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市場調查報告書
商品編碼
1643716

體積視訊市場規模、佔有率和成長分析(按容積捕捉、內容傳送、應用、最終用途產業和地區)- 2025-2032 年產業預測

Volumetric Video Market Size, Share, Growth Analysis, By Volumetric Capture (Hardware, Software), By Content Delivery (Projectors, AR/VR HMDs), By Application, By End Use Industry, By Region - Industry Forecast 2025-2032

出版日期: | 出版商: SkyQuest | 英文 323 Pages | 商品交期: 3-5個工作天內

價格
簡介目錄

體積視訊市場規模預計在 2023 年達到 19 億美元,並從 2024 年的 24.1 億美元成長到 2032 年的 162.1 億美元,預測期內(2025-2032 年)的複合年成長率為 26.9%。

容積捕捉是一項可以記錄3D空間的革命性技術,在遊戲、培訓和品牌體驗等各種應用領域越來越受歡迎。隨著 AR/VR 設備的興起,對體積視訊解決方案的需求正在激增,增強了醫療保健等領域的可視化效果,並透過 3D/360° 內容豐富娛樂性。專用容積捕捉工作室的出現推動了內容創作過程的複雜化,而專注於管理大量體積資料的公司正在推動進一步的市場動態。隨著都市化推動對身臨其境型體驗的需求,擴增實境與行銷的結合已成為提高客戶參與的關鍵策略。預測顯示,AR 的用戶群正在擴大,到 2031 年它有可能改變客戶與品牌的關係。

目錄

介紹

  • 調查目的
  • 研究範圍
  • 定義

調查方法

  • 資訊採購
  • 資料和主要資料方法
  • 市場規模預測
  • 市場假設與限制

執行摘要

  • 全球市場展望
  • 供需趨勢分析
  • 細分機會分析

市場動態及展望

  • 市場概況
  • 市場規模
  • 市場動態
    • 促進因素和機會
    • 限制與挑戰
  • 波特的分析

主要市場考察

  • 關鍵成功因素
  • 競爭程度
  • 主要投資機會
  • 市場生態系統
  • 市場吸引力指數(2024 年)
  • PESTEL 分析
  • 總體經濟指標
  • 價值鏈分析
  • 定價分析
  • 技術分析
  • 專利分析

體積視訊市場規模(容積捕捉和複合年成長率) (2025-2032)

  • 市場概況
  • 硬體
  • 軟體
  • 服務

體積視訊市場規模(按內容傳送和複合年成長率) (2025-2032)

  • 市場概況
  • 投影儀
  • AR/VR HMD
  • 智慧型手機
  • 體積顯示

立體視訊市場規模(按應用分類)及複合年成長率(2025-2032)

  • 市場概況
  • 3D 產品可視化
  • 電影和電視製作
  • 遊戲
  • 醫療訓練和教育
  • 手術模擬
  • 虛擬教室
  • 虛擬體育分析
  • 虛擬試穿
  • 其他

立體視訊市場規模(依最終用途產業和複合年成長率) (2025-2032)

  • 市場概況
  • 教育和培訓
  • 衛生保健
  • 媒體與娛樂
  • 零售與電子商務
  • 運動與健身
  • 旅遊與飯店
  • 其他

立體視訊市場規模(按地區)及複合年成長率(2025-2032)

  • 北美洲
    • 美國
    • 加拿大
  • 歐洲
    • 德國
    • 西班牙
    • 法國
    • 英國
    • 義大利
    • 其他歐洲國家地區
  • 亞太地區
    • 中國
    • 印度
    • 日本
    • 韓國
    • 其他亞太地區
  • 拉丁美洲
    • 巴西
    • 其他拉丁美洲國家
  • 中東和非洲
    • 海灣合作理事會國家
    • 南非
    • 其他中東和非洲地區

競爭資訊

  • 前 5 家公司對比
  • 主要企業市場定位(2024年)
  • 主要市場參與者所採用的策略
  • 近期市場趨勢
  • 公司市場佔有率分析(2024 年)
  • 主要企業簡介
    • 公司簡介
    • 產品系列分析
    • 按細分市場分析市場佔有率
    • 收益與前一年同期比較對比(2022-2024 年)

