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Volumetric Video Market Size:

Volumetric Video Market Revenue Analysis

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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.

Volumetric Video Market Dynamics:

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.

IMPACT OF COVID-19:

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

Volumetric Video Market Segment Overview:

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.

Volumetric Video Market Regional Analysis:

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.

Volumetric-Video-Market--Regional-Analysis--2023

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KEY PLAYERS:

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

Volumetric Video Market Report Scope:

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.

Frequently Asked Questions

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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The 5 steps process:

Step 1: Secondary Research:

Secondary Research or Desk Research is as the name suggests is a research process wherein, we collect data through the readily available information. In this process we use various paid and unpaid databases which our team has access to and gather data through the same. This includes examining of listed companies’ annual reports, Journals, SEC filling etc. Apart from this our team has access to various associations across the globe across different industries. Lastly, we have exchange relationships with various university as well as individual libraries.

Secondary Research

Step 2: Primary Research

When we talk about primary research, it is a type of study in which the researchers collect relevant data samples directly, rather than relying on previously collected data.  This type of research is focused on gaining content specific facts that can be sued to solve specific problems. Since the collected data is fresh and first hand therefore it makes the study more accurate and genuine.

We at SNS Insider have divided Primary Research into 2 parts.

Part 1 wherein we interview the KOLs of major players as well as the upcoming ones across various geographic regions. This allows us to have their view over the market scenario and acts as an important tool to come closer to the accurate market numbers. As many as 45 paid and unpaid primary interviews are taken from both the demand and supply side of the industry to make sure we land at an accurate judgement and analysis of the market.

This step involves the triangulation of data wherein our team analyses the interview transcripts, online survey responses and observation of on filed participants. The below mentioned chart should give a better understanding of the part 1 of the primary interview.

Primary Research

Part 2: In this part of primary research the data collected via secondary research and the part 1 of the primary research is validated with the interviews from individual consultants and subject matter experts.

Consultants are those set of people who have at least 12 years of experience and expertise within the industry whereas Subject Matter Experts are those with at least 15 years of experience behind their back within the same space. The data with the help of two main processes i.e., FGDs (Focused Group Discussions) and IDs (Individual Discussions). This gives us a 3rd party nonbiased primary view of the market scenario making it a more dependable one while collation of the data pointers.

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Data Bank Validation

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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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