¼¼°èÀÇ º¼·ù¸ÞÆ®¸¯ ºñµð¿À ½ÃÀå ±Ô¸ð, Á¡À¯À², »ê¾÷ µ¿Ç⠺м® º¸°í¼­ : ¿ëµµº°, º¼·ù¸ÞÆ®¸¯ ĸóº°(Çϵå¿þ¾î, ¼ÒÇÁÆ®¿þ¾î, ¼­ºñ½º), Áö¿ªº° Àü¸Á°ú ¿¹Ãø(2023-2030³â)
Global Volumetric Video Market Size, Share & Industry Trends Analysis Report By Application, By Volumetric Capture (Hardware, Software, and Services), By Regional Outlook and Forecast, 2023 - 2030
»óǰÄÚµå : 1309730
¸®¼­Ä¡»ç : KBV Research
¹ßÇàÀÏ : 2023³â 06¿ù
ÆäÀÌÁö Á¤º¸ : ¿µ¹® 171 Pages
 ¶óÀ̼±½º & °¡°Ý (ºÎ°¡¼¼ º°µµ)
US $ 3,600 £Ü 5,108,000
PDF (Single User License) help
PDF º¸°í¼­¸¦ 1¸í¸¸ ÀÌ¿ëÇÒ ¼ö ÀÖ´Â ¶óÀ̼±½ºÀÔ´Ï´Ù. ÅØ½ºÆ®ÀÇ Copy & Paste °¡´ÉÇÕ´Ï´Ù. Àμ⠰¡´ÉÇϸç Àμ⹰ÀÇ ÀÌ¿ë ¹üÀ§´Â PDF ÀÌ¿ë ¹üÀ§¿Í µ¿ÀÏÇÕ´Ï´Ù.
US $ 4,320 £Ü 6,130,000
PDF (Multi User License) help
PDF º¸°í¼­¸¦ µ¿ÀÏ ±â¾÷ÀÇ 10¸í±îÁö ÀÌ¿ëÇÒ ¼ö ÀÖ´Â ¶óÀ̼±½ºÀÔ´Ï´Ù. ÅØ½ºÆ®ÀÇ Copy & Paste °¡´ÉÇÕ´Ï´Ù. Àμ⠰¡´ÉÇϸç Àμ⹰ÀÇ ÀÌ¿ë ¹üÀ§´Â PDF ÀÌ¿ë ¹üÀ§¿Í µ¿ÀÏÇÕ´Ï´Ù.
US $ 6,048 £Ü 8,582,000
PDF (Corporate User License) help
PDF º¸°í¼­¸¦ µ¿ÀÏ ±â¾÷ÀÇ ¸ðµç ºÐÀÌ ÀÌ¿ëÇÒ ¼ö ÀÖ´Â ¶óÀ̼±½ºÀÔ´Ï´Ù. ÅØ½ºÆ®ÀÇ Copy & Paste °¡´ÉÇÕ´Ï´Ù. Àμ⠰¡´ÉÇϸç Àμ⹰ÀÇ ÀÌ¿ë ¹üÀ§´Â PDF ÀÌ¿ë ¹üÀ§¿Í µ¿ÀÏÇÕ´Ï´Ù.


Çѱ۸ñÂ÷

¼¼°èÀÇ º¼·ù¸ÞÆ®¸¯ ºñµð¿À(Volumetric Video) ½ÃÀå ±Ô¸ð´Â 2030³â 115¾ï ´Þ·¯¿¡ ´ÞÇÒ Àü¸ÁÀ̸ç, 26.8%ÀÇ CAGR·Î ¼ºÀåÇÏ¿© »ó½ÂÇÒ °ÍÀ¸·Î ¿¹ÃøµË´Ï´Ù.

