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.