cloud, both offline                                               Bit Rate, Frame Rate, and
                                                                                               Resolution
and online media adaptation to different
types of terminals can be conducted in a                               Media Cloud
cloud. Cloudcoder is a good example of a           Live Videos                              Nonlive Videos
cloud-based video adaptation service that                                                  Coding Standards
was built on the Microsoft Azure plat-
form [19]. The cloudcoder is integrated
                                                                                Video Adaptation
into the origin digital central manage-
ment platform while offloading much of
the processing to the cloud. The number
of transcoder instances automatically
scales to handle the increased or
decreased volume. In this article, we                                                           Clients
present a framework of cloud-based
video adaptation for delivery, as illustrat-
ed in Figure 9. Video adaption in a media [FIG9] Cloud-based video adaptation and transcoding.


                                          IEEE SIGNAL PROCESSING MAGAZINE [67] MAY 2011
an intermediate stream for further client rendering, according
                                                                        to the client’s rendering capability. More specifically, an MEC
                                                                        with a proxy can serve mobile clients with high QoE since
                    Media Cloud
                                                                        rending (e.g., view interpolation) can be done in an MEC
                                                                        proxy. Research challenges and opportunities include how to
                   Fully Render    Partially Render                     efficiently and dynamically allocate the rendering resources
                                                                        between the client and cloud. One of the future research
                                                                        directions is to study how an MEC proxy can assist mobile
                                               Resource
                                          Allocation/Partition          phones on rendering computation, since the mobile phones
                                                                        have limitations in battery life, memory size, and computa-
                            Partially Render                            tion capability.
                                                                            Multimedia retrieval, such as content-based image
                       Display      Display
                                                                        retrieval (CBIR), is a good application example of cloud com-
                              Clients                                   puting as well. In the following, we will present how CBIR
                                                                        can leverage cloud computing. CBIR [23] is used to search
                                                                        digital images in a large database based on image content
[FIG10] Cloud-based multimedia rendering.
                                                                        other than metadata and text annotation. The research topics
                                                                        in CBIR include feature extraction, similarity measurement,
MEDIA RENDERING                                                         and relevance feedback. There are two key challenges in
Traditionally, multimedia rendering is conducted at the client          CBIR: how to improve the search quality and how to reduce
side, and the client is usually capable of doing rendering tasks,       computation complexity (or computation time). As there
such as geometry modeling, texture mapping, and so on. In               exists a semantic gap between the low-level underlying visual
some cases, however, the clients lack the ability required to ren-      features and semantics, it is difficult to get high search quali-
der the multimedia. For instance, a free viewpoint video [20],          ty. Because the Internet image database is becoming larger,
which allows users to interactively change the viewpoint in any         searching in such a database is becoming computationally
3-D position or within a certain range, is difficult to be rendered     intensive. However, in general, there is a tradeoff between
on a mobile phone. This is because the wireless bandwidth is            quality and complexity. Usually, a higher quality is achieved
quite limited, and the mobile phone has limited computing               at the price of a higher complexity and vice versa. Leveraging
capability, memory size, and battery life. Shu et al. [21] pro-         the strong computing capability of a media cloud, one can
posed a rendering proxy to perform rendering for the mobile             achieve a higher quality with acceptable computation time,
phone. For example, Web browsing is an essential mechanism              resulting in better performance from the client’s perspective.
to access the information on the World Wide Web. However, it is
relatively difficult for mobile phones to render Web pages, espe-       SUMMARY
cially the asynchronous JavaScript and XML (AJAX) Web page.             This article presented the fundamental concept and a frame-
Lehtonen et al. [22] proposed a proxy-based architecture for            work of multimedia cloud computing. We addressed multime-
mobile Web browsing. When the client sends a Web request, the           dia cloud computing from multimedia-aware cloud and
proxy fetches the remote Web page, renders it, and responds             cloud-aware multimedia perspectives. On the multimedia-aware
with a package containing a page description, which includes a          cloud, we presented how a cloud can provide QoS support, dis-
page miniature image, the content, and coordinates of the most          tributed parallel processing, storage, and load balancing for var-
important elements on the page. In essence, in both examples, a         ious multimedia applications and services. Specifically, we
resource-allocation strategy is needed such that a portion of           proposed an MEC-computing architecture that can achieve high
rendering task can be shifted from the client to server, thus           cloud QoS support for various multimedia services. On cloud-
eliminating computing burden of a thin client.                          aware multimedia, we addressed how multimedia services and
    Rendering on mobile phones or computationally con-                  applications, such as storage and sharing, authoring and mash-
strained devices imposes great challenges owing to a limited            up, adaptation and delivery, and rendering and retrieval, can
battery life and computing power as well as narrow wireless             optimally utilize cloud-computing resources. The research
bandwidth. The cloud equipped with GPU can perform render-              directions and problems of multimedia cloud computing were
ing due to its strong computing capability. Considering the             discussed accordingly.
tradeoff between computing and communication, there are                     In this article, we presented some thoughts on multimedia
two types of cloud-based rendering. One is to conduct all the           cloud computing and our preliminary research in this area. The
rendering in the cloud, and the other is to conduct only com-           research in multimedia cloud computing is still in its infancy,
putational intensive part of the rendering in the cloud, while          and many problems in this area remain open. For example,
the rest will be performed on the client. In this article, we           media cloud QoS addressed in this article still needs more
present cloud-based media rendering. As illustrated in Figure           investigations. Some other open research topics on multimedia
10, the media cloud can do full or partial rendering, generating        cloud computing include media cloud transport protocol, media


                                               IEEE SIGNAL PROCESSING MAGAZINE [68] MAY 2011
cloud overlay network, media cloud security, P2P cloud for mul-       Corporation as a member of technical staff. He has authored and
timedia services, and so on.                                          coauthored five books or book chapters and more than 200 journal
                                                                      and conference papers as well as holds more than 90 patents. His
ACKNOWLEDGMENTS                                                       research interests include multimedia processing, retrieval, cod-
We thank the anonymous reviewers for their constructive com-          ing, streaming, and mobility.
ments that greatly improved the article. We acknowledge
Lijing Qin and Lie Liu from Tsinghua University and Zheng Li          REFERENCES
                                                                      [1] M. Armbrust, A. Fox, R. Griffith, A. D. Joseph, R. Katz, A. Konwinski, G.
from the University of Science and Technology of China                Lee, D. Patterson, A. Rabkin, I. Stoica, and M. Zaharia. (2009, Feb. 10). Above
(USTC) for their contributions to the section “Multimedia-            the clouds: A Berkeley view of cloud computing. EECS Dept., Univ. Califor-
                                                                      nia, Berkeley, No. UCB/EECS-2009-28 [Online]. Available: http://radlab.
Aware Cloud” when they were interns at Microsoft Research             cs.berkeley.edu/
Asia. We also thank Jun Liao from Tsinghua University and             [2] R. Buyya, C. S. Yeo, and S. Venugopal, “Market-oriented cloud computing:
                                                                      Vision, hype, and reality for delivering it services as computing utilities,” in Proc.
Siyuan Tang from the USTC for their contributions to cloud-           10th IEEE Int. Conf. High Performance Computing and Communications, 2008,
based parallel photosynthing case study when they were                pp. 5–13.
