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Volumetric Video Market Forecasts to 2028 – Global Analysis By Component (Services, Software, Hardware), Content Delivery (Swept Volume Display, AR/VR HMDs, Projectors, Volumetric Display, Smartphones), Application (E-commerce, Tourism, Medical, Sports Ev

Volumetric Video Market Forecasts to 2028 – Global Analysis By Component (Services, Software, Hardware), Content Delivery (Swept Volume Display, AR/VR HMDs, Projectors, Volumetric Display, Smartphones), Application (E-commerce, Tourism, Medical, Sports Ev

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Volumetric Video Market Forecasts to 2028 – Global Analysis By Component (Services, Software, Hardware), Content Delivery (Swept Volume Display, AR/VR HMDs, Projectors, Volumetric Display, Smartphones), Application (E-commerce, Tourism, Medical, Sports Events & Entertainment, Signage & Advertisement, Training, Video Streaming & Alternate Realities, Education, Other Applications) and Geography

According tStratistics MRC, the Global Volumetric VideMarket is accounted for $1.9 billion in 2022 and is expected treach $8.8 billion by 2028 growing at a CAGR of 28.9% during the forecast period. Volumetric videos are utilised tmake interesting and original commercials. They are suitable for more than simply advertisements; they can be displayed during events like conferences, exhibits, and sporting events.

Market Dynamics:

Driver:

Latent potential in teleconferencing

A growth potential for the market is presented by the rising demand for teleconferencing's latent potential. Users of the teleconferencing system can make videcalls tother people and see them in incredibly lifelike 3D. This effect is being used by several businesses tgive the audience a realistic feel of their loved ones during videconversations. Over the forecast period, this technology is anticipated tadvance quickly, creating a chance for the market texpand.

Restraint:

Lack of standardization

Tcreate material, volumetric videos are created using a variety of software and technology. In order taccomplish this, businesses with multiple lines of business must collaborate. Nevertheless, there is a discrepancy throughout the entire volumetric videcontent development process. The development of the volumetric videmarket is alshampered by the lack of cooperation among businesses and the lack of experience in content creation.

Opportunity:

Growing popularity of Virtual Reality & Augmented reality

Volumetric viderecording and streaming have advanced as essential technologies as a result of the increase in the use of Augmented Reality (AR) or Virtual Reality (VR) technologies. Volumetric videis therefore quickly developing and gaining popularity in the era of digital society. Due tthe sharp rise in videusage, there is a higher need for videos. Due tthe proliferation of AR, VR, and XR throughout multiple businesses and advertising areas, there has been a rush of organisations implementing WebAR engines tengage with potential customers. Developers whemploy volumetric videavoid the added cost and time of building 3D models from scratch because the targets are automatically scanned in during the recording.

Threat:

High costs coupled with technical barriers

Despite the enormous promise of volumetric video, the technology that underlies it continues tbe an area of research that only a select few businesses can access. Volumetric research is supposedly just for giants with huge teams and enormous budgets that can combine the capital cost due thigh costs and technological obstacles. Companies charge thousands of dollars per minute of production for the actual implementation of volumetrics. In the end, it becomes challenging for startups and small-scale operations tstudy and play with volumetric viderecording trealise the full potential of this cutting-edge technology. Volumetric videremains in its experimental stages on a creative and technological level. Many creators or producers still can't afford tproduce volumetric viderecordings in a studienvironment, but more affordable alternatives are emerging quickly. Once it becomes simpler and more widely available trecord volumetric movies, there will be an increase in productions and intriguing content being employed in the technology.

Covid-19 Impact

Due tnumerous containment measures, including business closures, lockdowns, and travel restrictions, the need for digital advertising solutions was restricted, which resulted in a fall in the use of volumetric video. The market for volumetric videsuffered as a result. The business activity has, however, quickly rebounded. The market participants for volumetric videanticipate sustained growth in corporate demand.

The software segment is expected tbe the largest during the forecast period

The software segment is estimated thave a lucrative growth. The recording, modelling, compositing, editing, compression, and playing of volumetric videall require software. The studiocap-vc software from IO industries allows operators thandle a whole set of volucam cameras simultaneously while taking volumetric video, removing as many duties per camera as feasible and delivering understandable information just on camera arrays status. The creator programme, a set of volumetric videediting tools, is offered by EF EVE. When capturing volumetric video, bitmap image noise, visual artefacts, and depth mistakes are all present in the volumetric raw data.

The Sports, events, and entertainment segment is expected thave the highest CAGR during the forecast period

The Sports, events, and entertainment segment is anticipated twitness the fastest CAGR growth during the forecast period, due tpushing volumetric videtechnology solutions tinnovate and develop goods in line with consumers' desires are the rising popularity of sporting events and the growing need for an immersive match viewing experience. Volumetric videtechnology is being quickly embraced by the entertainment sector because it makes it possible tcapture and distribute live HD and 3D VR content via the Internet, creating an immersive and lifelike experience.

Region with highest share:

Asia Pacific is projected thold the largest market share during the forecast period owing tmore professional creative studios in the area and more applications for volumetric videfor concerts, sports, entertainment, and advertising, there is an increasing demand for this type of media. The region's expanding use of augmented reality technology alscontributes tthe market's expansion. Important market players like Fujifilm, Sony, Canon, and Nikon are alspresent in the area, which supports the market's expansion.

Region with highest CAGR:

North America is projected thave the highest CAGR over the forecast period, owing tregion's many businesses' growing need for volumetric videsolutions. It is anticipated that the US market would grow as a result of the extremely high requirement for volumetric videsystems.

Key players in the market

Some of the key players profiled in the Volumetric VideMarket include Microsoft, Voxon Photonics, Facebook, LightSpace Technologies, Raytrix, Google, 8I, Unity Technologies, Intel, Canon Inc., Sony Group Corp., Nikon and Fujifilm.

Key Developments:

In April 2022, Nikon has formed a wholly-owned subsidiary, Nikon Creates Corporation, tbe an authorized partner of Microsoft’s Mixed Reality Capture Studios, providing the ability tplan, capture and produce 3D, virtual reality (VR) and volumetric content.

In May 2021, Google LLC (US) announced the Project Starline at the Google I/O 2021. Project Starline uses high-resolution cameras and custom depth sensors tcapture a user's form and look from multiple views, that is coalesced by software system tform an especially elaborated, period of time 3D model, similar tan individual sitting across. Google additionally developed a light-weight field show that shows the realistic illustration of somebody sitting right ahead of a user in 3D. Google has already spent thousands of hours testing Project Starline in its own offices.

Components Covered:
• Services
• Software
• Hardware

Content Delivery Covered:
• Swept Volume Display
• AR/VR HMDs
• Projectors
• Volumetric Display
• Smartphones

Applications Covered:
• E-commerce
• Tourism
• Medical
• Sports Events & Entertainment
• Signage & Advertisement
• Training
• VideStreaming & Alternate Realities
• Education
• Other Applications

Regions Covered:
• North America
US
Canada
Mexico
• Europe
Germany
UK
Italy
France
Spain
Rest of Europe
• Asia Pacific
Japan
China
India
Australia
New Zealand
South Korea
Rest of Asia Pacific
• South America
Argentina
Brazil
Chile
Rest of South America
• Middle East & Africa
Saudi Arabia
UAE
Qatar
South Africa
Rest of Middle East & Africa

What our report offers:
- Market share assessments for the regional and country-level segments
- Strategic recommendations for the new entrants
- Covers Market data for the years 2020, 2021, 2022, 2025, and 2028
- Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
- Strategic recommendations in key business segments based on the market estimations
- Competitive landscaping mapping the key common trends
- Company profiling with detailed strategies, financials, and recent developments
- Supply chain trends mapping the latest technological advancements

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