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Volumetric Video Market by Volumetric Capture (Hardware, Software, Service), Content Delivery, Application (Sports, Events & Entertainment, Medical, Education & Training, Signage & Advertisement) and Region - Global Forecast to 2028

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    Report

  • 242 Pages
  • May 2023
  • Region: Global
  • Markets and Markets
  • ID: 4992282

The global volumetric video market is expected to be valued at USD 2.2 billion in 2023 and is projected to reach USD 7.6 billion by 2028; it is expected to grow at a CAGR of 28.6% from 2023 to 2028. Volumetric capture technology enables the creation of images from virtual viewpoints without an actual camera, using 3D models generated from the captured footage. This process involves calibrating multiple cameras, developing 3D models of subjects, texture mapping to 3D models, and generating camerawork. Microsoft's Mixed Reality Capture Studio is one of the most prominent players in volumetric capture technology. It uses many cameras filming from different angles, and computer algorithms stitch the views together to create volumetric images.

Hardware to account for the largest volumetric capture segment for the volumetric video market.

The growth of this market is primarily influenced by two key factors: the rising presence of top-tier companies providing camera and volumetric capture solutions and the growing adoption of volumetric cameras in diverse domains such as sports, events, entertainment, and medical applications. These cameras offer users superior picture quality and 3D videos. Several renowned companies, including Microsoft, Intel, IO Industries Inc., and Raytrix, have introduced a range of cameras leveraging 6DOF volumetric capture and depth-sensing technology, driving the expansion of the volumetric video market. Intel, for instance, has unveiled RealSense 3D cameras (D415 and D435) suitable for both professional and consumer applications. Raytrix, on the other hand, offers light-field cameras designed explicitly for volumetric capture. 

Sports, events & entertainment applications to capture the highest market share for the volumetric video market.

Volumetric video is gaining increasing significance in sports, events, and entertainment due to its ability to offer users an exceptional and immersive experience. As partnerships and agreements emerge, we can anticipate even more groundbreaking applications of volumetric video. In the entertainment industry, volumetric video is employed to craft unparalleled experiences for audiences. An outstanding illustration of this can be seen in the VOID, a virtual reality entertainment center that utilizes volumetric video to construct immersive encounters for its visitors. The VOID has formed partnerships with renowned franchises such as Star Wars and Ghostbusters, enabling fans to engage in interactive experiences that transport them into the very fabric of the storyline. 

China to grow at the highest CAGR for the Asia Pacific volumetric video market.

China is emerging as a prominent and rapidly expanding market for volumetric video technology. The country has recently witnessed substantial investments and partnerships in this sector. The increasing demand for volumetric content from video content and gaming companies is projected to be a key driver for the growth of the volumetric video market in China. QGene, a leading provider of volumetric capture services, boasts four volumetric capture stages within the country. With an anticipated AR/VR market size of $62 billion by 2023 (according to Statista), China is the world's largest market for virtual reality. It accounted for 40% of global VR headset shipments in Q1 2021, as reported by Qmdia. 

The study contains various industry experts’ insights, from component suppliers to Tier 1 companies and OEMs. The break-up of the primaries is as follows: 

  • By Company Type: Tier 1 - 15%, Tier 2 - 50%, and Tier 3 - 35%
  • By Designation: C-level Executives - 45%, Directors - 35%, and Others - 20%
  • By Region: North America - 45%, Europe - 35%, Asia Pacific - 12%, South America - 3%, Middle East & Africa - 5%

The key players operating in the volumetric video market are Microsoft Corporation(US), Intel Corporation (US), Unity Technologies (US), Alphabet Inc. (US), and Sony Corporation (Japan).
This research report categorizes the volumetric video market by volumetric capture (Hardware, Software, Service), by application (Sports, Events & Entertainment, Medical, Education & Training, Signage & Advertisement, Others), and by region (North America, Europe, Asia Pacific, and RoW). The report’s scope covers detailed information regarding the major factors, such as drivers, restraints, challenges, and opportunities, influencing the growth of the volumetric video market. A detailed analysis of the key industry players has provided insights into their business overview, solutions, services; key strategies; Contracts, partnerships, and agreements. New product & service launches, mergers and acquisitions, and recent developments associated with the volumetric video market. This report covers the competitive analysis of upcoming startups in the volumetric video market ecosystem.