                                                                      [3] K. Kilkki, “Quality of experience in communications ecosystem,” J. Universal
interns at Microsoft Research Asia. We also acknowledge Prof.         Comput. Sci., vol. 14, no. 5, pp. 615–624, 2008.
Yifeng He from Ryerson University for proofreading the article        [4] ABI Research. (2009, July). Mobile cloud computing [Online]. Available:
and Dr. Jingdong Wang from Microsoft Research Asia for proof-         http://www.abiresearch.com/research/1003385-Mobile+Cloud+Computing

reading of CBIR.                                                      [5] Q. Zhang, Z. Ji, W. Zhu, and Y.-Q. Zhang, “Power-minimized bit allocation for
                                                                      video communication over wireless channels,” IEEE Trans. Circuits Syst. Video
                                                                      Technol., vol. 12, no. 6, pp. 398–410, June 2002.
AUTHORS                                                               [6] P. Maymounkov and D. Mazieres, “Kademlia: A peer-to-peer information system
                                                                      based on the XOR metric,” in Proc. IPTPS02, Cambridge, Mar. 2002, pp. 53–65.
Wenwu Zhu (wenwuzhu@microsoft.com) received his Ph.D.
                                                                      [7] B. Aljaber, T. Jacobs, K. Nadiminti, and R. Buyya, “Multimedia on global grids:
degree from Polytechnic Institute of New York University in           A case study in distributed ray tracing,” Malays. J. Comput. Sci., vol. 20, no. 1,
                                                                      pp. 1–11, June 2007.
1996. He worked at Bell Labs during 1996–1999. He was with
                                                                      [8] J. Nieh and S. J. Yang, “Measuring the multimedia performance of server-
Microsoft Research Asia’s Internet Media Group and Wireless           based computing,” in Proc. 10th Int. Workshop on Network and Operating Sys-
and Networking Group as research manager from 1999 to 2004.           tem Support for Digital Audio and Video, 2000, pp. 55–64.
                                                                      [9] I. Trajkovska, J. Salvachúa, and A. M. Velasco, “A novel P2P and cloud
He was the director and chief scientist at Intel Communication        computing hybrid architecture for multimedia streaming with QoS cost func-
Technology Lab, China. He is a senior researcher at the Internet      tions,” in Proc. ACM Multimedia, 2010, pp. 1227–1230.
Media Group at Microsoft Research Asia. He has published more         [10] G. Cybenko, “Dynamic load balancing for distributed memory multiproces-
                                                                      sors,” J. Parallel Distrib. Comput., vol. 7, no. 2, pp. 279–301, 1989.
than 200 refereed papers and filed 40 patents. He is a Fellow of
                                                                      [11] N. Snavely, S. M. Seitz, and R. Szeliski, “Photo tourism: Exploring photo col-
the IEEE. His research interests include Internet/wireless mul-       lections in 3D,” ACM Trans. Graph., vol. 25, no. 3, pp. 835–846, 2006.
timedia and multimedia communications and networking.                 [12] N. Snavely, S. M. Seitz, and R. Szeliski, “Modeling the world from Internet
                                                                      photo collections,” Int. J. Comput. Vision, vol. 80, no. 2, pp. 189–210, Nov.
   Chong Luo (cluo@microsoft.com) received her B.S. degree            2008.
from Fudan University in Shanghai, China, in 2000 and her             [13] The National Science Foundation. (2008, Sept. 30). Cyber-physical sys-
                                                                      tems. Program Announcements and Information. NSF, Arlington, Virginia
M.S. degree from the National University of Singapore in 2002.        [Online]. Available: http://www.nsf.gov/publications/pub_summ.jsp?ods_
She is currently pursuing her Ph.D. degree in the Department          key=nsf08611
of Electronic Engineering, Shanghai Jiao Tong University,             [14] D. Wu, Y. T. Hou, W. Zhu, Y.-Q. Zhang, and J. M. Peha, “Streaming video
                                                                      over the Internet: Approaches and directions,” IEEE Trans. Circuits Syst. Video
Shanghai, China. She has been with Microsoft Research Asia            Technol., vol. 11, no. 3, pp. 282–300, Mar. 2001.
since 2003, where she is a researcher in the Internet Media           [15] X.-S. Hua and S. Li., “Personal media sharing and authoring on the web,” in
                                                                      Proc. ACM Int. Conf. Multimedia, Nov. 2005, pp. 375–378.
group. She is a Member of the IEEE. Her research interests
                                                                      [16] X.-S. Hua and S. Li, “Interactive video authoring and sharing based on two-
include multimedia communications, wireless sensor networks,          layer templates,” in Proc. 1st ACM Int. Workshop on Human-Centered MM 2006
and media cloud computing.                                            (HCM’06), pp. 65–74.

   Jianfeng Wang (wjf2006@mail.ustc.edu.cn) received his              [17] S. F. Chang and A. Vetro, “Video adaptation: Concepts, technologies, and
                                                                      open issues,” Proc. IEEE, vol. 93, no. 1, pp. 148–158, 2005.
B.Eng. degree from the Department of Electronic Engineering           [18] J. Xin, C-W. Lin, and M-T. Sun, “Digital video transcoding,” Proc. IEEE, vol.
and Information Science in the University of Science and              93, no. 1, pp. 84–94, Jan. 2005.
Technology of China in 2010. He was an intern at Microsoft            [19] Origin Digital. (2009, Nov. 17). Video services provider to reduce
                                                                      transcoding costs up to half [Online]. Available: http://www.microsoft.com/
Research Asia from February to August in 2010. Currently, he is       casestudies/Case_Study_Detail.aspx?CaseStudyID=4000005952
a master’s stu dent in MOE-Microsoft Key Laboratory of                [20] A. Kubota, A. Smolic, M. Magnor, M. Tanimoto, T. Chen, and C. Zhang, “Mul-
                                                                      tiview imaging and 3DTV,” IEEE Signal Processing Mag., vol. 24, no. 6, pp. 10–21,
Multimedia Computing and Communication in USTC. His                   Nov. 2007.
research interests include signal processing, media cloud, and        [21] S. Shi, W. J. Jeon, K. Nahrstedt, and R. H. Campbel, “Real-time remote
multimedia information retrieval.                                     rendering of 3D video for mobile devices,” in Proc. ACM Multimedia, 2009, pp.
                                                                      391–400.
   Shipeng Li (spli@microsoft.com) received his Ph.D. degree          [22] T. Lehtonen, S. Benamar, V. Laamanen, I. Luoma, O. Ruotsalainen, J. Sa-
from Lehigh University in 1996 and his M.S. and B.S. degrees from     lonen, and T. Mikkonen, “Towards user-friendly mobile browsing,” in Proc. 2nd
                                                                      Int. Workshop on Advanced Architectures and Algorithms for Internet Delivery
the University of Science and Technology of China in 1991 and         and Applications (ACM Int. Conf. Proc. Series, vol. 198), 2006, Article 6.
1988, respectively. He has been with Microsoft Research Asia since    [23] A. W. M. Smeulders, M. Worring, S. Santini, A. Gupta, and R. Jain, “Content-
                                                                      based image retrieval at the end of the early years,” IEEE Trans. Pattern Anal.
