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 Vectorave A/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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