Global Volumetric Video Market Size, Share & Industry Trends Analysis Report

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


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
  • Sports, Events, & Entertainment
  • Medical
  • Signage & Advertisement
  • Education & Training
  • Others
By Volumetric Capture
  • Hardware
  • Software
  • Services
By Geography
  • North America
  • US
  • Canada
  • Mexico
  • Rest of North America
  • Europe
  • Germany
  • UK
  • France
  • Russia
  • Spain
  • Italy
  • Rest of Europe
  • Asia Pacific
  • China
  • Japan
  • India
  • South Korea
  • Singapore
  • Malaysia
  • Rest of Asia Pacific
  • LAMEA
  • Brazil
  • Argentina
  • UAE
  • Saudi Arabia
  • South Africa
  • Nigeria
  • Rest of LAMEA
Companies Profiled
  • Microsoft Corporation
  • Intel Corporation
  • Sony Corporation
  • Google LLC (Alphabet Inc.)
  • Unity Software, Inc.
  • Metastage
  • 4D VIEW SOLUTIONS SAS
  • Stereolabs, Inc.
  • IO Industries Inc.
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Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Global Volumetric Video Market, by Application
1.4.2 Global Volumetric Video Market, by Volumetric Capture
1.4.3 Global Volumetric Video Market, by Geography
1.5 Methodology for the research
Chapter 2. Market Overview
2.1 Introduction
2.1.1 Overview
2.1.1.1 Market Composition & Scenario
2.2 Key Factors Impacting the Market
2.2.1 Market Drivers
2.2.2 Market Restraints
Chapter 3. Competition Analysis – Global
3.1 Market Share Analysis, 2021
3.2 Strategies Deployed in Volumetric Video Market
Chapter 4. Global Volumetric Video Market by Application
4.1 Global Sports, Events, & Entertainment Market by Region
4.2 Global Medical Market by Region
4.3 Global Signage & Advertisement Market by Region
4.4 Global Education & Training Market by Region
4.5 Global Others Market by Region
Chapter 5. Global Volumetric Video Market by Volumetric Capture
5.1 Global Hardware Market by Region
5.2 Global Software Market by Region
5.3 Global Services Market by Region
Chapter 6. Global Volumetric Video Market by Region
6.1 North America Volumetric Video Market
6.1.1 North America Volumetric Video Market by Application
6.1.1.1 North America Sports, Events, & Entertainment Market by Country
6.1.1.2 North America Medical Market by Country
6.1.1.3 North America Signage & Advertisement Market by Country
6.1.1.4 North America Education & Training Market by Country
6.1.1.5 North America Others Market by Country
6.1.2 North America Volumetric Video Market by Volumetric Capture
6.1.2.1 North America Hardware Market by Country
6.1.2.2 North America Software Market by Country
6.1.2.3 North America Services Market by Country
6.1.3 North America Volumetric Video Market by Country
6.1.3.1 US Volumetric Video Market
6.1.3.1.1 US Volumetric Video Market by Application
6.1.3.1.2 US Volumetric Video Market by Volumetric Capture
6.1.3.2 Canada Volumetric Video Market
6.1.3.2.1 Canada Volumetric Video Market by Application
6.1.3.2.2 Canada Volumetric Video Market by Volumetric Capture
6.1.3.3 Mexico Volumetric Video Market
6.1.3.3.1 Mexico Volumetric Video Market by Application
6.1.3.3.2 Mexico Volumetric Video Market by Volumetric Capture
6.1.3.4 Rest of North America Volumetric Video Market
6.1.3.4.1 Rest of North America Volumetric Video Market by Application
6.1.3.4.2 Rest of North America Volumetric Video Market by Volumetric Capture
6.2 Europe Volumetric Video Market
6.2.1 Europe Volumetric Video Market by Application
6.2.1.1 Europe Sports, Events, & Entertainment Market by Country
6.2.1.2 Europe Medical Market by Country
6.2.1.3 Europe Signage & Advertisement Market by Country
6.2.1.4 Europe Education & Training Market by Country
6.2.1.5 Europe Others Market by Country
6.2.2 Europe Volumetric Video Market by Volumetric Capture
6.2.2.1 Europe Hardware Market by Country
6.2.2.2 Europe Software Market by Country
6.2.2.3 Europe Services Market by Country
6.2.3 Europe Volumetric Video Market by Country
6.2.3.1 Germany Volumetric Video Market
6.2.3.1.1 Germany Volumetric Video Market by Application
6.2.3.1.2 Germany Volumetric Video Market by Volumetric Capture
6.2.3.2 UK Volumetric Video Market
6.2.3.2.1 UK Volumetric Video Market by Application
6.2.3.2.2 UK Volumetric Video Market by Volumetric Capture
6.2.3.3 France Volumetric Video Market
6.2.3.3.1 France Volumetric Video Market by Application
6.2.3.3.2 France Volumetric Video Market by Volumetric Capture
6.2.3.4 Russia Volumetric Video Market
6.2.3.4.1 Russia Volumetric Video Market by Application
6.2.3.4.2 Russia Volumetric Video Market by Volumetric Capture
6.2.3.5 Spain Volumetric Video Market
6.2.3.5.1 Spain Volumetric Video Market by Application
6.2.3.5.2 Spain Volumetric Video Market by Volumetric Capture
6.2.3.6 Italy Volumetric Video Market
6.2.3.6.1 Italy Volumetric Video Market by Application
6.2.3.6.2 Italy Volumetric Video Market by Volumetric Capture
6.2.3.7 Rest of Europe Volumetric Video Market
6.2.3.7.1 Rest of Europe Volumetric Video Market by Application
6.2.3.7.2 Rest of Europe Volumetric Video Market by Volumetric Capture
6.3 Asia Pacific Volumetric Video Market
6.3.1 Asia Pacific Volumetric Video Market by Application
6.3.1.1 Asia Pacific Sports, Events, & Entertainment Market by Country
6.3.1.2 Asia Pacific Medical Market by Country
6.3.1.3 Asia Pacific Signage & Advertisement Market by Country
6.3.1.4 Asia Pacific Education & Training Market by Country
6.3.1.5 Asia Pacific Others Market by Country
6.3.2 Asia Pacific Volumetric Video Market by Volumetric Capture
6.3.2.1 Asia Pacific Hardware Market by Country
6.3.2.2 Asia Pacific Software Market by Country
6.3.2.3 Asia Pacific Services Market by Country
6.3.3 Asia Pacific Volumetric Video Market by Country
6.3.3.1 China Volumetric Video Market
6.3.3.1.1 China Volumetric Video Market by Application
6.3.3.1.2 China Volumetric Video Market by Volumetric Capture
6.3.3.2 Japan Volumetric Video Market
6.3.3.2.1 Japan Volumetric Video Market by Application
6.3.3.2.2 Japan Volumetric Video Market by Volumetric Capture
6.3.3.3 India Volumetric Video Market
6.3.3.3.1 India Volumetric Video Market by Application
6.3.3.3.2 India Volumetric Video Market by Volumetric Capture
6.3.3.4 South Korea Volumetric Video Market
6.3.3.4.1 South Korea Volumetric Video Market by Application
6.3.3.4.2 South Korea Volumetric Video Market by Volumetric Capture
6.3.3.5 Singapore Volumetric Video Market
6.3.3.5.1 Singapore Volumetric Video Market by Application
6.3.3.5.2 Singapore Volumetric Video Market by Volumetric Capture
6.3.3.6 Malaysia Volumetric Video Market
6.3.3.6.1 Malaysia Volumetric Video Market by Application
6.3.3.6.2 Malaysia Volumetric Video Market by Volumetric Capture
6.3.3.7 Rest of Asia Pacific Volumetric Video Market
6.3.3.7.1 Rest of Asia Pacific Volumetric Video Market by Application
6.3.3.7.2 Rest of Asia Pacific Volumetric Video Market by Volumetric Capture
6.4 LAMEA Volumetric Video Market
6.4.1 LAMEA Volumetric Video Market by Application
6.4.1.1 LAMEA Sports, Events, & Entertainment Market by Country
6.4.1.2 LAMEA Medical Market by Country
6.4.1.3 LAMEA Signage & Advertisement Market by Country
6.4.1.4 LAMEA Education & Training Market by Country
6.4.1.5 LAMEA Others Market by Country
6.4.2 LAMEA Volumetric Video Market by Volumetric Capture
6.4.2.1 LAMEA Hardware Market by Country
6.4.2.2 LAMEA Software Market by Country
6.4.2.3 LAMEA Services Market by Country
6.4.3 LAMEA Volumetric Video Market by Country
6.4.3.1 Brazil Volumetric Video Market
6.4.3.1.1 Brazil Volumetric Video Market by Application
6.4.3.1.2 Brazil Volumetric Video Market by Volumetric Capture
6.4.3.2 Argentina Volumetric Video Market
6.4.3.2.1 Argentina Volumetric Video Market by Application
6.4.3.2.2 Argentina Volumetric Video Market by Volumetric Capture
6.4.3.3 UAE Volumetric Video Market
6.4.3.3.1 UAE Volumetric Video Market by Application
6.4.3.3.2 UAE Volumetric Video Market by Volumetric Capture
6.4.3.4 Saudi Arabia Volumetric Video Market
6.4.3.4.1 Saudi Arabia Volumetric Video Market by Application
6.4.3.4.2 Saudi Arabia Volumetric Video Market by Volumetric Capture
6.4.3.5 South Africa Volumetric Video Market
6.4.3.5.1 South Africa Volumetric Video Market by Application
6.4.3.5.2 South Africa Volumetric Video Market by Volumetric Capture
6.4.3.6 Nigeria Volumetric Video Market
6.4.3.6.1 Nigeria Volumetric Video Market by Application
6.4.3.6.2 Nigeria Volumetric Video Market by Volumetric Capture
6.4.3.7 Rest of LAMEA Volumetric Video Market
6.4.3.7.1 Rest of LAMEA Volumetric Video Market by Application
6.4.3.7.2 Rest of LAMEA Volumetric Video Market by Volumetric Capture
Chapter 7. Company Profiles
7.1 Microsoft Corporation
7.1.1 Company Overview
7.1.2 Financial Analysis
7.1.3 Segmental and Regional Analysis
7.1.4 Research & Development Expenses
7.1.5 Recent strategies and developments:
7.1.5.1 Partnerships, Collaborations, and Agreements:
7.1.5.2 Product Launches and Product Expansions:
7.1.6 SWOT Analysis
7.2 Intel Corporation
7.2.1 Company Overview
7.2.2 Financial Analysis
7.2.3 Segmental and Regional Analysis
7.2.4 Research & Development Expenses
7.2.5 SWOT Analysis
7.3 Sony Corporation
7.3.1 Company Overview
7.3.2 Financial Analysis
7.3.3 Segmental and Regional Analysis
7.3.4 Research & Development Expenses
7.3.5 SWOT Analysis
7.4 Google LLC (Alphabet Inc.)
7.4.1 Company Overview
7.4.2 Financial Analysis
7.4.3 Segmental and Regional Analysis
7.4.4 Research & Development Expense
7.4.5 Recent strategies and developments:
7.4.5.1 Acquisition and Mergers:
7.4.6 SWOT Analysis
7.5 Unity Software, Inc.
7.5.1 Company Overview
7.5.2 Financial Analysis
7.5.3 Regional Analysis
7.5.4 Research & Development Expenses
7.5.5 Recent strategies and developments:
7.5.5.1 Partnerships, Collaborations, and Agreements:
7.5.5.2 Product Launches and Product Expansions:
7.6 Metastage
7.6.1 Company Overview
7.6.2 Recent strategies and developments:
7.6.2.1 Partnerships, Collaborations, and Agreements:
7.7 4D VIEW SOLUTIONS SAS
7.7.1 Company Overview
7.8 Stereolabs, Inc.
7.8.1 Company Overview
7.9 IO Industries Inc.
7.9.1 Company Overview

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