May 1999, where he was a principal researcher and research area       Machine Intell., vol. 22, no. 12, pp. 1349–1380, Dec. 2000.
manager. From October 1996 to May 1999, he was with Sarnoff                                                                                          [SP]


                                             IEEE SIGNAL PROCESSING MAGAZINE [69] MAY 2011

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Multimedia cloud computing

  • 1. [Wenwu Zhu, Chong Luo, Jianfeng Wang, and Shipeng Li] [An emerging technology for providing multimedia services and applications] © BRAND X PICTURES & INGRAM PUBLISHING T his article introduces the principal concepts of and graphics processing unit (GPU) clusters are presented at multimedia cloud computing and presents a novel the edge to provide distributed parallel processing and QoS framework. We address multimedia cloud comput- adaptation for various types of devices. Then we present a cloud- ing from multimedia-aware cloud (media cloud) aware multimedia, which addresses how multimedia services and cloud-aware multimedia (cloud media) per- and applications, such as storage and sharing, authoring and spectives. First, we present a multimedia-aware cloud, which mashup, adaptation and delivery, and rendering and retrieval, addresses how a cloud can perform distributed multimedia pro- can optimally utilize cloud-computing resources to achieve cessing and storage and provide quality of service (QoS) provi- better quality of experience (QoE). The research directions and sioning for multimedia services. To achieve a high QoS for problems encountered are presented accordingly. multimedia services, we propose a media-edge cloud (MEC) architecture, in which storage, central processing unit (CPU), INTRODUCTION Cloud computing is an emerging technology aimed at providing Digital Object Identifier 10.1109/MSP.2011.940269 various computing and storage services over the Internet [1], Date of publication: 19 April 2011 [2]. It generally incorporates infrastructure, platform, and 1053-5888/11/$26.00©2011IEEE IEEE SIGNAL PROCESSING MAGAZINE [59] MAY 2011
  • 2. software as services. Cloud ser- For multimedia computing in MULTIMEDIA PROCESSING IN A CLOUD vice providers rent data-center a cloud, simultaneous bursts of hardware and software to deliver IMPOSES GREAT CHALLENGES. multimedia data access, process- storage and computing services ing, and transmission in the through the Internet. By using cloud computing, Internet users cloud would create a bottleneck in a general-purpose cloud can receive services from a cloud as if they were employing a because of stringent multimedia QoS requirements and large super computer. They can store their data in the cloud instead amounts of users’ simultaneous accesses at the Internet scale. of on their own devices, making ubiquitous data access possible. In today’s cloud computing, the cloud uses a utilitylike mecha- They can run their applications on much more powerful cloud- nism to allocate how much computing (e.g., CPU) and storage computing platforms with software deployed in the cloud, miti- resources one needs, which is very effective for general data ser- gating the users’ burden of full software installation and vices. However, for multimedia applications, in addition to the continual upgrade on their local devices. CPU and storage requirements, another very important factor is With the development of Web 2.0, Internet multimedia is the QoS requirement in terms of bandwidth, delay, and jitter. emerging as a service. To provide rich media services, Therefore, using a general-purpose cloud in the Internet to deal multimedia computing has emerged as a noteworthy technolo- with multimedia services may suffer from unacceptable media gy to generate, edit, process, and search media contents, such QoS or QoE [3]. Mobile devices have limitations in memory, as images, video, audio, graphics, and so on. For multimedia computing power, and battery life; thus, they have even more applications and services over the Internet and mobile wireless prominent needs to use a cloud to address the tradeoff between networks, there are strong demands for cloud computing computation and communication. It is foreseen that cloud com- because of the significant amount of computation required for puting could become a disruptive technology for mobile appli- serving millions of Internet or mobile users at the same time. cations and services [4]. More specifically, in mobile media In this new cloud-based multimedia-computing paradigm, applications and services, because of the power requirement for users store and process their multimedia application data in multimedia [5] and the time-varying characteristics of the wire- the cloud in a distributed manner, eliminating full installation less channels, QoS requirements in cloud computing for mobile of the media application software on the users’ computer or multimedia applications and services become more stringent device and thus alleviating the burden of multimedia software than those for the Internet cases. In summary, for multimedia maintenance and upgrade as well as sparing the computation computing in a cloud, the key is how to provide QoS provision- of user devices and saving the battery of mobile phones. ing and support for multimedia applications and services over Multimedia processing in a cloud imposes great challenges. the (wired) Internet and mobile Internet. Several fundamental challenges for multimedia computing in To meet multimedia’s QoS requirements in cloud comput- the cloud are highlighted as follows. ing for multimedia services over the Internet and mobile wire- 1) Multimedia and service heterogeneity: As there exist dif- less networks, we introduce the principal concepts of ferent types of multimedia and services, such as voice over multimedia cloud computing for multimedia computing and IP (VoIP), video conferencing, photo sharing and editing, communications, shown in Figure 1. Specifically, we propose multimedia streaming, image search, image-based render- a multimedia-cloud-computing framework that leverages ing, video transcoding and adaptation, and multimedia con- cloud computing to provide multimedia applications and ser- tent delivery, the cloud shall support different types of vices over the Internet and mobile Internet with QoS provi- multimedia and multimedia services for millions of users sioning. We address multimedia cloud computing from simultaneously. multimedia-aware cloud (media cloud) and cloud-aware mul- 2) QoS heterogeneity: As different multimedia services have timedia (cloud media) perspectives. A multimedia-aware cloud different QoS requirements, the cloud shall provide QoS pro- focuses on how the cloud can provide QoS provisioning for visioning and support for various types of multimedia servic- multimedia applications and services. Cloud-aware multime- es to meet different multimedia QoS requirements. dia focuses on how multimedia can perform its content stor- 3) Network heterogeneity: As different networks, such as age, processing, adaptation, rendering, and so on, in the cloud Internet, wireless local area network (LAN), and third genera- to best utilize cloud-computing resources, resulting in high tion wireless network, have different network characteristics, QoE for multimedia services. Figure 2 depicts the relationship such as bandwidth, delay, and jitter, the cloud shall adapt of the media cloud and cloud media services. More specifically, multimedia contents for optimal delivery to various types of the media cloud provides raw resources, such as hard disk, devices with different network bandwidths and latencies. CPU, and GPU, rented by the media service providers (MSPs) 4) Device heterogeneity: As different types of devices, such to serve users. MSPs use media cloud resources to develop as TVs, personal computers (PCs), and mobile phones, have their multimedia applications and services, e.g., storage, edit- different capabilities for multimedia processing, the cloud ing, streaming, and delivery. shall have multimedia adaptation capability to fit different On the media cloud, we propose an MEC architecture to types of devices, including CPU, GPU, display, memory, reduce latency, in which media contents and processing are storage, and power. pushed to the edge of the cloud based on user’s context or IEEE SIGNAL PROCESSING MAGAZINE [60] MAY 2011
