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Volumetric Video Market - By Volumetric Capture (Hardware, Software, Services), By Delivery Platform (Projectors, AR/VR HMDs, Smartphones), By Application, End-use Industry & Forecast, 2024 - 2032

  • Report ID: GMI11361
  • Published Date: Sep 2024
  • Report Format: PDF

Report Content

Chapter 1   Scope & Methodology

1.1    Market scope & definition

1.2    Base estimates & calculations

1.3    Forecast parameters

1.4    Data sources

1.4.1    Primary

1.4.2    Secondary

1.4.2.1    Paid sources

1.4.2.2    Public sources

Chapter 2   Executive Summary

2.1    Industry 3600 synopsis, 2021 - 2032

Chapter 3   Industry Insights

3.1    Industry ecosystem analysis

3.2    Vendor matrix

3.3    Technology & innovation landscape

3.4    Patent analysis

3.5    Key news and initiatives

3.6    Regulatory landscape

3.7    Impact forces

3.7.1    Growth drivers

3.7.1.1    Advancements in technology

3.7.1.2    Rising demand for immersive content

3.7.1.3    Expansion in entertainment and media

3.7.1.4    Applications in healthcare and education

3.7.1.5    Innovations in corporate and marketing strategies

3.7.2    Industry pitfalls & challenges

3.7.2.1    High production costs

3.7.2.2    Complex data management

3.8    Growth potential analysis

3.9    Porter’s analysis

3.9.1    Supplier power

3.9.2    Buyer power

3.9.3    Threat of new entrants

3.9.4    Threat of substitutes

3.9.5    Industry rivalry

3.10    PESTEL analysis

Chapter 4   Competitive Landscape, 2023

4.1    Company market share analysis

4.2    Competitive positioning matrix

4.3    Strategic outlook matrix

Chapter 5   Market Estimates & Forecast, By Volumetric Capture, 2021 - 2032 (USD Million)

5.1    Key trends

5.2    Hardware

5.3    Software

5.4    Services

5.4.1    Capture setup and consultation

5.4.2    Data processing and integration

5.4.3    Post-Capture editing and enhancement

Chapter 6   Market Estimates & Forecast, By Delivery Platform, 2021 – 2032 (USD Million)

6.1    Key trends

6.2    Projectors

6.3    AR/VR HMDs

6.4    Smartphones

Chapter 7   Market Estimates & Forecast, By Application, 2021 – 2032 (USD Million)

7.1    Key trends

7.2    3D product visualization

7.3    Film & TV production

7.4    Gaming

7.5    Medical training & education

7.6    Surgical simulations

7.7    Virtual classrooms

7.8    Virtual sports analysis

7.9    Virtual Try-Ons

7.10    Others

Chapter 8   Market Estimates & Forecast, By End Use Industry, 2021 – 2032 (USD Million)

8.1    Key trends

8.2    Education & training

8.3    Healthcare

8.4    Media & entertainment

8.5    Retail & e-commerce

8.6    Sports & fitness

8.7    Tourism & hospitality

8.8    Others

Chapter 9   Market Estimates & Forecast, By Region, 2021 - 2032 (USD Million)

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    Italy

9.3.5    Spain

9.3.6    Rest of Europe

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    Rest of Asia Pacific

9.5    Latin America

9.5.1    Brazil

9.5.2    Mexico

9.5.3    Rest of Latin America

9.6    MEA

9.6.1    UAE

9.6.2    Saudi Arabia

9.6.3    South Africa

9.6.4    Rest of MEA

Chapter 10   Company Profiles

10.1    4Dviews

10.2    8i Co.

10.3    Cannon Corp.

10.4    Capturing Reality

10.5    Coretec Group

10.6    Dimension Co.

10.7    Evercoast Co.

10.8    Google LLC

10.9    Intel Corporation

10.10    IO Industries

10.11    Mantis Vision Ltd

10.12    Mark Roberts Motion Control

10.13    Meta Platforms

10.14    Metastage

10.15    Microsoft Corporation

10.16    Mod Tech Labs

10.17    Scatter Co.

10.18    Sony Corporation

10.19    Stereo Labs

10.20    Voxon Photonics

10.21    Unity Technologies.
 

Authors: Suraj Gujar, Sandeep Ugale

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Premium Report Details

  • Base Year: 2023
  • Companies covered: 21
  • Tables & Figures: 350
  • Countries covered: 21
  • Pages: 183
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