±×·¯³ª º¼·ù¸ÞÆ®¸¯ ºñµð¿À¿Í °°Àº Ãֽбâ¼úÀº ±³À°, ¿£ÅÍÅ×ÀÎ¸ÕÆ® ¹× °Ç°­ °ü¸® »ê¾÷¿¡¼­ ÀÀ¿ëµË´Ï´Ù. ±×·¯³ª ±× ÇѰ迡´Â ºñ½Ñ Àåºñ, ¼ÒÇÁÆ®¿þ¾î ¹× À¯Áö °ü¸®°¡ Æ÷ÇԵ˴ϴÙ. Volumetric Video ¼ÒÇÁÆ®¿þ¾î ¼ºÀåÀº ¼ÒÇÁÆ®¿þ¾î ÇÁ·Î¼¼½º »çÀÌŬ ÃÖ´ë 3ºÐÀÇ 2 ¶Ç´Â ¼ÒÇÁÆ®¿þ¾î °³¹ß ¼ö¸í ÁÖ±â(SDLC) ÀýÂ÷ÀÇ Àý¹Ý ÀÌ»ó¿¡ ´ÞÇÒ °¡´É¼ºÀÌ ÀÖ½À´Ï´Ù. µû¶ó¼­ ÀÌ ±â¼ú°ú °ü·ÃµÈ ³ôÀº ºñ¿ëÀº ÀçÁ¤ÀûÀ¸·Î Á¦¾àÀ» ¹Þ´Â ±â¾÷ÀÌ ±â¼úÀ» »ç¿ëÇÏ´Â °ÍÀ» Á¦ÇÑÇϱ⠶§¹®¿¡ ½ÃÀå ¼ºÀåÀ» ¹æÇØÇÕ´Ï´Ù.

º¼·ù¸ÞÆ®¸¯ ĸó Àü¸Á

º¼·ù¸ÞÆ®¸¯ ĸó¿¡ µû¶ó ½ÃÀåÀº Çϵå¿þ¾î, ¼ÒÇÁÆ®¿þ¾î ¹× ¼­ºñ½º·Î ºÐ·ùµË´Ï´Ù. 2022³â ½ÃÀåÀº Çϵå¿þ¾î ºÐ¾ß°¡ °¡Àå ³ôÀº ¼öÀÍ Á¡À¯À²À» ȹµæÇß½À´Ï´Ù. °íÇØ»óµµ Ä«¸Þ¶ó, ±íÀÌ ¼¾¼­(LiDAR µî), ¸ð¼Ç ĸó ½Ã½ºÅÛ, Àü¿ë ¸®±× µî Çϵå¿þ¾î°¡ º¼·ý ÃøÁ¤ ºñµð¿À ÄÁÅÙÃ÷¸¦ ĸóÇÏ´Â µ¥ ÇÊ¿äÇÕ´Ï´Ù. ÀÌ·¯ÇÑ ÀåÄ¡´Â 3D À籸¼º¿¡ ÇÊ¿äÇÑ Áö¿À¸ÞÆ®¸®, ¸ð¾ç, ¸ð¼Ç µ¥ÀÌÅ͸¦ ĸóÇÕ´Ï´Ù. ÀÌ·¯ÇÑ Çϵå¿þ¾î´Â ±íÀÌ ¸Ê »ý¼º, 3D À籸¼º, ¾ÐÃà, µ¥ÀÌÅÍ ÃÖÀûÈ­ µî ÀÛ¾÷¿¡ ÇÊ¿äÇÕ´Ï´Ù.