  • 3. Audio Video Image Media Cloud Storage CPU GPU Clients [FIG1] Fundamental concept of multimedia cloud computing. profile. In this architecture, an MEC is a cloudlet with data multimedia computing over grids addresses infrastructure centers physically placed at the edge. The MEC stores, process- computing for multimedia from a high-performance comput- es, and transmits media data at the edge, thus achieving a ing (HPC) aspect [7]. The CDN addresses how to deliver multi- shorter delay. The media cloud is composed of MECs, which media at the edge so as to reduce the delivery latency or can be managed in a centralized or peer-to-peer (P2P) manner. maximize the bandwidth for the clients to access the data. First, to better handle various types of media services in an Examples include Akamai Technologies, Amazon CloudFront, MEC, we propose to place similar types of media services into and Limelight Networks. YouTube uses Akamai’s CDN to deliv- a cluster of servers based on the properties of media services. er videos. Server-based multimedia computing addresses desk- Specifically, we propose to use the distributed hash table (DHT top computing, in which all multimedia computing is done in [6]) for data storage while using CPU or GPU clusters for mul- a set of servers, and the client interacts only with the servers timedia computing. Second, for computing efficiency in the [8]. Examples include Microsoft Remote Display Protocol and MEC, we propose a distributed parallel processing model for AT&T Virtual Network Computing. P2P multimedia comput- multimedia applications and services in GPU or CPU clusters. ing refers to a distributed application architecture that parti- Third, at the proxy/edge server of the MEC, we propose media tions multimedia-computing tasks or workloads between adaptation/transcoding for media services to heterogeneous peers. Examples include Skype, PPlive, and Coolstream. The devices to achieve high QoE. media cloud presented in this article addresses how the cloud On cloud media, media applications and services in the can provide QoS provisioning for multimedia computing in a cloud can be conducted either completely or partially in the cloud environment. cloud. In the former case, the cloud will do all the multimedia computing, e.g., for the case of thin-client mobile phones. In Cloud Media the latter case, the key problem is how to Authoring/Editing Sharing/Streaming allocate multimedia-computing (e.g., Service Service CPU and GPU) resources between the cli- Storage Service Delivery Service ents and cloud, which will involve client– MSPs cloud resource partition for multimedia computing. In this article, we present how multimedia applications, such as Media Cloud processing, adaptation, rendering, and so on, can optimally utilize cloud-comput- Hard Disk Resource Allocator ing resources to achieve high QoE. CPU RELATED WORKS Load Balancer GPU Multimedia cloud computing is general- ly related to multimedia computing over grids, content delivery network (CDN), server-based computing, and P2P multi- media computing. More specifically, [FIG2] The relationship of the media cloud and cloud media services. IEEE SIGNAL PROCESSING MAGAZINE [61] MAY 2011
  • 4. To our knowledge, there compared to all multimedia MULTIMEDIA CLOUD COMPUTING exist very few works on multi- contents that are located at the media cloud computing in the IS GENERALLY RELATED TO central cloud. As depicted in literature. IBM had an initiative MULTIMEDIA COMPUTING OVER Figure 3(a) and (b), respective- for cloud computing (http:// GRIDS, CONTENT DELIVERY NETWORK, ly, an MEC has two types of w w w. i b m . c o m / i b m / c l o u d / SERVER-BASED COMPUTING, AND P2P architectures: one is where all resources.html#3). Trajkovska MULTIMEDIA COMPUTING. users’ media data are stored in et al. proposed a joint P2P and MECs based on their user pro- cloud-computing architecture file or context, while all the realization for multimedia streaming with QoS cost information of the associated users and content locations is functions [9]. communicated by its head through P2P; the other one is where the central administrator (master) maintains all the MULTIMEDIA-AWARE CLOUD information of the associated users and content locations, The media cloud needs to have the following functions: 1) QoS while the MEC distributedly holds all the content data. provisioning and support for various types of multimedia servic- Within an MEC, we adopt P2P technology for distributed es with different QoS requirements, 2) distributed parallel mul- media data storage and computing. With the P2P architec- timedia processing, and 3) multimedia QoS adaptation to fit ture, each node is equally important and, thus, the MEC is of various types of devices and network bandwidth. In this section, high scalability, availability, and robustness for media data we first present the architecture of the media cloud. Then we storage and media computing. To support mobile users, we discuss the distributed parallel multimedia processing in the propose a cloud proxy that resides at the edge of an MEC or media cloud and how the cloud can provide QoS support for in the gateway, as depicted in Figure 3(a) and (b), to perform multimedia applications and services. multimedia processing (e.g., adaptation and transcoding) and caching to compensate for mobile devices’ limitations on MEDIA-CLOUD-COMPUTING computational power and battery life. ARCHITECTURE In this section, we present an MEC-computing architecture DISTRIBUTED PARALLEL that aims at handling multimedia computing from a QoS per- MULTIMEDIA PROCESSING spective. An MEC is a cloudlet with servers physically placed Traditionally, multimedia processing is conducted on client or at the edge of a cloud to provide media services with high proprietary servers. With multimedia cloud computing, multi- QoS (e.g., low latency) to users. Note that an MEC architec- media processing is usually on the third party’s cloud data cen- ture is like the CDN edge servers architecture, with the differ- ters (unless one likes building a private cloud, which is costly). ence being that CDN is for multimedia delivery, while MEC is With multimedia processing moved to the cloud, one of the for multimedia computing. Using CDN edge servers to deliver key challenges of multimedia cloud computing is how the multimedia to the end users can result in less latency than cloud can provide distributed parallel processing of multime- direct delivery from the original servers at the center. Thus, it dia data for millions of users including mobile users. To can be seen that multimedia computing in an MEC can pro- address this problem, multimedia storage and computing need duce less multimedia traffic and reduce latency when to be executed in a distributed and parallel manner. In the MEC MEC MEC MEC Head Head Virtual Center Cloud Master MEC Head Head MEC MEC MEC MEC HeadMEC Proxy Proxy (a) (b) [FIG3] Architecture of (a) P2P-based MEC computing and (b) central-controlled MEC computing. IEEE SIGNAL PROCESSING MAGAZINE [62] MAY 2011
