Volumetric Video Market Top Vendors, Future Insights and Forecast by 2028

According to our latest market study on “Volumetric Video Market Forecast to 2028 – COVID-19 Impact and Global Analysis – by Volumetric Capture and Application,” the market is expected to grow from US$ 1,898.7 million in 2021 to US$ 9,685.7 million by 2028; it is estimated to grow at a CAGR of 26.2% from 2021 to 2028.

The volumetric video is a technique, where videos capture objects, person, or locations, in 2D or 3D using 360 view. The rising applications of volumetric videos in diverse end-user industries is the offering lucrative opportunities to the market growth. Moreover, the increasing AR/VR applications paired with the propagation of content delivery devices as well as use of 3D or 360 content in the entertainment industry is propelling the demand for volumetric videos. Moreover, the growing attractiveness of sports events and rising demand for improved match viewing experience are the crucial factors bolstering players to innovate and develop products in line with viewers’ preferences.

The volumetric video market is highly fragmented and competitive due to occurrence of huge number of small scale and medium scale manufacturers in both developed and growth strategies to survive in the volumetric video market. Such as, innovation of new technologies to offer enhanced product portfolios to the customers, merger and acquisitions, and expansion strategies.

The volumetric video market is segmented into hardware, software, and services. In 2020, the hardware segment led the volumetric video market, accounting for the largest share in the market. Similarly, based on application, the volumetric video market can be segmented into sports events and entertainment, medical, signage and advertisement, e-commerce, video games and esports, training, education, video streaming and alternate realities, others.

In 2020, the sports events and entertainment segment accounted for the largest market share. Geographically, the market is broadly segmented into North America, Europe, Asia Pacific (APAC), the Middle East & Africa (MEA), and South America (SAM). In 2020, North America accounted for a significant share in the global market.

The television displays a sports event broadcast only from the angle offered by cameras. However, it fails to show the complete view of the stadium at a 360° angle. There have been various improvements in camera technology, with the incorporation of advanced lenses while shooting sports events. ~38 small-sized 5K cameras are installed around the stadium to capture the entire field of play. These cameras help generate massive volumetric data (voxels) by capturing a broad width, height, and depth of the subject. The camera array is connected through fiber to the on-site servers, from where the entire data is stored and processed.

This setup around the stadium facilitates an enhanced viewing experience, providing the advantage to view from a 360° angle. Various market players collaborate with sports clubs to offer advanced technologies to the customers, considering the emerging demand for volumetric video in the sports & entertainment sectors. In February 2019, Intel collaborated with several football clubs, including Liverpool FC, Manchester City, and Arsenal FC, to provide immersive match viewing experience. Intel used its new technology to capture actors, players, and objects in volumetric 3-D, from which viewers can see things from various angles.

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