How DLNA and UPnP will enable easy home video networks
A "Rosetta Stone" for multimedia babble
By Joseph Chou
and Timothy Simerly,
Streaming Media DSP Group
Texas Instruments Inc.
Video Imaging DesignLine
(09/09/05, 12:06:00 AM EDT)
The networked digital home of the not-too-distant future will contain a wide variety of consumer electronics equipment, PCs, and mobile handheld devices. These devices will have to learn how to exchange content that is stored in an almost equally diverse number of video standards and other streaming media data types. And it is possible that this exchange will take place over several wired – and wireless – network protocols.


Video, audio, and still-image media interchange presents a bewildering assortment of combinations and permutations to design engineers. Dozens of media formats, codecs, transmission protocols, and display technologies must somehow be woven into what seems to the consumer to be a seamless, simple system.

How to get all these disparate technologies to work together is a big challenge. It is an ambitious goal – but one that is well on its way to being achieved.

In today’s digital world, setting common interchange content formats and common network protocols is not sufficient. Digital Rights Management (DRM) must also be included because embedded DRM systems can prevent commercial premium content from being illegally copied, listened to or viewed, as required by the commercial content owners.

Given the level of complexity and widely available standards, getting devices to talk together is not so much a matter of creating new standards as it is of cooperation between leading companies in the PC, CE, and mobile markets.

Communication – not convergence

In the past, the electronics industry has used convergence to describe a digital home in which content from numerous sources is available to the consumer. Over time, however, convergence has also become associated with literally merging electronics equipment into a single, all-powerful device. In some scenarios it was a PC; in others, a media player; in still others, a set-top box. For a number of reasons, this vision of the digital home has not come to pass.

But that’s OK because all that consumers really want is for all of their electronics gear to work better together. The Digital Living Network Alliance (DLNA) was formed in 2003 to take that approach. Its first set of baseline design guidelines - version 1.0 - was introduced in June of 2004.

An organization with more than 200 members, including virtually all of the global brands in PC, CE and mobile electronics, the DLNA is pursing a lowest-common-denominator strategy. Member companies commit themselves to executing a selected number of already common and widely deployed formats, protocols and codecs in all new equipment.

DLNA’s initial 2004 v1.0 interoperability guidelines set a baseline for sharing digital content across a broad range of PC and consumer devices by agreeing to a set of core requirements and providing details on how they should be implemented. Drawn from PC and Internet standards, they include support for wired Ethernet and wireless LAN, IPv4, Universal Plug and Play (UPnP), and JPEG, LPCM and MPEG-2 as the baseline image, audio and video formats.

Optimizing performance

This brings up the matter of performance. When two devices both with advanced compression algorithms link up, for example, defaulting to a baseline spec means a big performance hit.

Video is a good example. When broadcasting of MPEG-2 video began in 1993, most content being broadcast required bandwidths in the range of 6 to 8 Mbits/s. High motion content such as sports like basketball and football, which require a lot of panning and scanning of the camera, needed almost the full maximum bit rate allowed for MPEG-2 main profile at main level (MP@ML) which is 15 Mbits/s,. Compression algorithms improved over time until most of the content for broadcast quality MPEG-2 could be contained within the lower 2 to upper 5 Mbits/s. However with the newer compression standards such as H.264 (MPEG-4 AVC or MPEG-4 Part10) and Microsoft’s VC-1, they provide a more sophisticated tool suite to further reduce the bitrate by more than a factor of two over the older MPEG-2 offering. Hence this allows broadcast quality content to be distributed within the home at sub 1 MBits/s which is well within the available bandwidth of devices in the home used for rendering the content.

From a hardware perspective, the early MPEG-2 broadcast encoders were implemented with 12 to 13 dedicated hardware ASICs. Today this is done with one or two devices, many of them using programmable devices in lieu of the earlier hardware only implementations. In addition, the processing power of programmable devices, such as TI DSPs, has increased as a result of faster clock speeds and more advanced parallel architectures, allowing them to be used to implement the much more computationally intensive advanced compression algorithms such as H.264 and VC-1. Today, broadcast quality implementations of standard definition video can be compressed with one to four programmable devices, the actual number of devices depending on the desired level of quality, the complexity of the algorithm, and the profile/level of the compression standard being implemented. .