  • 5. MEC, we propose to use DHT for media data storage in the storage cluster and employ multimedia processing program Storage Cluster parallel execution model with a media load balancer for media computing in CPU or GPU clusters. As illustrated in Figure Data 4(a), for media storage, we assign unique keys associated with MSP data to the data tracker, which manages how media data will Tracker be distributed in the storage cluster. For media computing, we CPU Cluster use the program tracker or the so-called load balancer to Clients Program schedule media tasks distributedly, and then the media tasks are executed in CPU or GPU clusters in the MEC. Moreover, we Tracker use parallel distributed multimedia processing for large-scale multimedia program execution in an MEC, as illustrated in Figure 4(b). Specifically, first, we can perform media load bal- ancing at the users’ level [10]. Second, we can do parallel media processing at the multimedia task level. In other words, our proposed approach not only brings distributed load balanc- GPU Cluster ing at users’ levels but also performs multimedia task parallel- ization at the multimedia task levels. This is demonstrated in (a) the following case study. ….. CASE STUDY To demonstrate what we discussed earlier, we will use Photosynth as an example to illustrate how multimedia par- allel processing works and how it outperforms the traditional approach. Photosynth (http://www.photosynth.net/) is a soft- ware application that analyzes digital photographs and Task Manager generates a three-dimensional (3-D) model of the photos ….. ….. [11], [12]. Users are able to generate their own models using the software on the client side and then upload them to the PhotoSynth Web site. Currently, computing Photosynth im- ages is done in a local PC. The major computation tasks of Photosynth are image conversion, feature extraction, image matching, and reconstruction. In the traditional approach, the aforementioned four tasks are performed sequentially in ….. a local client. In the cloud-computing environment, we pro- (b) pose that the four computation tasks of Photosynth be con- ducted in an MEC. This is particularly important for mobile [FIG4] (a) Data and program trackers for multimedia service. devices because of their low computation capability and (b) Distributed parallel multimedia processing. battery constraints. To reduce the com- putation time when dealing with a large number of users, we propose cloud- based parallel synthing with a load bal- ancer in which the PhotoSynth Image Conversion Phase 1 algorithms are run in a parallel pipeline in an MEC. Our proposed parallel synth- Feature Extraction Phase 2 ing consists of user- and task-level par- Server 1 Image Matching Phase 3 allelization. F igu re 5 shows the user-level parallel synthing in which all Photo Set Reconstruction Phase 4 tasks of synthing from one user are allo- Load Server 2 cated to one server to compute, but the Balancer tasks from all users can be done simul- taneously in parallel in the MEC. Figure 6 shows the task-level parallel synthing Server N in which all tasks of synthing from one user are allocated to N servers to compute [FIG5] User-level parallel synthing in an MEC. IEEE SIGNAL PROCESSING MAGAZINE [63] MAY 2011
  • 6. Image Feature Image Reconstruction Conversion Extraction Matching Server 1 Images Image Feature Image Conversion Extraction Matching Load Server 2 Balancer Image Feature Image Conversion Extraction Matching Server N Time Phase 1 Phase 2 Phase 3 Phase 4 Task 1 Task 2 Task 3 Task 4 [FIG6] Task-level parallel synthing in the MEC. in parallel. More specifically, the tasks of image conversion, 400 images, respectively. From Tables 1 and 2, we can see that feature extraction, and images matching are computed in N for the two-server case we can achieve a 1.65 times computa- servers. Figure 6 shows that, theoretically, when the commu- tional gain over the traditional sequential approach, and for the nication overhead is omitted, image conversion, feature ex- nine-server case, we can achieve a 4.25 times computational traction, and image matching can save N times less gain over the traditional approach. computation time using task-level parallelization with N servers than that with the one-server case. MEDIA CLOUD QOS We performed a preliminary simulation in which we ran the Another key challenge in the media cloud/MEC is QoS. There parallel photosynthing code in an HPC cluster node with nine are two ways of providing QoS provisioning for multimedia: servers. Tables 1 and 2 list the simulation results for 200 and one is to add QoS to the current cloud-computing infrastruc- ture within the cloud and the other is to add QoS middleware between the [TABLE 1] SIMULATION RESULTS OF 200 IMAGES PARALLEL SYNTHING cloud infrastructure and multimedia IN AN HPC CLUSTER. applications. In the former case, it ONE SERVER TWO SERVERS NINE SERVERS focuses on the cloud infrastructure QoS, providing QoS pro visioning in TASKS TIME (MS) TIME (MS) GAIN TIME (MS) GAIN the cloud infrastructure to support IMAGE CONVERSION 65,347.25 41,089.77 1.59 15,676.95 4.17 FEATURE EXTRACTION 34,864.50 18,140.31 1.92 7,414.13 4.70 multimedia applications and services IMAGE MATCHING 47,812.50 30,103.78 1.59 11,510.03 4.15 with different media QoS require- TOTAL TIME/GAIN 148,024.25 89,333.86 1.66 34,601.11 4.28 ments. In the latter case, it focuses on improving cloud QoS in the middle layers, such as QoS in the transport [TABLE 2] SIMULATION RESULTS OF 400 IMAGES PARALLEL SYNTHING IN AN HPC CLUSTER. layer and QoS mapping between the cloud infrastructure and media appli- ONE SERVER TWO SERVERS NINE SERVERS cations (e.g., overlay). TASKS TIME (MS) TIME (MS) GAIN TIME (MS) GAIN The cloud infrastructure QoS is a IMAGE CONVERSION 150,509.30 91,233.67 1.65 32,702.28 4.60 new area where more research is FEATURE EXTRACTION 101,437.00 51,576.00 1.97 20,391.11 4.97 needed to provide stringent QoS pro- IMAGE MATCHING 207,696.33 135,965.17 1.53 55,194.38 3.76 visioning for multimedia applica- TOTAL TIME/GAIN 459,642.63 278,774.84 1.65 108,287.77 4.24 tions and services in the cloud. In IEEE SIGNAL PROCESSING MAGAZINE [64] MAY 2011
  • 7. this article, we focus on how a shared through the Internet. THE MEDIA CLOUD PROXY IS cloud can provide QoS support The huge success of YouTube for multimedia applications DESIGNED TO DEAL WITH MOBILE demonstrates the popularity of and services. Specifically, in an MULTIMEDIA COMPUTING AND Internet media. MEC, according to the proper- CACHING FOR MOBILE PHONES. Before the cloud-computing ties of media services, we orga- era, media storage, processing, nize similar types of media services into a cluster of servers and dissemination services were provided by different service that has the best capability to process them. An MEC con- providers with their proprietary server farms. Now, various ser- sists of three clusters: storage, CPU, and GPU clusters. For vice providers have a choice to be users of public clouds. The example, media applications related to graphics can go to “pay-as-you-go” model of a public cloud would greatly facilitate the GPU cluster, normal media processing can go to the small businesses and multimedia fanciers. For small businesses, CPU cluster, and storage types of media applications can go they pay just for the computing and storage they have used, to the storage cluster. As a result, an MEC can provide QoS rather than maintaining a large set of servers only for peak support for different types of media with different QoS loads. For individuals, cloud utility can provide a potentially requirements. unlimited storage space and is more convenient to use than To improve multimedia QoS performance in a media cloud, buying hard disks. in addition to moving media content and computation to the In the following, we will present storage and sharing (stor- MEC to reduce latency and to perform content adaptation to age and dissemination), authoring and mashup (storage and heterogeneous devices, a media cloud proxy is proposed in our processing), adaptation and delivery (processing and dissemina- architecture to further reduce latency and best serve different tion), and media rendering, respectively. types of devices with adaptation especially for mobile devices. The media cloud proxy is designed to deal with mobile multi- STORAGE AND SHARING media computing and caching for mobile phones. As a mobile Cloud storage has the advantage of being “always-on” so that phone has a limited battery life and computation power, the users can access their files from any device and can share their media cloud proxy is used to perform mobile multimedia com- files with friends who may access the content at an arbitrary puting in full or part to compensate for the mobile phone’s time. It is also an important feature that cloud storage pro- limitations mentioned above, including QoS adaptation to dif- vides a much higher level of reliability than local storage. ferent types of terminals. In addition, the media cloud proxy Cloud storage service can be categorized into consumer- and can also provide a media cache