I'm not sure I understand why you would want to turn the bitmap into vector art like that. In the general case I understand why to for instance make vector art from a photo, but in this case the resulting drawing is likely to scale worse (and use more computing resources) than using the original bitmap. Including a SVG renderer might not be easy on all platforms either. Maybe I miss some part of the logic.
You can simply create a very large raster image so that scaling isn't an issue and skip the SVG steps altogether. However for instances where, like myself, you don't have a television or monitor for playing games, but rather a very large video enhancer projector and a two story wall, raster graphics would need to be enormous to lose their alias artifacts, however if all the art is rendered as vector images the scaling comes in very handy. This is especially true if you want to create a very small raster image and then scale it up over 1000% and still have a viable image to work with. Even so it does take a bit of time or power to render multilayer SVG images, luckily I have both.