But lowering the bitrate to fall below the maximum channel capacity and bandwidth is not the only consideration at play here. In some instances, high bit rates could mean severely degraded quality depending on the transport medium. Connections over an 802.11 WLAN, for example, are heavily dependent on distance. Sustainable bit rate drops off precipitously with the distance between sender and receiver. A 0.5 Mbits/s bandwidth requirement simply means service that high quality video will be throughout the home.

Subsequent versions of the DLNA interoperability specification address the performance issue by offering a number of optional standards. If two devices discover that each is MPEG-4 capable, for example, no transcoding to MPEG-2 will occur. Optional standards include GIF, PNG, and TIF images, MP3, Windows Media Audio, AC-3, AAC and ATRAC3, MPEG-4 Part 2 audio, H.264 (MPEG-4 AVC or MPEG-4 Part 10), and Microsoft’s VC-1 video formats.

Universal Plug and Play

Earlier attempts at device interoperability have fallen short of the mark because they did not address a baseline set of requirements each device must support. However, one DLNA precursor – Universal Plug and Play (UPnP) – has broad support already and – along with DLNA – is a critical piece of the solution to the interoperability puzzle.

UPnP enables self-configuration and self-discovery between devices. Devices announce their capabilities and options without any user intervention. The specific mechanisms are: automatic address configuration, device discovery, command and control, event generation, and presentation for viewing device status and control.

UPnP runs on top of the IP network layer and utilizes standards such as UDP, TCP, HTTP, XML, GENA, and SOAP. UPnP’s audio/video architecture consists of the following devices:

  • Control Point – This device discovers Media Servers and Media Renderers and connects them.
  • Media Server – Stores content on the network for access by Media Renderers.
  • Media Renderer (Player) – A device that renders content received from a Media Server.
  • Figure 1 illustrates the basic UPnP architecture.


    Figure 1. Basic UPnP architecture

    DLNA baseline requirements

    DNLA picks up where UPnP left off – by defining baseline design guidelines. To keep its interoperability specification consumer focused, DLNA derives its design guidelines from carefully thought-out use cases and usage scenarios. After collecting a wide range of scenarios, DLNA sorts them into “immediate”, “next-version”, and “future” categories.

    Use scenarios were analyzed for common elements and consistent features. The highest priority use cases were simplified by removing all non-essential details. The resulting guidelines deliver all the functionality needed with a relatively small set of device classes and function/capability categories.

    In DLNA design guidelines V1.0, devices fall into two general groups, Digital Media Servers (DMS) and Digital Media Players (DMP).

    DMS devices source, acquire, record and store media. They usually have rendering capability and they may have intelligence, such as device and user services management, rich user interfaces, media management, aggregation and distribution functions.

    Some examples include:

  • Advanced set-top boxes (STB)
  • Digital video recorders (DVR)
  • *Personal and laptop computers
  • Stereo and home theaters with hard disk drives (for example, music servers)
  • Broadcast tuners
  • Video and image capture devices, such as cameras and camcorders
  • Multimedia mobile phones
  • DMP Devices let users to select and play the digital media stored in the home network. Examples include:

  • TV monitors
  • Stereo and home theaters
  • Wireless monitors
  • Game consoles
  • Digital media adapters (DMA)
  • (Use Categories, continued on next page)


    Use Categories

    DLNA has also defined four primary use categories:

    1. A player pulls content from a server.
      An example is a digital media adapter (DMA) connected to a digital TV pulling content from a PC for viewing. This is known as a two-box pull.
    2. A server sends content to output device.
      Here, a consumer selects content using a media server’s user interface which is used to send the content to another device. An example is a laptop being used to send content to a digital TV. This is known as a two-box push.
    3. A server sends content to an output device using a remote.
      An example is a wireless PDA being used to find and select content on a server, then select a digital TV for viewing, and finally initiate the transfer of content from the server to the digital TV.
    4. Sending (or receiving) content from a server to a device for future use and/or storage upload/download):
      An example is a wireless PDA being used to download images from a PC so they can be taken out of the home. This is known as a two-box upload/download.