for the mobile phone. Future developer-oriented services. Within the category of consumer- research directions include cloud infrastructure QoS and oriented cloud storage services, some cloud providers deploy cloud QoS overlay for multimedia services, dynamic multime- their own server farm, while some others operate based on dia load balancing, and so on. user-contributed physical storage. IOmega (www.iomega.com) is a consumer-oriented cloud storage service, which holds the CLOUD-AWARE MULTIMEDIA storage service on its own servers and, thus, offers a for-pay APPLICATIONS only service. AllMyData (www.amdwebhost.com) trades 1 GB The emergence of cloud computing will have a profound impact of hosted space for 10 GB of donated space from users. The on the entire life cycle of multimedia contents. As shown in major investment is software or services, such as data encrypt- Figure 7, a typical media life cycle is composed of acquisition, ing, fragmentation and distribution, and backup. Amazon S3 storage, processing, dissemination, and presentation. (https://s3.amazonaws.com/) and Openomy (http://www.openo- For a long time, high-quality media contents could only my.com/) are developer-oriented cloud storage services. be acquired by professional organizations with efficient Amazon S3 goes with the typical cloud provisioning “pay only devices, and the distribution of media contents relied on hard copies, such as film, video compact disc (VCD), and DVD. During the recent decade, the availability of low-cost commodity digi- tal cameras and camcorders has sparked Storage an explosion of user-generated media Acquisition Dissemination Presentation contents. Most recently, cyber-physical systems [13] offer a new way of data Processing acquisition through sensor networks, which significantly increases the vol- ume and diversity of media data. Riding the Web 2.0 wave, digital media con- tents can now be easily distributed or [FIG7] A typical media life cycle. IEEE SIGNAL PROCESSING MAGAZINE [65] MAY 2011
  • 8. for what you use.” There is no minimum fee and startup cost. bandwidth demand of multimedia contents calls for dynamic They charge for both storage and bandwidth per gigabyte. In load balancing algorithms for cloud-based streaming. Openomy, the files are organized purely by tags. A publicly callable application programming interface (API) and strong AUTHORING AND MASHUP focus on tags rather than the classic file system hierarchy is Multimedia authoring is the process of editing segments of the differentiating feature of Openomy. The general-purpose multimedia contents, while mashup deals with combining cloud providers, such as Microsoft Azure (http://www.micro- multiple segments from different multimedia sources. To soft.com/windowsazure/), also allow developers to build stor- date, authoring and mashup tools are roughly classified into age services on top of them. For example, NeoGeo Company two categories: one is offline tools, such as Adobe Premiere builds its digital asset management software neoMediaCenter. and Windows Movie Maker, and the other is online services, NET based on Microsoft Azure. such as Jaycut (http://www.jaycut.com). The former provides Sharing is an integral part of cloud service. The request of more editing functions, but the client usually needs editing easy sharing is the main reason the multimedia contents occu- software maintenance. The latter provides fewer functions, py a large portion of cloud storage space. Conventionally, mul- but the client need not bother about its software maintenance. timedia sharing happens only when the person who shares the Authoring and mashup are generally time consuming and contents and the person who is shared with are both online multimedia contents occupy large amount of storages. A and have a high-data-rate con- cloud can make online author- nection. Cloud computing is ing and mashup very effective, THE ABILITY TO PERFORM ONLINE now turning this synchronous providing more functions to cli- MEDIA COMPUTATION IS A MAJOR process into an asynchronous ents, since it has powerful com- one and is making one-to-many DIFFERENTIATING CHARACTERISTIC putation and storage resources sharing more efficient. The per- OF MEDIA CLOUD FROM that are widely distributed geo- son who shares simply uploads TRADITIONAL CDNS. graphically. Moreover, cloud- the contents to the cloud stor- based multimedia authoring age at his or her convenience and then sends a hyperlink to the and mashup can avoid preinstallation of editing software in persons being shared with. The latter can then access the con- clients. In this article, we present a cloud-based online multi- tents whenever they like, since the cloud is always on. Sharing media authoring and mashup framework. In this framework, through a cloud also increases media QoS because cloud–client users will conduct editing and mashup in the media cloud. connections almost always provide a higher bandwidth and One of the key challenges in cloud-based authoring and shorter delay than client–client connections, not to mention mashup is the computing and communication costs in pro- the firewall and network address translation traversal problems cessing multiple segments from single source or multiple commonly encountered in client–client communications. The sources. To address this challenge, inspired by the idea of complexities of cloud-based sharing mainly reside in naming, [15], we present an extensible markup language (XML)-based addressing, and access control. representation file format for cloud-based media authoring Instantaneous music and video sharing can be achieved via and mashup. As illustrated in Figure 8, this is not a multime- streaming. Compared to the conventional streaming services dia data stream but a description file, indicating the organiza- operating through proprietary server farms of streaming service tion of different multimedia contents. The file can be logically providers, cloud-based streaming can potentially achieve much regarded as a multilayer container. The layers can be entity a lower latency and provide much a higher bandwidth. This is layers, such as video, audio, graphic, and transition and effect because cloud providers own a large number of servers deployed layers. Each segment of a layer is represented as a link to the in wide geographical areas. For example, streamload targets to original one, which maintains associated data in the case of those who are interested in rich media streaming and hosting. being deleted or moved, as well as some more descriptions. They offer unlimited storage for paying users, and the charging The transmission and effects are either a link with parame- plan is based on the downloading bandwidth. In this article, we ters or a description considering personalized demands. Since propose a cloud-based streaming approach. In the architecture a media cloud holds large original multimedia contents and of cloud-based streaming, compared with the architecture of frequently used transmission and effect templates [16], it will video streaming in [14], the media cloud/MEC has a distributed be beneficial to use the link-based presentation file. Thus, the media storage module for storing the compressed video and process of authoring or mashup is to edit the presentation audio streams for millions of users and a QoS adaptation mod- file, by which the computing load on the cloud side will be ule for different types of devices, such as mobile phones, PCs, significantly reduced. In our approach, we will select an MEC and TVs. While our media cloud/MEC-based streaming architec- to serve authoring or mashup service to all heterogeneous ture presents a possible solution to cloud streaming QoS provi- clients including mobile phone users. By leveraging edge sioning, there are still many research issues to be tackled. servers’ assistance in the MEC with proxy to mobile phone, it Considering the cloud network properties, a new cloud trans- allows mobile editing to achieve good QoE. Future research port protocol may need to be developed. In addition, the high on cloud-based multimedia authoring and mashup needs to IEEE SIGNAL PROCESSING MAGAZINE [66] MAY 2011