¿ëµµ, Àü¸Á

¿ëµµº°·Î´Â ½ºÆ÷Ã÷, À̺¥Æ®, ¿£ÅÍÅ×ÀÎ¸ÕÆ®, ÀÇ·á, ±³À°, ÈÆ·Ã, »çÀÌ´ÏÁö, ±¤°í, ±âŸ·Î ³ª´­ ¼ö ÀÖ½À´Ï´Ù. 2022³â ½ÃÀåÀº »çÀÌ´ÏÁö, ±¤°í ºÐ¾ß°¡ ÇöÀúÇÑ ¼ºÀå·üÀ» º¸¿´½À´Ï´Ù. ±¤°íÁÖ´Â º¼·ý ÃøÁ¤ µ¿¿µ»ó ±â¼ú µµ¿òÀ¸·Î ´Ù¾çÇÑ »çÀÌ´ÏÁö ¹× ±¤°í ä³Î¿¡ ¸Å·ÂÀûÀÌ°í ´ëÈ­Çü À̹ÌÁö¸¦ ½±°Ô Ãß°¡ÇÒ ¼ö ÀÖ½À´Ï´Ù. ºê·£µå´Â º¼·ù¸ÞÆ®¸¯ ºñµð¿À¸¦ »ç¿ëÇÏ¿© º¸´Ù ¿ªµ¿ÀûÀÌ°í ¸Å·ÂÀûÀÎ ¹æ½ÄÀ¸·Î »óǰ°ú ¼­ºñ½º¸¦ Àü½ÃÇϰí ÀáÀç °í°´ °ü½ÉÀ» ²ø ¼ö ÀÖ½À´Ï´Ù. ÀÌ ±â¼úÀÌ ºê·£µå ÀÎÁö, °í°´ Âü¿©, ±×¸®°í ¼öÀÍÀ» ³ôÀÏ ¼ö ÀÖ´Â Å« ±âȸ¶ó´Â °ÍÀ» ±â¾÷ÀÌ ¾Ë°í Àֱ⠶§¹®¿¡ °£ÆÇ°ú ±¤°í ¼ö¿ä°¡ Å©°Ô ¼ºÀåÇϰí ÀÖ½À´Ï´Ù.

Áö¿ªº° Àü¸Á

Áö¿ªº°·Î ½ÃÀåÀº ºÏ¹Ì, À¯·´, ¾Æ½Ã¾ÆÅÂÆò¾ç, LAMEA·Î ³ª´¹´Ï´Ù. ºÏ¹Ì ºÎ¹®Àº 2022³â ½ÃÀå °¡Àå ³ôÀº ¼öÀÍ Á¡À¯À²À» ȹµæÇß½À´Ï´Ù. ÀÌ Áö¿ªÀº ½ºÆ÷Ã÷ TV ¹æ¼Û±¹ÀÌ ¶óÀ̺ê Á߰踦 º¯È­½Ã۱â À§ÇÑ ½Å¼±ÇÑ Àü·« ¼ö¿ä¸¦ ³ôÀ̰í Àֱ⠶§¹®¿¡ ½ÃÀåÀÌ °¡¼ÓÈ­µË´Ï´Ù. µðÁöÅРȯ°æÀº ¸ðµç °üÁ¡ ¿µ»óÀ» Çü¼ºÇÒ ¼ö ÀÖÀ¸¸ç, ÄÄÇ»ÅÍ ½Ã½ºÅÛ¿¡ ÀÇÇØ »ý¼ºµÈ µðÁöÅÐÈ­µÈ 3D °ø°£ Á¤º¸¸¦ »ç¿ëÇÏ´Â º¼·ý ÃøÁ¤ ºñµð¿À¸¦ »ç¿ëÇÏ¿© »ý¼ºµË´Ï´Ù. Å×Å©³î·ÎÁö´Â ¿£ÅÍÅ×ÀÎ¸ÕÆ® ºÐ¾ß Àα⸦ ¾ò°í ÀÖÀ¸¸ç, ÀÌ Áö¿ª ½ºÆ÷Ã÷°è¿¡ ¸¹Àº ¸Å·ÂÀ» ³º°í ÀÖ½À´Ï´Ù. ÀÌ Áö¿ª ¼ö¿ä´Â ÀÌ·¯ÇÑ º¯¼ö¿¡ µû¶ó Áõ°¡Çϰí ÀÖÀ¸¸ç, ¿¹»óµÇ´Â ÇØ µ¿¾È ½ÃÀåÀ» µ¶Á¡ÇÒ °ÍÀ¸·Î ¿¹»óµË´Ï´Ù.