Key Benefits of Buying the Report

  • Analysis of critical drivers (Increasing demand for virtual reality (VR) and augmented reality (AR) applications, Increasing use of volumetric video in the entertainment industry, Advancements in camera and display technologies, and Rising investments in the AR/VR ecosystem), restraints (High maintenance, High cost of equipment and software, Lack of standardization and Limited content, and Less effective projection under sunlight), opportunities (Growing use of volumetric video in e-commerce, Increasing use of volumetric video in education and training, Growing applications of volumetric video for advanced medical imaging and image-guided surgery), and challenges (Lack of standardization for 3D content creation, and Regulatory and ethical concerns) influencing the growth of the volumetric video market. 
  • Product Development/Innovation: Detailed insights on upcoming technologies, research & development activities, and new product & service launches in the volumetric video market 
  • Market Development: Comprehensive information about lucrative markets - the report analyses the volumetric video market across varied regions. 
  • Market Diversification: Exhaustive information about new products & services, untapped geographies, recent developments, and investments in the volumetric video market 
  • Competitive Assessment: In-depth assessment of market shares, growth strategies, and service offerings of leading players like Microsoft Corporation(US), Intel Corporation (US), Unity Technologies (US), Alphabet Inc. (US), and Sony Corporation (Japan) among others in the volumetric video market.

Table of Contents

1 Introduction
1.1. Study Objectives
1.2. Market Definition and Scope
1.2.1. Inclusions and Exclusions
1.3. Study Scope
1.3.1. Markets Covered
1.3.2. Geographic Segmentation
1.3.3. Years Considered for the Study
1.4. Currency
1.5. Limitations
1.6. Stakeholders
1.7. Summary of Changes
1.8. Recession Analysis

2 Research Methodology
2.1. Research Data
2.1.1. Secondary Data
2.1.1.1. Major Secondary Sources
2.1.1.2. Key Data from Secondary Sources
2.1.2. Primary Data
2.1.2.1. Primary Interviews with Experts
2.1.2.2. Key Data from Primary Sources
2.1.2.3. Key Industry Insights
2.1.2.4. Breakdown of Primaries
2.2. Market Size Estimation
2.2.1. Bottom-Up Approach
2.2.1.1. Approach for Capturing Market Share by Bottom-Up Analysis (Demand Side)
2.2.2. Top-Down Approach
2.2.2.1. Approach for Capturing Market Share by Top-Down Analysis (Supply Side)
2.3. Market Breakdown and Data Triangulation
2.4. Research Assumptions
2.5. Risk Assessment
2.6. Assumptions Regarding Recession
2.7. Limitations of Research

3 Executive Summary
3.1. Growth Rate Assumptions

4 Premium Insights
5 Market Overview
5.1. Introduction
5.2. Market Dynamics
5.2.1. Drivers
5.2.2. Restraints
5.2.3. Opportunities
5.2.4. Challenges
5.3. Value Chain Analysis
5.4. Ecosystem Analysis
5.5. Technology Analysis
5.6. Patent Analysis
5.7. Case Study Analysis
5.8. Trends Impacting Businesses of Market Players and Raw Material Suppliers
5.9. Trade Analysis
5.10. Porters Five Force Analysis
5.10.1. Threat from New Entrants
5.10.2. Threat of Substitutes
5.10.3. Bargaining Power of Suppliers
5.10.4. Bargaining Power of Buyers
5.10.5. Intensity of Competitive Rivalry
5.11. Tariff and Regulatory Landscape
5.11.1. Regulatory Bodies, Government Agencies, and Other Organizations
5.12. Key Stakeholders and Buying Criteria
5.12.1. Key Stakeholders in Buying Process
5.12.2. Buying Criteria
5.13. Pricing Analysis
5.13.1. Average Selling Prices of Key Players, by Application
5.13.2. Average Selling Price Trend
5.14. Key Conferences and Events (2022-2024)