    Version 1.0 of the guidelines covers only the first use category. The remaining three will be covered by Version 1.5 guidelines, slated for being released later this year.

    An example of a possible combination of devices and use categories is shown in Figure 2.


    Figure 2. An example of DLNA’s two-box pull use category

    In this case, the four devices are a DMP (digital TV) and two PCs and a laptop that have pictures stored on them (DMSs). The TV’s remote control mediates the interaction between the TV and the PCs. The use category is a two-box pull because the TV’s remote is used to find and select pictures and then pull them to the TV. Because the source of the pictures is accessed from the viewing device, the action is called a “pull” based on the HTTP-get protocol. If the user interface had been on the PC or laptop then the action of sending the pictures to the TV would be a “push”. The push model will be an optional feature in version 1.5 guidelines based on RTP.

    Interoperability framework

    Describing devices and use scenarios are important first steps but they are only half the interoperability battle. A framework and protocol are needed to actually send video or other media from one device to another.

    The DLNA’s guidelines for its initial version (V.1.0) have organized interoperability requirements into five major categories:

  • Network connectivity: Setting up connection is the first order of business of practical interoperability. For version 1.0., DLNA has chosen Ethernet (IEEE 803.3u) and wireless LAN (802.11a/b/g) protocols as its baseline network connectivity design guideline. A DLNA V1.0 compliant device must support either Ethernet or WLAN.
  • Device discovery: Here’s one place where UPnP plays its role. Connected devices that execute the UPnP protocols can find and identify each other. The DMP device will search for DMS devices that meet its specific criteria. The search is automatic. DLNA has selected UPnP V.1.0 as the baseline technology here.
  • Content discovery: UPnP V.1.0 is also the technology used to search and browse content in specific DMS devices as requested by the DMP.
  • Transport: As noted earlier, the two-box pull model is the only use category supported by DLNA V.1.0. As such, HTTP is the transport protocol of choice. Version 1.5, which is expected to be released in 2nd half 2005, will, in all likelihood, also designate RTP (Real-time Transport Protocol) as an optional technology. RTP will enable two-box push and other “push” use categories to be implemented.
  • Media format profiles: Formats and codecs (because codecs support very specific formats) present the most numerous set of options for a baseline design guideline. There are many screen resolutions, aspect ratios, frame rates and compression ratios from which to choose. Not having a lowest-common-denominator here would cause innumerable interoperability problems. V.1.0. requires JPEG for still images, LPCM for audio, and MPEG-2 for video. Optional formats are: GIF, TIFF, AC-3, AAC, ATRAC3plus, MPEG-1, MPEG-4, and VC-1.
  • Figure 3 shows not only the baselines for V.1.0 but projections for presently unsupported features such as QoS and digital rights management. Each guideline entry lists the device classes that it applies to, making it easy for device developers to identify mandatory and optional interoperability features.

    V1.5. guidelines will include mobile handheld device guidelines with Bluetooth connectivity as well as add upload/download, RTP, WMM priority-based QoS, play lists and new device classes such as networked media controllers (DMC), network controllable media renderers (DMR), printers (DMPr) and mobile handheld device classes.

    Figure 3. DLNA interoperability framework

    View figure 3 full size

    Into the future

    Although DLNA version 1.0 have made its first step toward making the dream of a networked home with device interoperability a reality, there is still plenty of work to be done. Progress is required on four fronts: ease of setup and use; digital rights management; network security and quality of service.