¸ñÂ÷

Á¦1Àå ½ÃÀå ¹üÀ§¿Í Á¶»ç ¹æ¹ý

Á¦2Àå ½ÃÀå ÁÖ¿ä ¿ä¾à

Á¦3Àå °æÀï ºÐ¼®

Á¦4Àå ¼¼°èÀÇ º¼·ù¸ÞÆ®¸¯ ºñµð¿À ½ÃÀå : ¿ëµµº°

Á¦5Àå ¼¼°èÀÇ º¼·ý ÃøÁ¤ ºñµð¿À ½ÃÀå º¼·ù¸ÞÆ®¸¯ ĸóº°

Á¦6Àå ¼¼°èÀÇ º¼·ù¸ÞÆ®¸¯ ºñµð¿À ½ÃÀå : Áö¿ªº°

Á¦7Àå ±â¾÷ ÇÁ·ÎÇÊ

NJH
¿µ¹® ¸ñÂ÷

¿µ¹®¸ñÂ÷

The Global Volumetric Video Market size is expected to reach $11.5 billion by 2030, rising at a market growth of 26.8% CAGR during the forecast period.

Sports, Events, & Entertainment sector is playing a major role in today's world as both younger and older generations are playing games, and the gender split is getting close to parity. Consequently, Sports, Events, & Entertainment would generate approximately 2/5th share of the market by 2030. For example, in 2020, there were approximately 2.7 billion gamers globally, with the video game industry having a $159.3 billion market value. In the US, this expenditure increased by a record 31%. 2020 saw a 13.3% gain in mobile gaming revenue, bringing it to $77.2 billion. For the gaming and virtual reality sectors, volumetric video has enormous ramifications. This improves the gaming experience by allowing for dynamic and realistic representations of characters and objects. Some of the factors impacting the market are rising use of volumetric video in the entertainment industry, expanding uses of volumetric video in advanced image-guided surgery and medical imaging, and high cost of software and equipment maintenance.

Advanced volumetric video records people or things in three dimensions, creating an immersive and engaging watching experience. Since it is used in movies, video games, and live events, its adoption in entertainment has been rapid. The use of volumetric video in cinematography and filmmaking is strongly supported by well-known filmmakers such as Diego Prilusky, previously head of Intel Studios. Modern technology is used in advanced medical imaging to provide more detailed and accurate human body images than earlier imaging methods. Similarly, image-guided surgery uses real-time imaging to direct surgical processes better. By producing manipulable, 360-degree 3D representations of patients' body parts or organs, volumetric video offers the potential to transform each of these disciplines. As a result, the market gains numerous growth prospects.

However, modern technologies like volumetric video are applied in the education, entertainment, and healthcare industries. However, its limitations include expensive equipment, software, and upkeep. Software upkeep for volumetric video may amount to up to two-thirds of the software process cycle or more than half of the software development life cycle (SDLC) procedures. Hence, the high cost associated with the technology is hampering the market's growth as it limits the use of technology by financially restricted businesses.

Volumetric Capture Outlook

Based on volumetric capture, the market is characterized into hardware, software, and service. The hardware segment garnered the highest revenue share in the market in 2022. Hardware such as high-resolution cameras, depth sensors (such as LiDAR), motion capture systems, and specialized rigs are necessary for capturing volumetric video content. These devices capture the geometry, appearance, and motion data required for the 3D reconstruction. This hardware is necessary for tasks such as depth map generation, 3D reconstruction, compression, and data optimization.

