시장보고서
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2019574

볼류메트릭 비디오 시장 규모, 점유율, 동향 및 성장 분석 보고서(2026-2034년)

Global Volumetric Video Market Size, Share, Trends & Growth Analysis Report 2026-2034

발행일: | 리서치사: 구분자 Value Market Research | 페이지 정보: 영문 165 Pages | 배송안내 : 1-2일 (영업일 기준)

    
    
    




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한글목차
영문목차
※ 본 상품은 영문 자료로 한글과 영문 목차에 불일치하는 내용이 있을 경우 영문을 우선합니다. 정확한 검토를 위해 영문 목차를 참고해주시기 바랍니다.

볼류메트릭 비디오 시장 규모는 2025년 51억 7,000만 달러에서 2026년부터 2034년까지 CAGR 29.69%로 성장하여 2034년에는 537억 1,000만 달러에 달할 것으로 예측됩니다.

몰입형 및 인터랙티브 디지털 경험에 대한 수요가 증가함에 따라 전 세계 볼류메트릭 비디오 시장은 빠르게 성장하고 있습니다. 볼류메틱 비디오 기술은 3차원 공간을 캡처하고 사용자가 여러 각도에서 컨텐츠를 볼 수 있게 해주기 때문에 게임, 엔터테인먼트, 스포츠, 가상현실(VR) 애플리케이션에서 매우 높은 가치를 지닙니다. 증강현실(AR) 및 가상현실(VR) 기술의 보급 확대가 시장 확대를 이끄는 주요 요인으로 작용하고 있습니다. 또한, 디지털 컨텐츠 제작에 대한 투자 증가도 성장을 뒷받침하고 있습니다.

주요 성장 요인으로는 3D 캡처 기술, 고속 데이터 처리, 클라우드 컴퓨팅의 발전 등을 꼽을 수 있습니다. 스포츠 생중계나 가상 이벤트에서 볼류미티콘을 활용하면 시청자의 참여도를 높일 수 있습니다. 또한, 게임 산업의 확대와 실감나는 디지털 환경에 대한 수요 증가도 시장 성장에 기여하고 있습니다. 기술 혁신을 통해 영상 품질 향상, 제작 비용 절감, 접근성 확대가 이루어지고 있습니다.

향후 몰입형 기술의 지속적인 발전과 함께 볼류메트릭 비디오 시장은 크게 성장할 것으로 예상됩니다. 인공지능과 실시간 렌더링의 통합으로 사용자 경험은 더욱 향상될 것입니다. 신흥시장에서는 디지털화의 진전으로 인해 큰 성장 기회가 창출될 수 있습니다. 또한, 교육, 의료, 원격 협업 등 다양한 분야에서의 활용 확대가 시장 확대를 견인할 것으로 보입니다.

목차

제1장 소개

제2장 주요 요약

제3장 시장 변수, 동향, 프레임워크

제4장 세계의 볼류메트릭 비디오 시장 : 볼륨 캡처별

제5장 세계의 볼류메트릭 비디오 시장 : 배포 플랫폼별

제6장 세계의 볼류메트릭 비디오 시장 : 용도별

제7장 세계의 볼류메트릭 비디오 시장 : 최종 이용 산업별

제8장 세계의 볼류메트릭 비디오 시장 : 지역별

제9장 경쟁 구도

제10장 기업 개요

KSM 26.05.08

The Volumetric Video Market size is expected to reach USD 53.71 Billion in 2034 from USD 5.17 Billion (2025) growing at a CAGR of 29.69% during 2026-2034.

The global volumetric video market is witnessing rapid growth due to increasing demand for immersive and interactive digital experiences. Volumetric video technology captures three-dimensional spaces, allowing users to view content from multiple angles, making it highly valuable in gaming, entertainment, sports, and virtual reality applications. The growing adoption of augmented reality (AR) and virtual reality (VR) technologies is a key factor driving market expansion. Additionally, increasing investments in digital content creation are supporting growth.

Key growth drivers include advancements in 3D capture technologies, high-speed data processing, and cloud computing. The use of volumetric video in live sports broadcasting and virtual events is enhancing viewer engagement. Furthermore, the expansion of the gaming industry and the increasing demand for realistic digital environments are contributing to market growth. Technological innovations are improving video quality, reducing production costs, and expanding accessibility.

In the future, the volumetric video market is expected to grow significantly with continuous advancements in immersive technologies. The integration of artificial intelligence and real-time rendering will further enhance user experiences. Emerging markets are likely to offer substantial growth opportunities due to increasing digital adoption. Additionally, expanding applications in education, healthcare, and remote collaboration will drive market expansion.

Our reports are meticulously crafted to provide clients with comprehensive and actionable insights into various industries and markets. Each report encompasses several critical components to ensure a thorough understanding of the market landscape:

Market Overview: A detailed introduction to the market, including definitions, classifications, and an overview of the industry's current state.

Market Dynamics: In-depth analysis of key drivers, restraints, opportunities, and challenges influencing market growth. This section examines factors such as technological advancements, regulatory changes, and emerging trends.

Segmentation Analysis: Breakdown of the market into distinct segments based on criteria like product type, application, end-user, and geography. This analysis highlights the performance and potential of each segment.

Competitive Landscape: Comprehensive assessment of major market players, including their market share, product portfolio, strategic initiatives, and financial performance. This section provides insights into the competitive dynamics and key strategies adopted by leading companies.

Market Forecast: Projections of market size and growth trends over a specified period, based on historical data and current market conditions. This includes quantitative analyses and graphical representations to illustrate future market trajectories.

Regional Analysis: Evaluation of market performance across different geographical regions, identifying key markets and regional trends. This helps in understanding regional market dynamics and opportunities.

Emerging Trends and Opportunities: Identification of current and emerging market trends, technological innovations, and potential areas for investment. This section offers insights into future market developments and growth prospects.

MARKET SEGMENTATION

By Volumetric Capture

  • Hardware
  • Software
  • Services

By Delivery Platform

  • Projectors
  • AR/VR HMDS
  • Smartphones

By Application

  • 3D Product Visualization
  • Film & TV Production
  • Gaming
  • Medical Training & Education
  • Surgical Simulations
  • Virtual Classrooms
  • Virtual Sports Analysis
  • Virtual Try-Ons
  • Others

By End Use Industry

  • Education & Training
  • Healthcare
  • Media & Entertainment
  • Retail & E-commerce
  • Sports & Fitness
  • Tourism & Hospitality
  • Others

COMPANIES PROFILED

  • Microsoft Corporation, Intel Corporation, Google LLC, Meta Platforms, 8i Co, Sony Corporation, Unity Technologies
  • We can customise the report as per your requirements.

TABLE OF CONTENTS

Chapter 1. PREFACE

  • 1.1. Market Segmentation & Scope
  • 1.2. Market Definition
  • 1.3. Information Procurement
    • 1.3.1 Information Analysis
    • 1.3.2 Market Formulation & Data Visualization
    • 1.3.3 Data Validation & Publishing
  • 1.4. Research Scope and Assumptions
    • 1.4.1 List of Data Sources

Chapter 2. EXECUTIVE SUMMARY

  • 2.1. Market Snapshot
  • 2.2. Segmental Outlook
  • 2.3. Competitive Outlook

Chapter 3. MARKET VARIABLES, TRENDS, FRAMEWORK

  • 3.1. Market Lineage Outlook
  • 3.2. Penetration & Growth Prospect Mapping
  • 3.3. Value Chain Analysis
  • 3.4. Regulatory Framework
    • 3.4.1 Standards & Compliance
    • 3.4.2 Regulatory Impact Analysis
  • 3.5. Market Dynamics
    • 3.5.1 Market Drivers
    • 3.5.2 Market Restraints
    • 3.5.3 Market Opportunities
    • 3.5.4 Market Challenges
  • 3.6. Porter's Five Forces Analysis
  • 3.7. PESTLE Analysis

Chapter 4. GLOBAL VOLUMETRIC VIDEO MARKET: BY VOLUMETRIC CAPTURE 2022-2034 (USD MN)

  • 4.1. Market Analysis, Insights and Forecast Volumetric Capture
  • 4.2. Hardware Estimates and Forecasts By Regions 2022-2034 (USD MN)
  • 4.3. Software Estimates and Forecasts By Regions 2022-2034 (USD MN)
  • 4.4. Services Estimates and Forecasts By Regions 2022-2034 (USD MN)

Chapter 5. GLOBAL VOLUMETRIC VIDEO MARKET: BY DELIVERY PLATFORM 2022-2034 (USD MN)

  • 5.1. Market Analysis, Insights and Forecast Delivery Platform
  • 5.2. Projectors Estimates and Forecasts By Regions 2022-2034 (USD MN)
  • 5.3. AR/VR HMDS Estimates and Forecasts By Regions 2022-2034 (USD MN)
  • 5.4. Smartphones Estimates and Forecasts By Regions 2022-2034 (USD MN)

Chapter 6. GLOBAL VOLUMETRIC VIDEO MARKET: BY APPLICATION 2022-2034 (USD MN)

  • 6.1. Market Analysis, Insights and Forecast Application
  • 6.2. 3D Product Visualization Estimates and Forecasts By Regions 2022-2034 (USD MN)
  • 6.3. Film & TV Production Estimates and Forecasts By Regions 2022-2034 (USD MN)
  • 6.4. Gaming Estimates and Forecasts By Regions 2022-2034 (USD MN)
  • 6.5. Medical Training & Education Estimates and Forecasts By Regions 2022-2034 (USD MN)
  • 6.6. Surgical Simulations Estimates and Forecasts By Regions 2022-2034 (USD MN)
  • 6.7. Virtual Classrooms Estimates and Forecasts By Regions 2022-2034 (USD MN)
  • 6.8. Virtual Sports Analysis Estimates and Forecasts By Regions 2022-2034 (USD MN)
  • 6.9. Virtual Try-Ons Estimates and Forecasts By Regions 2022-2034 (USD MN)
  • 6.10. Others Estimates and Forecasts By Regions 2022-2034 (USD MN)

Chapter 7. GLOBAL VOLUMETRIC VIDEO MARKET: BY END USE INDUSTRY 2022-2034 (USD MN)

  • 7.1. Market Analysis, Insights and Forecast End Use Industry
  • 7.2. Education & Training Estimates and Forecasts By Regions 2022-2034 (USD MN)
  • 7.3. Healthcare Estimates and Forecasts By Regions 2022-2034 (USD MN)
  • 7.4. Media & Entertainment Estimates and Forecasts By Regions 2022-2034 (USD MN)
  • 7.5. Retail & E-commerce Estimates and Forecasts By Regions 2022-2034 (USD MN)
  • 7.6. Sports & Fitness Estimates and Forecasts By Regions 2022-2034 (USD MN)
  • 7.7. Tourism & Hospitality Estimates and Forecasts By Regions 2022-2034 (USD MN)
  • 7.8. Others Estimates and Forecasts By Regions 2022-2034 (USD MN)

Chapter 8. GLOBAL VOLUMETRIC VIDEO MARKET: BY REGION 2022-2034 (USD MN)

  • 8.1. Regional Outlook
  • 8.2. North America Market Analysis, Insights and Forecast, 2022-2034 (USD MN)
    • 8.2.1 By Volumetric Capture
    • 8.2.2 By Delivery Platform
    • 8.2.3 By Application
    • 8.2.4 By End Use Industry
    • 8.2.5 United States
    • 8.2.6 Canada
    • 8.2.7 Mexico
  • 8.3. Europe Market Analysis, Insights and Forecast, 2022-2034 (USD MN)
    • 8.3.1 By Volumetric Capture
    • 8.3.2 By Delivery Platform
    • 8.3.3 By Application
    • 8.3.4 By End Use Industry
    • 8.3.5 United Kingdom
    • 8.3.6 France
    • 8.3.7 Germany
    • 8.3.8 Italy
    • 8.3.9 Russia
    • 8.3.10 Rest Of Europe
  • 8.4. Asia-Pacific Market Analysis, Insights and Forecast, 2022-2034 (USD MN)
    • 8.4.1 By Volumetric Capture
    • 8.4.2 By Delivery Platform
    • 8.4.3 By Application
    • 8.4.4 By End Use Industry
    • 8.4.5 India
    • 8.4.6 Japan
    • 8.4.7 South Korea
    • 8.4.8 Australia
    • 8.4.9 South East Asia
    • 8.4.10 Rest Of Asia Pacific
  • 8.5. Latin America Market Analysis, Insights and Forecast, 2022-2034 (USD MN)
    • 8.5.1 By Volumetric Capture
    • 8.5.2 By Delivery Platform
    • 8.5.3 By Application
    • 8.5.4 By End Use Industry
    • 8.5.5 Brazil
    • 8.5.6 Argentina
    • 8.5.7 Peru
    • 8.5.8 Chile
    • 8.5.9 Rest of Latin America
  • 8.6. Middle East & Africa Market Analysis, Insights and Forecast, 2022-2034 (USD MN)
    • 8.6.1 By Volumetric Capture
    • 8.6.2 By Delivery Platform
    • 8.6.3 By Application
    • 8.6.4 By End Use Industry
    • 8.6.5 Saudi Arabia
    • 8.6.6 UAE
    • 8.6.7 Israel
    • 8.6.8 South Africa
    • 8.6.9 Rest of the Middle East And Africa

Chapter 9. COMPETITIVE LANDSCAPE

  • 9.1. Recent Developments
  • 9.2. Company Categorization
  • 9.3. Supply Chain & Channel Partners (based on availability)
  • 9.4. Market Share & Positioning Analysis (based on availability)
  • 9.5. Vendor Landscape (based on availability)
  • 9.6. Strategy Mapping

Chapter 10. COMPANY PROFILES OF GLOBAL VOLUMETRIC VIDEO INDUSTRY

  • 10.1. Top Companies Market Share Analysis
  • 10.2. Company Profiles
    • 10.2.1 Microsoft Corporation
    • 10.2.2 Intel Corporation
    • 10.2.3 Google LLC
    • 10.2.4 Meta Platforms
    • 10.2.5 8i Co
    • 10.2.6 Sony Corporation
    • 10.2.7 Unity Technologies
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