  • Ease of setup and ease of use.
    Home networking configuration in particular today requires some technology savvy and a fair amount of time. Consumer ease of setup up is the first barrier that needs to be overcome. Studies have shown, however, that the average consumer will return the products to the store if he or she can not complete the setup of a new piece of electronic equipment within 15 to 30 minutes after he or she first takes it out of the box. After the equipment is setup and installed, ease of use is required for daily usage. Eventually, future DLNA certified gear will have to mean systems that require easy and intuitive user configuration and ease of use.
  • Digital rights management.
    Robust content protection is required by the premium content owners (e.g. Hollywood studios) to allow their commercial content to be streamed between devices in the home networking. Usually the premium digital content is protected by a specific DRM or conditional access such as Windows DRM10, Apple Fairplay, Real Helix, DVB-CSA or OMA2.0. However home devices cannot share content if the DRM can not be interoperable. Today, there are no DRM interoperability standards in the market although some organizations are working on standards such as DVB-CPCM. There are also proprietary DRM transcription models such as DTCP over IP, Coral and etc.
  • Network security.
    With wireless connections, security technologies for all devices have to be in sync. The chief threat is that personal content can be viewed by the neighbors either intentionally or unintentionally without the owner’s consent or the owner’s credentials can be stolen and/or altered by a “drive by” hacker.
  • Quality of service.
    In most digital homes multiple media streams will be the rule not the exception. Potentially multiple video streams, audio, voice and data streams from TiVOs, STBs, DVD players, home media servers, PCs, and mobile devices being used by family members compete for home networking bandwidth. QoS provisioning is required to allocate bandwidth, guarantee latency and reduce jitter. The bandwidth allocation is particularly critical for streaming video and the latency guarantee is critical for voice over IP (VoIP.) In order to guarantee bandwidth, minimum latency and jitter, parametric QoS should be considered instead of priority based QoS. The example of parametric QoS for WLAN is WMM-SA/802.11e.
  • In a converged CE, PC and mobile handheld digital home, a programmable TI DSP is a perfect device to do encode, decode, transcode and DRM transcription to ensure format and DRM interoperability. Coupled with ease of setup, QoS and security, the intended A/V content can be securely and seamlessly streamed in the home network to the intended device(s) in order to achieve an unprecedented user experience.

    Implementation considerations

    The number of codecs, standards and transport methods that a system of near-universal connectivity must support begs the question: How is such a system be best implemented?

    The codec explosion began in early 1990s with MPEG2 and broadcast digital STBs. Computing power was all important and the most cost-effective implementations at the time were hardware based fixed function ASICs with a very specific targeted level of functionality.

    The widespread utilization of the Internet in the late 1990s brought with it many alternative codecs, protocols and standards. As result, the fact that ASICs support only a subset of possible features became a major liability.

    Moreover, as Internet applications continue to grow and diversify, systems will need even more versatility. Software-programmable solutions are the obvious alternative and advances in process technology enable single and multi-processor based software solutions. Software-programmable solutions also make upgrades adapting to modifications of standards easier.

    With the emphasis in most codecs on signal-processing capability, DLNA and UPnP applications are ideally suited for DSP solutions. In addition to their processing capabilities, recent generations of DSPs have been optimized to meet low power requirements in a variety of applications as shown in the Figure 4.

    Figure 4. DSPs address a wide spectrum of DLNA applications.

    View figure 4 full size

    As the consumer, communications and computer industries enter a new era of connectivity and compatibility, DSP technology appears destined to play a pivotal role.



    About the Authors:

    Tim W. Simerly has been with TI for over three years and is the lead System Architect for the company’s streaming media solutions based on the DM642 digital media processor. Tim has spent most his career as a R&D project manager with Rockwell International developing and building high performance missile front-ends using visual CCD and IR FPA image sensors.

    In 1995, he joined Scientific Atlanta and led the hardware/software development of a prototype video conferencing camera as an appliance for the set top box and was on the architecture/development team for Scientific Atlanta’s next generation set top boxes. In October of 1998, he joined IVEX where he served as architect, manager, director, and principal scientist of a startup developing smart network based camera products for the surveillance and security market. IVEX was acquired by Axcess Incorporated in September of 2001 where he served as Vice President of Video Engineering overseeing the development of their network based DSP products for streaming video and audio for the security industry.

    He holds a BS (summa cum laude) and MS degree in electrical engineering from Georgia Tech, an MS in systems analysis from the University of West Florida and an MBA from Georgia State University.

    Joseph Chou is the Director of Technical Marketing for TI’s DSP Streaming Media Group, where he is responsible for the strategic and technical direction of video applications for multimedia content in IP-STB and Digital Media Adaptor (DMA) market. Chou has spent the last 20 years working in the computer, communications and semiconductor industries, and currently holds several patents in computer and communication systems.

    Chou received his bachelor’s degree in electronic engineering from Chao Tung University in Taiwan, and an MBA from the University of Dallas.