Application Outlook

By application, the market is divided into sports, events, & entertainment, medical, education & training, signage & advertisement, and others. The signage and advertisement segment garnered a remarkable growth rate in the market in 2022. Advertisers may easily add attractive, interactive images to a variety of signage and advertising channels with the help of volumetric video technology. Brands can now exhibit their goods and services in a more dynamic and engaging way with volumetric video, successfully capturing the interest of potential customers. Due to businesses realizing the huge opportunity of this technology to increase brand identification, customer engagement, and ultimately revenue, the demand for signs and advertising is seeing substantial growth.

Regional Outlook

Region wise, the market is analyzed across North America, Europe, Asia Pacific, and LAMEA. The North America segment procured the highest revenue share in the market in 2022. The market is accelerating due to the sports TV broadcasters' increasing demand for fresh strategies for changing up live coverage in the region. A digital environment from that footage can be formed from any perspective and is created using volumetric video, which uses digitalized 3D spatial information produced by computer systems. Technology is gaining popularity in the entertainment sector and has created a lot of fascination in the region's athletic community. The demand in this region is increasing due to these variables, which are predicted to dominate the market during the anticipated year.

The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Microsoft Corporation, Intel Corporation, Sony Corporation, Google LLC (Alphabet Inc.), Unity Software, Inc., Metastage, 4D VIEW SOLUTIONS SAS, Stereolabs, Inc., and IO Industries Inc.

Strategies Deployed in Volumetric Video Market

Mar-2022: Metastage partnered with Departure Lounge, a provider of advanced tools and technologies that facilitate an individual's access to the Metaverse. Under this partnership, both companies set up the latest volumetric capture studio to bring humans into the metaverse.

May-2022: Google took over Raxium, a Bay Area startup. This acquisition aimed to work on microLED display technologies for wearables and augmented & virtual reality (AR and VR) headsets.

Jan-2022: Microsoft joined hands with Qualcomm Technologies, an American multinational corporation. This collaboration aimed to expand and boost the adoption of augmented reality (AR) in the consumer and enterprise sector. Under this collaboration, Qualcomm Technologies would work with Microsoft across various initiatives to support the ecosystem, comprising the development of custom AR chips to allow a new wave of power-efficient, lightweight AR glasses to offer rich and immersive experiences, and plans to combine software such as Microsoft Mesh and Snapdragon Spaces XR Developer Platform.

Mar-2021: Microsoft unveiled Mesh, a service to build apps for people to collaborate in augmented reality. This product would allow developers to create applications wherein people can share holograms, speak with one another, create doodles, and appear as virtual avatars.

Jun-2020: Facebook took over Ready at Dawn, an American video game developer. The acquired company developed the Lone Echo games for the Oculus series of Facebook and afterward joined the Oculus series Facebook.

Aug-2022: Unity came into partnership with Mercedes-Benz, a Germany-based manufacturer of automobiles. Under this partnership, the Unity engine would support the infotainment area of the MB.OS operating system. Additionally, Mercedes would utilize the Unity Industrial collection to build the UI for the in-car cockpit.

Oct-2021: Unity introduced the Metacast platform, an innovative volumetric capture solution that scans athletes in real time during live sports broadcasts. The launched 3D Content Creation Platform's Solution would aim to improve Sports Broadcasts for Audiences.

Scope of the Study

Market Segments covered in the Report:

By Application

By Volumetric Capture

By Geography

Companies Profiled

Unique Offerings from KBV Research

Table of Contents

Chapter 1. Market Scope & Methodology

Chapter 2. Market Overview

Chapter 3. Competition Analysis - Global

Chapter 4. Global Volumetric Video Market by Application

Chapter 5. Global Volumetric Video Market by Volumetric Capture

Chapter 6. Global Volumetric Video Market by Region

Chapter 7. Company Profiles

(ÁÖ)±Û·Î¹úÀÎÆ÷¸ÞÀÌ¼Ç 02-2025-2992 kr-info@giikorea.co.kr
¨Ï Copyright Global Information, Inc. All rights reserved.
PC¹öÀü º¸±â