What is Vectorave AV (data compression and transfer)?

Vectorave TV is a combination of small vector-based instructions that reference a shared database of common elements, such as 3D objects, shapes, sounds, patterns, voice prints, skins or textures. Each Vector AV viewer or participant has a computer with a database of vector objects that is updated regularly from central locations, as new objects are identified and added. Processing of video or images, involves multiple sources.

Video and images can be recorded directly as holography. The holographic video or images are then scanned to find matching familiar objects in the shared database. All objects that do not match are either replaced by the computer by textured one dimensional images in an XYZ plane, or are sent to human interpreters for identification and conversion to 3D. An Examples of the huge vector-based holographic objects would be appliances, cars, know architecture, familiar movements or paths, variations of plant life, and complex human and animal shapes that can be altered to represent live actors.

Two dimensional video and images can also be recorded or scanned and converted after being identified or matched in 2 dimensions with 3 dimensional objects. The computer then places the 3D object in a 3D plane and runs original matching pans and zooms with simulated deductive trial and error pans and zooms until the XYZ location of the object in 3D matches the pan and zoom results of the 2D object. Static images can be placed less accurately in 3D photos using deductive size and location of an object. Some of these objects will need to be placed by human interpreters until effective interpreting algorithms are written.

 
Vectorave Open-Source HoloTelevision

 

The author of this webpage has the grand dream of inviting different specialists and students to participate in an open-source collaboration that will allow us all to bypass commercial interests and develop a Holographic Television process that surpasses the capabilities of all present technologies.
Here are other websites addressing HoloTV issues:

http://holo-tv.com/

http://www.dvice.com/2013-6-26/holographic-tv-might-be-closer-you-think
 

Here are the open-source Holo-TV issues and components I wish to address:
                                   

1) The Basic Concept of Holo-Vector Processing

2) The Necessary Software

3) The Necessary Hardware

4) Standardization

5) Implications of Virtual Reality Television

6)  The Final Goal of a Believable Virtual Reality
My Holo-TV concept is called Vectorave A/V, a reference-based
form of broadcast and reception. Here are many of the factors
I have considered in the contemplation of the concept:
The 4 basic categories of Vectorave A/V are:

                                                a) Video
                                                b) Audio
                                                c) Virtual Reality
                                                d) Generic Data
                                                (I also consider Vectorave A/V to also

                                                be an ideal data compression concept)

Here are more issues and components to consider 

regarding VectoraveA/V:

1)     Prior Art

    a)  RaveGrid

     https://www.svgopen.org/2007/papers/RaveGrid/index.html
(Raster to vector Graphics for image data) version 2.5* was the leading image vectorization and image segmentation application available at one time,taking raster images and turning them into smaller, editable vector images in the SVG format.

    b) Star Trek NG Identity Crisis
(a clear example of Holo-Vector Processing)

2)    Production Strategies

3)    Gigantic Polygon Meshes

4)    Vector Processing

5)    Hidden Markov models

6)    The Viterbi Algorithm

7)    Real-time motion blur and echo de-vectorization

8)    Lowest bandwidth date delivery

9)    Polylines

10)  Polygons

11)   Circles and Ellipses

12)   Bézier curves

13)   Bezigons

14)   Automated 3D modeling

15)   In 3D computer graphics, vectorized surface representations are
    most common (bitmaps can be used for special purposes 

          such as surface texturing, height-field data and bump).

16)     Raster to vector conversion

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