  • 9. Media Cloud Video Representation File Videom Videon Video Layer Audio Audiom Audion Audio Layer Effectm Transition Effectn Transition and Effect Layer Transition/Effect [FIG8] Cloud-based multimedia authoring and mashup. tackle distributed storage and processing in the cloud, online cloud shall take charge of collecting customized parameters, previewing on the client, especially for mobile phones and such as screen size, bandwidth, and generating various ver- slate devices. sions according to their parameters either offline or on the fly. Note that the former needs more storage, while the latter ADAPTATION AND DELIVERY needs dynamic video adaptation upon delivery. The ability to As there exist various types of terminals, such as PCs, mobile perform online media computation is a major differentiating phones, and TVs, and heterogeneous networks, such as characteristic of media cloud from traditional CDNs. We Ethernet, WLAN, and cellular networks, how to effectively would like to point out that the processing capability at deliver multimedia contents to heterogeneous devices via one media-edge servers makes it possible for service providers to cloud is becoming very important and challenging. Video pay more attention to QoE under dynamic network conditions adaptation [17], [18] plays an important role in multimedia than just to some predefined QoS metrics. In the presented delivery. It transforms input video(s) into an output video in a framework, adaptation for single-layer and multilayer video form that meets the user’s needs. In general, video adaptation will be performed differently. If the video is of a single layer, needs a large amount of computing and is difficult to perform video adaptation needs to adjust bit rate, frame rate, and reso- especially when there are a vast number of consumers lution to meet different types of terminals. For scalable video requesting service simultaneously. Although offline transcod- coding, a cloud can generate various forms of videos by trun- ing from one video into multiple versions for different condi- cating its scalable layers according to the clients’ network tions works well sometimes, it needs larger storage. Besides, bandwidth. How to perform video adaptation on the fly can be offline transcoding is unable to serve live video such as one of the future research topics. Internet protocol television (IPTV) that needs to run in real time. Because of the strong computing and storage power of the cloud, both offline Bit Rate, Frame Rate, and Resolution and online media adaptation to different types of terminals can be conducted in a Media Cloud cloud. Cloudcoder is a good example of a Live Videos Nonlive Videos cloud-based video adaptation service that Coding Standards was built on the Microsoft Azure plat- form [19]. The cloudcoder is integrated Video Adaptation into the origin digital central manage- ment platform while offloading much of the processing to the cloud. The number of transcoder instances automatically scales to handle the increased or decreased volume. In this article, we Clients present a framework of cloud-based video adaptation for delivery, as illustrat- ed in Figure 9. Video adaption in a media [FIG9] Cloud-based video adaptation and transcoding. IEEE SIGNAL PROCESSING MAGAZINE [67] MAY 2011
  • 10. an intermediate stream for further client rendering, according to the client’s rendering capability. More specifically, an MEC with a proxy can serve mobile clients with high QoE since Media Cloud rending (e.g., view interpolation) can be done in an MEC proxy. Research challenges and opportunities include how to Fully Render Partially Render efficiently and dynamically allocate the rendering resources between the client and cloud. One of the future research directions is to study how an MEC proxy can assist mobile Resource Allocation/Partition phones on rendering computation, since the mobile phones have limitations in battery life, memory size, and computa- Partially Render tion capability. Multimedia retrieval, such as content-based image Display Display retrieval (CBIR), is a good application example of cloud com- Clients puting as well. In the following, we will present how CBIR can leverage cloud computing. CBIR [23] is used to search digital images in a large database based on image content [FIG10] Cloud-based multimedia rendering. other than metadata and text annotation. The research topics in CBIR include feature extraction, similarity measurement, MEDIA RENDERING and relevance feedback. There are two key challenges in Traditionally, multimedia rendering is conducted at the client CBIR: how to improve the search quality and how to reduce side, and the client is usually capable of doing rendering tasks, computation complexity (or computation time). As there such as geometry modeling, texture mapping, and so on. In exists a semantic gap between the low-level underlying visual some cases, however, the clients lack the ability required to ren- features and semantics, it is difficult to get high search quali- der the multimedia. For instance, a free viewpoint video [20], ty. Because the Internet image database is becoming larger, which allows users to interactively change the viewpoint in any searching in such a database is becoming computationally 3-D position or within a certain range, is difficult to be rendered intensive. However, in general, there is a tradeoff between on a mobile phone. This is because the wireless bandwidth is quality and complexity. Usually, a higher quality is achieved quite limited, and the mobile phone has limited computing at the price of a higher complexity and vice versa. Leveraging capability, memory size, and battery life. Shu et al. [21] pro- the strong computing capability of a media cloud, one can posed a rendering proxy to perform rendering for the mobile achieve a higher quality with acceptable computation time, phone. For example, Web browsing is an essential mechanism resulting in better performance from the client’s perspective. to access the information on the World Wide Web. However, it is relatively difficult for mobile phones to render Web pages, espe- SUMMARY cially the asynchronous JavaScript and XML (AJAX) Web page. This article presented the fundamental concept and a frame- Lehtonen et al. [22] proposed a proxy-based architecture for work of multimedia cloud computing. We addressed multime- mobile Web browsing. When the client sends a Web request, the dia cloud computing from multimedia-aware cloud and proxy fetches the remote Web page, renders it, and responds cloud-aware multimedia perspectives. On the multimedia-aware with a package containing a page description, which includes a cloud, we presented how a cloud can provide QoS support, dis- page miniature image, the content, and coordinates of the most tributed parallel processing, storage, and load balancing for var- important elements on the page. In essence, in both examples, a ious multimedia applications and services. Specifically, we resource-allocation strategy is needed such that a portion of proposed an MEC-computing architecture that can achieve high rendering task can be shifted from the client to server, thus cloud QoS support for various multimedia services. On cloud- eliminating computing burden of a thin client. aware multimedia, we addressed how multimedia services and Rendering on mobile phones or computationally con- applications, such as storage and sharing, authoring and mash- strained devices imposes great challenges owing to a limited up, adaptation and delivery, and rendering and retrieval, can battery life and computing power as well as narrow wireless optimally utilize cloud-computing resources. The research bandwidth. The cloud equipped with GPU can perform render- directions and problems of multimedia cloud computing were ing due to its strong computing capability. Considering the discussed accordingly. tradeoff between computing and communication, there are In this article, we presented some thoughts on multimedia two types of cloud-based rendering. One is to conduct all the cloud computing and our preliminary research in this area. The rendering in the cloud, and the other is to conduct only com- research in multimedia cloud computing is still in its infancy, putational intensive part of the rendering in the cloud, while and many problems in this area remain open. For example, the rest will be performed on the client. In this article, we media cloud QoS addressed in this article still needs more present cloud-based media rendering. As illustrated in Figure investigations. Some other open research topics on multimedia 10, the media cloud can do full or partial rendering, generating cloud computing include media cloud transport protocol, media IEEE SIGNAL PROCESSING MAGAZINE [68] MAY 2011
