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The Volumetric Video Market Size was valued at USD 2.16 billion in 2023 and is expected to reach USD 20.92 billion by 2032, growing at a CAGR of 28.7 % over the forecast period 2024-2032.
Volumetric Video is a video format that captures images of people, objects, or places in 3D or 2D. It is enabled to take pictures of objects on multiple cameras simultaneously and creates naturally flexible 3D models. The information required for 3D models is taken from different perspectives around a person or object, integrated, and transformed into consistent, natural, and dynamic 3D representations. A motion sensor is used in the volumetric video to analyze images of 2D or 3D objects in depth and can scan directly with 360-degree cameras.
KEY DRIVERS:
Increasing investment in the AR and VR ecosystem.
In the entertainment industry, there is a growing demand for 3D/360° content.
Demand for 3D content is being driven by the proliferation of content delivery devices.
Increased demand for a better match viewing experience.
RESTRAINTS:
In direct sunlight, the projection is less effective.
Volumetric video production is expensive.
OPPORTUNITIES:
Volumetric video is finding increasing use in advanced medical imaging and image-guided surgery.
5G commercialization with low latency and high bandwidth speed for volumetric video content delivery.
CHALLENGES:
There is a lack of standardization in the creation of 3D content.
COVID-19 has had a severe impact on the global economy as well as all industries. To stop the plague from spreading, governments in several countries have established borders. The initial phase of the epidemic's global shutdown in many countries has had a significant influence on people's lives and quality of life. As a result, the global supply chain has been shattered. The global economy has shrunk as commodity demand has decreased considerably. Due to the outbreak, which has caused a lack of immature materials, production in all industries has been slowed. Productivity declines are caused by variables such as depreciation and supply chain disruption.
The COVID-19 epidemic has hit the volumetric video market, and seen a year-on-year growth rate. Restrictions on travel, limited production, delayed purchases and orders, management delays, and supply chain disruptions, coupled with restrictions on border trade, have resulted in delays in raw materials and partial load. Measures such as shutdown and public reduction also affected the performance of volumetric video software platforms, software, and service providers.
Apart from the short-term effects of COVID-19 in 2020 and the first quarter of 2021, companies in the volumetric video market expect a good recovery from the last half of 2021. As businesses have shifted to remote work, technology has advanced. Overall, global spending on AR and VR headsets, software, and services, including consumer purchases, increased. AR / VR technology has increased the demand for COVID-19 medical, educational, marketing, and entertainment. These factors are expected to boost market growth during the forecasting
By component, the volumetric video market is segmented into hardware, software, and services. During the forecast period, the hardware component is expected to hold the largest share of the volumetric video market. In volumetric recording studios, the number of cameras used ranges from two to over a hundred. The video volume market for branded and advertising apps is expected to grow at a very high CAGR at the time of forecasting. Sports, medical, and advertising applications, as well as actors and filmmakers.
Software is expected to hold the second-largest market share in the forecast period. Software is required for capturing, modeling, composting, editing, compression, and re-playing volumetric videos.
By Application, the volumetric video market is segmented into Events, Sports, Entertainment, Education and Training, Medical, Signage and Advertisement, and Others. The volumetric video market for signage and advertising applications is expected to grow at a very high CAGR during the forecast period. Smart advertising drives the need for volumetric video as it is an amazing technology that can be invested in corporate events, product launches, and advertising events. The growth of digital signage will drive the need for better advertising content and, later, further the demand for volumetric video in the coming years. With the growing competition, consumer engagement is becoming more critical. Volumetric videos can be useful to businesses by helping to develop new and unique content, attracting more consumers, and increasing profits.
At the time of forecasting, the APAC video market is expected to grow at a very high CAGR, driven by an increasing number of art studios and a growing acceptance of volumetric video for sports, events, entertainment, signage, and regional advertising applications. Taxpayers' increasing adoption of unpopular technology in Japan, China, and South Korea also promotes regional market growth. APAC is home to some of the most powerful players in the volumetric video ecosystem market.
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The key players in the Volumetric video market are Intel Corporation, 8i, Microsoft Corporation, 4Dviews, Google LLC, IO Industries Inc, Verizon Communications, Sony Group Corporation, Mark Roberts Motion Control, Capturing Reality, Evercoast, 3nfinite,m Mantis Vision Ltd, Unity Technologies, Stereolabs Inc., Canon Inc., Scatter, Dimension, DGene, Tetavi, Arcturus Studios Holdings & Other Players
Report Attributes | Details |
---|---|
Market Size in 2023 | US$ 2.16 Billion |
Market Size by 2032 | US$ 16.3 Billion |
CAGR | CAGR of 28.7 % From 2024 to 2032 |
Base Year | 2023 |
Forecast Period | 2024-2032 |
Historical Data | 2020-2022 |
Report Scope & Coverage | Market Size, Segments Analysis, Competitive Landscape, Regional Analysis, DROC & SWOT Analysis, Forecast Outlook |
Key Segments | • By Components (Hardware, Software, Services) • By Content Delivery (AR/VR Head-Mounted Display (HMD), Volumetric Displays, Projectors, Smartphones) • By Application (Events, Sports, Entertainment, Education And Training, Medical, Signage And Advertisement, Others) |
Regional Analysis/Coverage | North America (US, Canada, Mexico), Europe (Eastern Europe [Poland, Romania, Hungary, Turkey, Rest of Eastern Europe] Western Europe] Germany, France, UK, Italy, Spain, Netherlands, Switzerland, Austria, Rest of Western Europe]), Asia Pacific (China, India, Japan, South Korea, Vietnam, Singapore, Australia, Rest of Asia Pacific), Middle East & Africa (Middle East [UAE, Egypt, Saudi Arabia, Qatar, Rest of Middle East], Africa [Nigeria, South Africa, Rest of Africa], Latin America (Brazil, Argentina, Colombia, Rest of Latin America) |
Company Profiles | Intel Corporation, 8i, Microsoft Corporation, 4Dviews, Google LLC, IO Industries Inc, Verizon Communications, Sony Group Corporation, Mark Roberts Motion Control, Capturing Reality, Evercoast, 3nfinite,m Mantis Vision Ltd, Unity Technologies, Stereolabs Inc., Canon Inc., Scatter, Dimension, DGene, Tetavi, Arcturus Studios Holdings and others players |
Key Drivers | • Increasing investment in the AR/VR ecosystem. • In the entertainment industry, there is a growing demand for 3D/360° content. |
Restraints | • In direct sunlight, the projection is less effective. • Volumetric video production is expensive. |
The market value will be expected to reach USD 20.92 billion by 2032 and grow at a CAGR of 28.7% over the forecast period 2024-2032.
The key players in the Volumetric video market are Intel Corporation, 8i, Microsoft Corporation, 4Dviews, Google LLC, IO Industries Inc, Verizon Communications, Sony Group Corporation, Mark Roberts Motion Control, Capturing Reality, Evercoast, 3nfinite,m Mantis Vision Ltd, Unity Technologies, Stereolabs Inc., Canon Inc., Scatter, Dimension, DGene, Tetavi, Arcturus Studios Holdings, and other players
Volumetric video is finding increasing use in advanced medical imaging and image-guided surgery, 5G commercialization with low latency and high bandwidth speed for volumetric video content delivery.
Top-down research, bottom-up research, qualitative research, quantitative research, and Fundamental research.
Manufacturers, Consultants, Association, Research Institutes, private and university libraries, suppliers, and distributors of the product.
Table of Contents:
1. Introduction
1.1 Market Definition
1.2 Scope
1.3 Research Assumptions
2. Research Methodology
3. Market Dynamics
3.1 Drivers
3.2 Restraints
3.3 Opportunities
3.4 Challenges
4. Impact Analysis
4.1 COVID-19 Impact Analysis
4.2 Impact of Ukraine- Russia war
4.3 Impact of ongoing Recession
4.3.1 Introduction
4.3.2 Impact on major economies
4.3.2.1 US
4.3.2.2 Canada
4.3.2.3 Germany
4.3.2.4 France
4.3.2.5 United Kingdom
4.3.2.6 China
4.3.2.7 Japan
4.3.2.8 South Korea
4.3.2.9 Rest of the World
5. Value Chain Analysis
6. Porter’s 5 forces model
7. PEST Analysis
8. Volumetric Video Market Segmentation, by components
8.1Introduction
8.2 Hardware
8.3 Software
8.4 Services
9. Volumetric Video Market Segmentation, by content delivery
9.1 Introduction
9.2 AR/VR Head-mounted Display (HMD)
9.3 Volumetric Displays
9.4 Projectors
9.5 Smartphones
10. Volumetric Video Market Segmentation, by application
10.1 Introduction
10.2 Events
10.3 Sports
10.4 Entertainment
10.5 Education and Training
10.6 Medical
10.7 Signage and Advertisement
10.8 Others
11. Regional Analysis
11.1 Introduction
11.2 North America
11.2.1 USA
11.2.2 Canada
11.2.3 Mexico
11.3 Europe
11.3.1 Germany
11.3.2 UK
11.3.3 France
11.3.4 Italy
11.3.5 Spain
11.3.6 The Netherlands
11.3.7 Rest of Europe
11.4 Asia-Pacific
11.4.1 Japan
11.4.2 South Korea
11.4.3 China
11.4.4 India
11.4.5 Australia
11.4.6 Rest of Asia-Pacific
11.5 The Middle East & Africa
11.5.1 Israel
11.5.2 UAE
11.5.3 South Africa
11.5.4 Rest
11.6 Latin America
11.6.1 Brazil
11.6.2 Argentina
11.6.3 Rest of Latin America
12.Company Profiles
12.1 Microsoft Corporation
12.1.1 Financial
12.1.2 Products/ Services Offered
12.1.3 SWOT Analysis
12.1.4 The SNS view
12.2 Intel Corporation
12.3 8i
12.4 4Dviews
12.5 Google LLC
12.6 IO Industries Inc
12.7 Verizon Communications
12.8 Sony Group Corporation
12.9 Mark Roberts Motion Control
12.10 Capturing Reality
12.11 Evercoast
12.12 3nfinite
12.13 Mantis Vision Ltd
12.14 Unity Technologies
12.15 Stereolabs Inc.
12.16 Canon Inc
12.17 Scatter
12.18 Dimension
12.19 DGene
12.20 Tetavi
12.21 Arcturus Studios Holdings
12.22 Others
13.Competitive Landscape
13.1 Competitive Benchmark
13.2 Market Share analysis
13.3 Recent Developments
14.Conclusion
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BY COMPONENTS
Hardware
Software
Services
BY CONTENT DELIVERY
AR/VR Head-mounted Display (HMD)
Volumetric Displays
Projectors
Smartphones
BY APPLICATION
Events
Sports
Entertainment
Education and Training
Medical
Signage and Advertisement
Others
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REGIONAL COVERAGE:
North America
US
Canada
Mexico
Europe
Eastern Europe
Poland
Romania
Hungary
Turkey
Rest of Eastern Europe
Western Europe
Germany
France
UK
Italy
Spain
Netherlands
Switzerland
Austria
Rest of Western Europe
Asia Pacific
China
India
Japan
South Korea
Vietnam
Singapore
Australia
Rest of Asia Pacific
Middle East & Africa
Middle East
UAE
Egypt
Saudi Arabia
Qatar
Rest of the Middle East
Africa
Nigeria
South Africa
Rest of Africa
Latin America
Brazil
Argentina
Colombia
Rest of Latin America
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