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Global Volumetric Video Market Snapshot To 2026 – Sports, Events & Entertainment To Hold Significant Market Share –

By August 27, 2021December 18th, 2021Sports events

DUBLIN – (COMMERCIAL THREAD)–The “Volumetric video market – Forecasts from 2021 to 2026” the report was added to offer.

Volumetric Video Market is valued at US $ 186.830 million in 2019 and is expected to grow at a CAGR of 26.18% to reach US $ 951.438 million in 2026

Volumetric video is a technique that records 3D video, capturing a three-dimensional object or space such as a location in real time. Data acquired using these volumetric video techniques can be viewed using cell phones, television, the web, or using 3D screens and VR glasses. Volumetric video can be used in shows, live events, presentations, exhibitions and conferences. Many market players have established studios to facilitate volumetric video services to their clients as per their needs on a personalized basis. Volumetric video technology using multiple captures of images of real objects using many sensors to detect the movement of the object. These images are used to create dynamic 3D models, which can be arbitrary viewpoints in a virtual scene.

For example, volumetric video used to record a person can be viewed from all angles in its actual shape and size. The growing number of studios established by the major market players for gaming, filmmaking and other entertainment applications is fueling the growth of the market. For example, Microsoft recently partnered with an immersive media company, Imagine Room, to build and operate a mixed reality studio in Australia. Additionally, Microsoft Mixed Reality has also partnered with Dimension Studios. Rising demand for 360 / 3D content and VR applications coupled with the rise of content delivery devices like AR, VR are factors driving the growth of volumetric video market. However, the large cost of manufacturing volumetric video is hampering the growth of volumetric video market.

The outbreak of the novel coronavirus disease has severely affected the volumetric video market. The pandemic has caused a major disruption to the sporting calendar with major sporting events like Formula 1, Indian Premier League, Wimbledon and Euro 2020, among others, canceled or delayed indefinitely. In addition, to contain the spread of the virus, several major sports leagues around the world have had to take extraordinary measures to postpone or cancel current sports events. Similar cancellations and shutdowns have been seen in other entertainment industries. These disruptions have impacted the revenue sources of players operating in the volumetric video market. However, the gaming industry boomed as many people were confined to their homes and resorted to various streaming and online gaming apps. Sports, events and entertainment to hold a significant market share.

Companies mentioned

  • Facebook, Inc.

  • Company intel.

  • Microsoft Corporation

  • Google LLC

  • LightSpace Technologies

  • Voxon Photonics

  • 8I Ltd.

  • 4D View Solutions SAS

  • Holoxica

  • RealView Imaging Ltd.

Main topics covered:

1. Introduction

2. Research methodology

3. Executive summary

4. Market dynamics

4.1. Market factors

4.2. Market constraints

4.3. Porters Five Forces Analysis

4.4. Industry value chain analysis

5. Volumetric Video Market Analysis, By Volumetric Capture Type

5.1. introduction

5.2. Equipment

5.2.1. Camera unit

5.2.2. Processing unit

5.3. Software

5.4. Services

6. Volumetric Video Market Analysis, By Application

6.1. introduction

6.2. Sports events and entertainment

6.3. Advertising

6.4. Education and formation

6.5. Medical

6.6. Others

7. Volumetric Video Market Analysis, By Geography

7.1. introduction

7.2. Americas

7.2.1. United States

7.2.2. Others

7.3. Europe Middle East and Africa

7.3.1. Germany

7.3.2. France

7.3.3. UK

7.3.4. Others

7.4. Asia Pacific

7.4.1. China

7.4.2. Japan

7.4.3. South Korea

7.4.4. Others

8. Competitive environment and analysis

8.1. Analysis of major players and strategy

8.2. Emerging players and market profitability

8.3. Mergers, acquisitions, agreements and collaborations

8.4. Supplier competitiveness matrix

9. Company profiles

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