  • 11. cloud overlay network, media cloud security, P2P cloud for mul- Corporation as a member of technical staff. He has authored and timedia services, and so on. coauthored five books or book chapters and more than 200 journal and conference papers as well as holds more than 90 patents. His ACKNOWLEDGMENTS research interests include multimedia processing, retrieval, cod- We thank the anonymous reviewers for their constructive com- ing, streaming, and mobility. ments that greatly improved the article. We acknowledge Lijing Qin and Lie Liu from Tsinghua University and Zheng Li REFERENCES [1] M. Armbrust, A. Fox, R. Griffith, A. D. Joseph, R. Katz, A. Konwinski, G. from the University of Science and Technology of China Lee, D. Patterson, A. Rabkin, I. Stoica, and M. Zaharia. (2009, Feb. 10). Above (USTC) for their contributions to the section “Multimedia- the clouds: A Berkeley view of cloud computing. EECS Dept., Univ. Califor- nia, Berkeley, No. UCB/EECS-2009-28 [Online]. Available: http://radlab. Aware Cloud” when they were interns at Microsoft Research cs.berkeley.edu/ Asia. We also thank Jun Liao from Tsinghua University and [2] R. Buyya, C. S. Yeo, and S. Venugopal, “Market-oriented cloud computing: Vision, hype, and reality for delivering it services as computing utilities,” in Proc. Siyuan Tang from the USTC for their contributions to cloud- 10th IEEE Int. Conf. High Performance Computing and Communications, 2008, based parallel photosynthing case study when they were pp. 5–13. [3] K. Kilkki, “Quality of experience in communications ecosystem,” J. Universal interns at Microsoft Research Asia. We also acknowledge Prof. Comput. Sci., vol. 14, no. 5, pp. 615–624, 2008. Yifeng He from Ryerson University for proofreading the article [4] ABI Research. (2009, July). Mobile cloud computing [Online]. Available: and Dr. Jingdong Wang from Microsoft Research Asia for proof- http://www.abiresearch.com/research/1003385-Mobile+Cloud+Computing reading of CBIR. [5] Q. Zhang, Z. Ji, W. Zhu, and Y.-Q. Zhang, “Power-minimized bit allocation for video communication over wireless channels,” IEEE Trans. Circuits Syst. Video Technol., vol. 12, no. 6, pp. 398–410, June 2002. AUTHORS [6] P. Maymounkov and D. Mazieres, “Kademlia: A peer-to-peer information system based on the XOR metric,” in Proc. IPTPS02, Cambridge, Mar. 2002, pp. 53–65. Wenwu Zhu (wenwuzhu@microsoft.com) received his Ph.D. [7] B. Aljaber, T. Jacobs, K. Nadiminti, and R. Buyya, “Multimedia on global grids: degree from Polytechnic Institute of New York University in A case study in distributed ray tracing,” Malays. J. Comput. Sci., vol. 20, no. 1, pp. 1–11, June 2007. 1996. He worked at Bell Labs during 1996–1999. He was with [8] J. Nieh and S. J. Yang, “Measuring the multimedia performance of server- Microsoft Research Asia’s Internet Media Group and Wireless based computing,” in Proc. 10th Int. Workshop on Network and Operating Sys- and Networking Group as research manager from 1999 to 2004. tem Support for Digital Audio and Video, 2000, pp. 55–64. [9] I. Trajkovska, J. Salvachúa, and A. M. Velasco, “A novel P2P and cloud He was the director and chief scientist at Intel Communication computing hybrid architecture for multimedia streaming with QoS cost func- Technology Lab, China. He is a senior researcher at the Internet tions,” in Proc. ACM Multimedia, 2010, pp. 1227–1230. Media Group at Microsoft Research Asia. He has published more [10] G. Cybenko, “Dynamic load balancing for distributed memory multiproces- sors,” J. Parallel Distrib. Comput., vol. 7, no. 2, pp. 279–301, 1989. than 200 refereed papers and filed 40 patents. He is a Fellow of [11] N. Snavely, S. M. Seitz, and R. Szeliski, “Photo tourism: Exploring photo col- the IEEE. His research interests include Internet/wireless mul- lections in 3D,” ACM Trans. Graph., vol. 25, no. 3, pp. 835–846, 2006. timedia and multimedia communications and networking. [12] N. Snavely, S. M. Seitz, and R. Szeliski, “Modeling the world from Internet photo collections,” Int. J. Comput. Vision, vol. 80, no. 2, pp. 189–210, Nov. Chong Luo (cluo@microsoft.com) received her B.S. degree 2008. from Fudan University in Shanghai, China, in 2000 and her [13] The National Science Foundation. (2008, Sept. 30). Cyber-physical sys- tems. Program Announcements and Information. NSF, Arlington, Virginia M.S. degree from the National University of Singapore in 2002. [Online]. Available: http://www.nsf.gov/publications/pub_summ.jsp?ods_ She is currently pursuing her Ph.D. degree in the Department key=nsf08611 of Electronic Engineering, Shanghai Jiao Tong University, [14] D. Wu, Y. T. Hou, W. Zhu, Y.-Q. Zhang, and J. M. Peha, “Streaming video over the Internet: Approaches and directions,” IEEE Trans. Circuits Syst. Video Shanghai, China. She has been with Microsoft Research Asia Technol., vol. 11, no. 3, pp. 282–300, Mar. 2001. since 2003, where she is a researcher in the Internet Media [15] X.-S. Hua and S. Li., “Personal media sharing and authoring on the web,” in Proc. ACM Int. Conf. Multimedia, Nov. 2005, pp. 375–378. group. She is a Member of the IEEE. Her research interests [16] X.-S. Hua and S. Li, “Interactive video authoring and sharing based on two- include multimedia communications, wireless sensor networks, layer templates,” in Proc. 1st ACM Int. Workshop on Human-Centered MM 2006 and media cloud computing. (HCM’06), pp. 65–74. Jianfeng Wang (wjf2006@mail.ustc.edu.cn) received his [17] S. F. Chang and A. Vetro, “Video adaptation: Concepts, technologies, and open issues,” Proc. IEEE, vol. 93, no. 1, pp. 148–158, 2005. B.Eng. degree from the Department of Electronic Engineering [18] J. Xin, C-W. Lin, and M-T. Sun, “Digital video transcoding,” Proc. IEEE, vol. and Information Science in the University of Science and 93, no. 1, pp. 84–94, Jan. 2005. Technology of China in 2010. He was an intern at Microsoft [19] Origin Digital. (2009, Nov. 17). Video services provider to reduce transcoding costs up to half [Online]. Available: http://www.microsoft.com/ Research Asia from February to August in 2010. Currently, he is casestudies/Case_Study_Detail.aspx?CaseStudyID=4000005952 a master’s stu dent in MOE-Microsoft Key Laboratory of [20] A. Kubota, A. Smolic, M. Magnor, M. Tanimoto, T. Chen, and C. Zhang, “Mul- tiview imaging and 3DTV,” IEEE Signal Processing Mag., vol. 24, no. 6, pp. 10–21, Multimedia Computing and Communication in USTC. His Nov. 2007. research interests include signal processing, media cloud, and [21] S. Shi, W. J. Jeon, K. Nahrstedt, and R. H. Campbel, “Real-time remote multimedia information retrieval. rendering of 3D video for mobile devices,” in Proc. ACM Multimedia, 2009, pp. 391–400. Shipeng Li (spli@microsoft.com) received his Ph.D. degree [22] T. Lehtonen, S. Benamar, V. Laamanen, I. Luoma, O. Ruotsalainen, J. Sa- from Lehigh University in 1996 and his M.S. and B.S. degrees from lonen, and T. Mikkonen, “Towards user-friendly mobile browsing,” in Proc. 2nd Int. Workshop on Advanced Architectures and Algorithms for Internet Delivery the University of Science and Technology of China in 1991 and and Applications (ACM Int. Conf. Proc. Series, vol. 198), 2006, Article 6. 1988, respectively. He has been with Microsoft Research Asia since [23] A. W. M. Smeulders, M. Worring, S. Santini, A. Gupta, and R. Jain, “Content- based image retrieval at the end of the early years,” IEEE Trans. Pattern Anal. May 1999, where he was a principal researcher and research area Machine Intell., vol. 22, no. 12, pp. 1349–1380, Dec. 2000. manager. From October 1996 to May 1999, he was with Sarnoff [SP] IEEE SIGNAL PROCESSING MAGAZINE [69] MAY 2011