主要企業簡介

  • Microsoft Corporation(United States)
  • Intel Corporation(United States)
  • Google LLC(United States)
  • Meta Platforms(United States)
  • 8i Co.(New Zealand)
  • Sony Corporation(Japan)
  • Unity Technologies(United States)
  • Alphabet Inc.(United States)
  • 4Dviews(France)
  • Scatter(United States)
  • Stereolabs Inc.(United States)
  • Mark Roberts Motion Control(MRMC)(United Kingdom)
  • Metastage(United States)
  • ModTec Labs(United States)
  • Canon(Japan)
  • Dimension(United Kingdom)
  • Evercoast(United Kingdom)
  • Vividq(United Kingdom)
  • Coretec Group(United States)
  • Voxon Photonics(Australia)

結論和建議

簡介目錄
Product Code: SQMIG45I2144

Volumetric Video Market size was valued at USD 1.9 billion in 2023 and is poised to grow from USD 2.41 billion in 2024 to USD 16.21 billion by 2032, growing at a CAGR of 26.9% during the forecast period (2025-2032).

Volumetric capture, an innovative technology allowing the recording of three-dimensional spaces, is gaining significant traction across various applications, including gaming, training, and brand experiences. With the rise of AR/VR devices, the demand for volumetric video solutions is surging, enhancing sectors like healthcare for improved visualization and enriching entertainment with 3D/360° content. The emergence of dedicated volumetric capture studios has facilitated the refinement of content creation processes, while companies focusing on managing extensive volumetric data further elevate market dynamics. As urbanization drives demand for immersive experiences, the integration of augmented reality in marketing emerges as a key strategy for enhancing customer engagement. Projections indicate a growing user base for AR, highlighting its growing acceptance and potential to transform customer-brand relationships by 2031.

Top-down and bottom-up approaches were used to estimate and validate the size of the Volumetric Video market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Volumetric Video Market Segments Analysis

Global Volumetric Video Market is segmented by Volumetric Capture, Content Delivery, Application, End Use Industry and region. Based on Volumetric Capture, the market is segmented into Hardware, Software and Service. Based on Content Delivery, the market is segmented into Projectors, AR/VR HMDs, Smartphones and Volumteric Displays. Based on Application, the market is segmented into 3D Product Visualization, Film & TV Production, Gaming, Medical Training & Education, Surgical Simulations, Virtual Classrooms, Virtual Sports Analysis, Virtual Try-Ons and Others. Based on End Use Industry, the market is segmented into Education & Training, Healthcare, Media & Entertainment, Retail & E-commerce, Sports & Fitness, Tourism & Hospitality and Others. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa.

Driver of the Volumetric Video Market

The Volumetric Video market is experiencing a robust growth trajectory, primarily driven by the rising demand for immersive and interactive video content. The ability to deliver 360° video technology empowers viewers to engage with content from multiple perspectives, significantly enhancing their viewing experience. As major video streaming platforms unveil dedicated 360° video solutions, the appetite for such innovative formats has surged. Noteworthy advancements, such as 4DREPLAY's introduction of a new media drama series utilizing this technology, exemplify the potential of volumetric video in revolutionizing entertainment consumption. Additionally, the increasing application of this technology in sports and media sectors is encouraging enterprises to invest in volumetric VR studios, catering to consumer preferences and shaping the future of digital content experiences.

Restraints in the Volumetric Video Market

The Volumetric Video market faces notable restraints primarily due to the substantial initial financial investment required for effective implementation, especially in action film production and musical concert recordings. Professional studios often utilize complex systems featuring numerous cameras strategically positioned around subjects to capture performances in multiple angles, transforming these inputs into holograms for premium volumetric video experiences. For instance, systems like Canon's Volumetric Studio Kawasaki and Microsoft's Mixed Reality Capture Studios can employ well over 100 cameras. The steep costs associated with high-quality cameras, advanced processors, and specialized digital imaging equipment contribute significantly to technology expenses, potentially dampening demand for volumetric video throughout the forecast period.

