TY - GEN
T1 - On the performance of STAR
T2 - 35th Annual Simulation Symposium, SS 2002
AU - Li, Shu
AU - Melhem, R.
AU - Znati, T. F.
N1 - Publisher Copyright:
© 2002 IEEE.
PY - 2002
Y1 - 2002
N2 - Multicast networking is poised to play a prominent role in the future deployment of multimedia applications. Multimedia applications are usually resource intensive, have stringent quality of service requirements, and in many cases involve large multicast groups. Multicasting enables these applications to scale to a large number of users without overloading the network and server resources. This paper focuses on the design and analysis of a new heuristic for building low-cost, delay-bounded multicast trees to support multimedia applications. The approach used by the proposed heuristic to "optimize" the multicast tree limits its paths computation to paths which originate from the multicast destinations instead of all pairs of paths, as is the case in other well-known algorithms. Moreover, the path finding procedure, based on Dijkstra's algorithm, results in the selection of better paths than those discovered the k-shortest path based procedures. The simulation results show that the proposed heuristic outperforms on average other known heuristics.
AB - Multicast networking is poised to play a prominent role in the future deployment of multimedia applications. Multimedia applications are usually resource intensive, have stringent quality of service requirements, and in many cases involve large multicast groups. Multicasting enables these applications to scale to a large number of users without overloading the network and server resources. This paper focuses on the design and analysis of a new heuristic for building low-cost, delay-bounded multicast trees to support multimedia applications. The approach used by the proposed heuristic to "optimize" the multicast tree limits its paths computation to paths which originate from the multicast destinations instead of all pairs of paths, as is the case in other well-known algorithms. Moreover, the path finding procedure, based on Dijkstra's algorithm, results in the selection of better paths than those discovered the k-shortest path based procedures. The simulation results show that the proposed heuristic outperforms on average other known heuristics.
KW - Algorithm design and analysis
KW - Application software
KW - Bandwidth
KW - Buildings
KW - Computational modeling
KW - Delay
KW - Jitter
KW - Multicast algorithms
KW - Quality of service
KW - Routing
UR - http://www.scopus.com/inward/record.url?scp=84948432005&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=84948432005&partnerID=8YFLogxK
U2 - 10.1109/SIMSYM.2002.1000077
DO - 10.1109/SIMSYM.2002.1000077
M3 - Conference contribution
AN - SCOPUS:84948432005
T3 - Proceedings - Simulation Symposium
SP - 11
EP - 19
BT - Proceedings - 35th Annual Simulation Symposium, SS 2002
PB - IEEE Computer Society
Y2 - 14 April 2002 through 18 April 2002
ER -