6 Volumetric Market, by Volumetric Capture
6.1. Introduction
6.2. Hardware
6.3. Software
6.4. Services

7 Volumetric Video Market, by Vertical
7.1. Introduction
7.2. Sports, Events, and Entertainment
7.3. Medical
7.4. Signage & Advertisement
7.5. Education & Training
7.6. Others

8 Volumetric Video Market, by Content Delivery
8.1. Introduction
8.2. Projectors
8.3. Ar/Vr Hmds
8.4. Smartphones
8.5. Volumetric Displays

9 Volumetric Video Market, by Region
9.1. Introduction
9.2. North America
9.2.1. North America: Impact of Recession
9.2.2. US
9.2.3. Canada
9.2.4. Mexico
9.3. Europe
9.3.1. Europe: Impact of Recession
9.3.2. UK
9.3.3. Germany
9.3.4. France
9.3.5. Rest of Europe
9.4. Asia-Pacific
9.4.1. Asia-Pacific: Impact of Recession
9.4.2. China
9.4.3. Japan
9.4.4. South Korea
9.4.5. Australia & New Zealand
9.4.6. Rest of Asia-Pacific
9.5. Row
9.5.1. RoW: Impact of Recession
9.5.2. Middle East & Africa
9.5.3. South America

10 Volumetric Video Market, Competitive Landscape
10.1. Introduction
10.2. Market Evaluation Framework
10.3. Market Share Analysis, 2022
10.4. Five-Year Company Revenue Analysis
10.5. Company Evaluation Quadrant
10.5.1. Star
10.5.2. Pervasive
10.5.3. Emerging Leader
10.5.4. Participant
10.6. Startups/Small and Medium-Sized Enterprises (Sme) Evaluation Quadrant
10.6.1. Progressive Company
10.6.2. Responsive Company
10.6.3. Dynamic Company
10.6.4. Starting Block
10.7. Competitive Benchmarking
10.8. Company Footprint
10.9. Competitive Situation and Trends

11 Volumetric Video Market, Company Profiles
11.1. Key Players
11.1.1. Microsoft Corporation
11.1.2. Intel Corporation
11.1.3. 4Dviews
11.1.4. 8I
11.1.5. Unity Technologies
11.1.6. Alphabet
11.1.7. Io Industries
11.1.8. Scatter
11.1.9. Stereolabs
11.1.10. Metastage
11.1.11. Mark Roberts Motion Control
11.2. Other Players
11.2.1. Meta Platforms
11.2.2. Mod Tech Labs
11.2.3. Capturing Reality
11.2.4. Sony Corporation
11.2.5. Verizon Communications
11.2.6. Cannon
11.2.7. Dimension
11.2.8. Evercoast
11.2.9. Vividq
11.2.10. Coretec Group

12 Appendix
12.1. Discussion Guide
12.2. Knowledge Store: The Subscription Portal
12.3. Available Customizations
Note:
The Current Table of Contents is Tentative and is Subject to Change as the Publisher Progresses with the Research.

Companies Mentioned

  • 4Dviews
  • 8i
  • Alphabet
  • Cannon
  • Capturing Reality
  • Coretec Group
  • Dimension
  • Evercoast
  • Intel Corporation
  • IO Industries
  • Mark Roberts Motion Control
  • Meta Platforms
  • Metastage
  • Microsoft Corporation
  • Mod Tech Labs
  • Scatter
  • Sony Corporation
  • Stereolabs
  • Unity Technologies
  • Verizon Communications
  • Vividq

Methodology

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Table Information