Market Trends of the Volumetric Video Market

The Volumetric Video market is experiencing significant growth, driven by the rising adoption of augmented reality (AR) technologies in retail and e-commerce. As online purchasing evolves, the utilization of 3D holographs has emerged as a compelling tool to enhance customer engagement and decision-making. Notably, collaborations like that of Arcturus and ANAYI exemplify this trend, showcasing how immersive volumetric videos effectively capture customer attention and showcase products-allowing viewers to examine garments from various angles and even visualize them in their own environment through web-based AR. This trend underscores a broader shift towards interactive and visually rich shopping experiences, positioning volumetric video as a pivotal element in transforming consumer behavior in the digital landscape.

Table of Contents

Introduction

  • Objectives of the Study
  • Scope of the Report
  • Definitions

Research Methodology

  • Information Procurement
  • Secondary & Primary Data Methods
  • Market Size Estimation
  • Market Assumptions & Limitations

Executive Summary

  • Global Market Outlook
  • Supply & Demand Trend Analysis
  • Segmental Opportunity Analysis

Market Dynamics & Outlook

  • Market Overview
  • Market Size
  • Market Dynamics
    • Drivers & Opportunities
    • Restraints & Challenges
  • Porters Analysis
    • Competitive rivalry
    • Threat of substitute
    • Bargaining power of buyers
    • Threat of new entrants
    • Bargaining power of suppliers

Key Market Insights

  • Key Success Factors
  • Degree of Competition
  • Top Investment Pockets
  • Market Ecosystem
  • Market Attractiveness Index, 2024
  • PESTEL Analysis
  • Macro-Economic Indicators
  • Value Chain Analysis
  • Pricing Analysis
  • Technology Analysis
  • Patent Analysis

Global Volumetric Video Market Size by Volumetric Capture & CAGR (2025-2032)

  • Market Overview
  • Hardware
  • Software
  • Service

Global Volumetric Video Market Size by Content Delivery & CAGR (2025-2032)

  • Market Overview
  • Projectors
  • AR/VR HMDs
  • Smartphones
  • Volumteric Displays

Global Volumetric Video Market Size by Application & CAGR (2025-2032)

  • Market Overview
  • 3D Product Visualization
  • Film & TV Production
  • Gaming
  • Medical Training & Education
  • Surgical Simulations
  • Virtual Classrooms
  • Virtual Sports Analysis
  • Virtual Try-Ons
  • Others

Global Volumetric Video Market Size by End Use Industry & CAGR (2025-2032)

  • Market Overview
  • Education & Training
  • Healthcare
  • Media & Entertainment
  • Retail & E-commerce
  • Sports & Fitness
  • Tourism & Hospitality
  • Others

Global Volumetric Video Market Size & CAGR (2025-2032)

  • North America (Volumetric Capture, Content Delivery, Application, End Use Industry)
    • US
    • Canada
  • Europe (Volumetric Capture, Content Delivery, Application, End Use Industry)
    • Germany
    • Spain
    • France
    • UK
    • Italy
    • Rest of Europe
  • Asia Pacific (Volumetric Capture, Content Delivery, Application, End Use Industry)
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America (Volumetric Capture, Content Delivery, Application, End Use Industry)
    • Brazil
    • Rest of Latin America
  • Middle East & Africa (Volumetric Capture, Content Delivery, Application, End Use Industry)
    • GCC Countries
    • South Africa
    • Rest of Middle East & Africa

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2024
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2024
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2022-2024)

Key Company Profiles

  • Microsoft Corporation (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Intel Corporation (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Google LLC (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Meta Platforms (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • 8i Co. (New Zealand)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Sony Corporation (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Unity Technologies (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Alphabet Inc. (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • 4Dviews (France)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Scatter (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Stereolabs Inc. (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Mark Roberts Motion Control (MRMC) (United Kingdom)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Metastage (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • ModTec Labs (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Canon (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Dimension (United Kingdom)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Evercoast (United Kingdom)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Vividq (United Kingdom)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Coretec Group (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Voxon Photonics (Australia)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendations