Report Content
Chapter 1 Methodology & Scope
1.1 Research design
1.1.1 Research approach
1.1.2 Data collection methods
1.2 Base estimates and calculations
1.2.1 Base year calculation
1.2.2 Key trends for market estimates
1.3 Forecast model
1.4 Primary research & validation
1.4.1 Primary sources
1.4.2 Data mining sources
1.5 Market definitions
Chapter 2 Executive Summary
2.1 Industry 3600 synopsis, 2021 - 2032
Chapter 3 Industry Insights
3.1 Industry ecosystem analysis
3.2 Supplier landscape
3.2.1 Raw material suppliers
3.2.2 Hardware manufacturers
3.2.3 Software providers
3.2.4 Service providers
3.2.5 Distributors and digital marketplaces
3.2.6 End users
3.3 Profit margin analysis
3.4 Technology & innovation landscape
3.5 Key news & initiatives
3.6 Regulatory landscape
3.7 Technology differentiators
3.7.1 Real-time rendering
3.7.2 File processing
3.7.3 Asset management
3.8 Impact forces
3.8.1 Growth drivers
3.8.1.1 Increased adoption of AR/VR applications
3.8.1.2 Growing demand for realistic gaming environments
3.8.1.3 Rising use of 3D in virtual prototyping
3.8.1.4 Growth in digital marketing and advertising applications
3.8.2 Industry pitfalls & challenges
3.8.2.1 Limited skilled workforce for 3D development
3.8.2.2 Data security concerns with cloud-based solutions
3.9 Growth potential analysis
3.10 Porter’s analysis
3.11 PESTEL analysis
Chapter 4 Competitive Landscape, 2023
4.1 Introduction
4.2 Company market share analysis
4.3 Competitive positioning matrix
4.4 Strategic outlook matrix
Chapter 5 Market Estimates & Forecast, By Solution, 2021 - 2032 ($Bn)
5.1 Key trends
5.2 Hardware
5.2.1 3D scanners
5.2.2 Motion capture system
5.3 Software
5.3.1 3D modelling
5.3.2 3D scanning
5.3.3 3D animation
5.3.4 3D rendering & visualization
5.4 Services
5.4.1 Professional services
5.4.2 Managed services
Chapter 6 Market Estimates & Forecast, By Deployment, 2021 - 2032 ($Bn)
6.1 Key trends
6.2 Cloud
6.3 On-premises
Chapter 7 Market Estimates & Forecast, By Application, 2021 - 2032 ($Bn)
7.1 Key trends
7.2 Visualization
7.3 Simulation
7.4 Digital prototyping
7.5 Gaming & animation
7.6 Virtual experience
7.7 Marketing and advertising
7.8 Others
Chapter 8 Market Estimates & Forecast, By Industry Vertical, 2021 - 2032 ($Bn)
8.1 Key trends
8.2 Architecture and construction
8.3 Media and entertainment
8.4 Manufacturing
8.5 Healthcare and life science
8.6 Retail and e-commerce
8.7 Automotive
8.8 Government and public sector
8.9 Others
Chapter 9 Market Estimates & Forecast, By Region, 2021 - 2032 ($Bn)
9.1 Key trends
9.2 North America
9.2.1 U.S.
9.2.2 Canada
9.3 Europe
9.3.1 UK
9.3.2 Germany
9.3.3 France
9.3.4 Spain
9.3.5 Italy
9.3.6 Russia
9.3.7 Nordics
9.4 Asia Pacific
9.4.1 China
9.4.2 India
9.4.3 Japan
9.4.4 South Korea
9.4.5 ANZ
9.4.6 Southeast Asia
9.5 Latin America
9.5.1 Brazil
9.5.2 Mexico
9.5.3 Argentina
9.6 MEA
9.6.1 UAE
9.6.2 South Africa
9.6.3 Saudi Arabia
Chapter 10 Company Profiles
10.1 3D Systems
10.2 Adobe
10.3 Autodesk
10.4 Blender Foundation
10.5 CINEMA 4D
10.6 Dassault Systemes
10.7 echo3D
10.8 Meta
10.9 Microsoft
10.10 Nvidia
10.11 Pixar Animation Studios
10.12 PTC
10.13 Rhinoceros
10.14 Siemens
10.15 Sketchfab
10.16 Sony
10.17 Trimble
10.18 TurboSquid
10.19 Unity Technologies
10.20 Zbrush