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レポート概要
本資料は、リアルタイム(グラフィックス及びビデオ)レンダリングソリューションの世界市場について調べ、リアルタイム(グラフィックス及びビデオ)レンダリングソリューションの世界市場規模、市場動向、市場シェア、市場環境、市場予測、ソリューション別(プラットフォーム/ツール[エンジン]、プロフェッショナルサービス)分析、展開別(クラウドベース、オンプレミス、ハイブリッド)分析、企業規模別(中小企業[SME]、大企業)分析、用途別(コンテンツ開発、コンテンツ変換、視覚化)分析、関連企業情報などをまとめました。 ・リアルタイム(グラフィックス及びビデオ)レンダリングソリューションの市場概要 ・リアルタイム(グラフィックス及びビデオ)レンダリングソリューションの市場動向 ・リアルタイム(グラフィックス及びビデオ)レンダリングソリューションの世界市場規模・予測 ・リアルタイム(グラフィックス及びビデオ)レンダリングソリューション市場:ソリューション別(プラットフォーム/ツール[エンジン]、プロフェッショナルサービス) ・リアルタイム(グラフィックス及びビデオ)レンダリングソリューション市場:展開別(クラウドベース、オンプレミス、ハイブリッド) ・リアルタイム(グラフィックス及びビデオ)レンダリングソリューション市場:展開別(クラウドベース、オンプレミス、ハイブリッド) ・リアルタイム(グラフィックス及びビデオ)レンダリングソリューション市場:用途別(コンテンツ開発、コンテンツ変換、視覚化) ・地域別分析(北米、ヨーロッパ、アジア太平洋、中東・アフリカ、南米) ・競争環境・関連企業分析 |
Architectural renderings have established a stable business in the real-time (graphics and video) rendering solutions market. Hence, software providers are aiming for higher objectives such as 3D visualization. The construction sector accounted for the highest revenue in 2018, with a value of ~US$ 326 million in the real-time (graphics and video) rendering solutions market. Due to high incremental opportunities in Europe and Asia Pacific, stakeholders are offering software with CAD (Computer-aided Design) and BIM (Building Information Modelling) tools.
Vendors are increasing their focus on catering to the needs of stakeholders in the AEC (Architecture, Engineering, and Construction) value chain. Due to high competition in the AEC industry, software providers in the real-time (graphics and video) rendering solutions market are developing platforms that render images and videos at impeccable speed. They are adapting their software for easy usability in computers, tablets and even smartphones, to develop and present visuals in real time. With the influx of digital media, stakeholders are taking efforts to build robust software that meet the increasing demand for viral content.
レポート目次1. Preface
1.1. Market Scope
1.2. Market Segmentation
1.3. Key Research Objectives
2. Assumptions and Research Methodology
2.1. Market Taxonomy – Segment Definitions
2.2. Research Methodology
2.2.1. List of Primary and Secondary Sources
2.3. Key Assumptions for Data Modelling
3. Executive Summary: Global Real-time (Graphics and Video) Rendering Solutions Market
4. Market Overview
4.1. Introduction
4.2. Key Market Indicators
4.2.1. List of Top Rendering Software Tools
4.3. Technology/Product Roadmap
4.4. Market Factor Analysis
4.4.1. Porter’s Five Forces Analysis
4.4.2. PESTEL Analysis
4.4.3. Value Chain Analysis
4.4.4. Market Dynamics (Growth Influencers)
4.4.4.1. Drivers
4.4.4.2. Restraints
4.4.4.3. Opportunities
4.4.4.4. Impact Analysis of Drivers & Restraints
4.5. Global Real-time (Graphics and Video) Rendering Solutions Market Analysis and Forecast, 2017?2027
4.5.1. Market Revenue Analysis (US$ Mn)
4.5.1.1. Historic Growth Trends, 2013-2018
4.5.1.2. Forecast Trends, 2019-2027
4.5.2. Renderer Adoption Rate (%)
4.5.2.1. Biased
4.5.2.2. Unbiased
4.6. Market Opportunity Analysis – By Region (Global/ North America/ Europe/ Asia Pacific/ Middle East & Africa/ South America)
4.6.1. By Region
4.6.2. By Solution
4.6.3. By Deployment
4.6.4. By Application
4.6.5. By Enterprise Size
4.6.6. By End-use
4.7. Market Outlook
4.8. Competitive Scenario and Trends
4.8.1. Market Concentration Rate
4.8.1.1. List of New Entrants
4.8.2. Mergers & Acquisitions, Expansions
5. Global Real-time (Graphics and Video) Rendering Solutions Market Analysis and Forecast, by Solution
5.1. Overview and Definitions
5.2. Key Findings
5.3. Real-time (Graphics and Video) Rendering Solutions Market Size (US$ Mn) Forecast, by Solution, 2017?2027
5.3.1. Platform/ Tools (Engines)
5.3.1.1. Unity
5.3.1.2. Unreal
5.3.1.3. CryEngine
5.3.1.4. Revit
5.3.1.5. Others (Mizuchi, Cinema 4D, etc.)
5.3.2. Professional Services
6. Global Real-time (Graphics and Video) Rendering Solutions Market Analysis and Forecast, by Deployment
6.1. Overview and Definitions
6.2. Key Findings
6.3. Real-time (Graphics and Video) Rendering Solutions Market Size (US$ Mn) Forecast, by Deployment, 2017?2027
6.3.1. On-premise
6.3.2. Cloud-based
6.3.3. Hybrid
7. Global Real-time (Graphics and Video) Rendering Solutions Market Analysis and Forecast, by Application
7.1. Overview and Definitions
7.2. Key Findings
7.3. Real-time (Graphics and Video) Rendering Solutions Market Size (US$ Mn) Forecast, by Application, 2017?2027
7.3.1. Content Development
7.3.1.1. 3D Gaming
7.3.1.2. Real-time VR Content
7.3.1.3. Rendered & Interactive Video Production
7.3.2. Content Transformation
7.3.3. Visualization
8. Global Real-time (Graphics and Video) Rendering Solutions Market Analysis and Forecast, by Enterprise Size
8.1. Overview and Definitions
8.2. Key Findings
8.3. Real-time (Graphics and Video) Rendering Solutions Market Size (US$ Mn) Forecast, by Enterprise Size, 2017?2027
8.3.1. Small and Medium Enterprises (SMEs)
8.3.2. Large enterprises
9. Global Real-time (Graphics and Video) Rendering Solutions Market Analysis and Forecast, by End-use
9.1. Key Findings
9.2. Real-time (Graphics and Video) Rendering Solutions Market Size (US$ Mn) Forecast, by End-use, 2017?2027
9.2.1. Manufacturing & Automotive
9.2.2. Construction
9.2.3. Healthcare & Pharmaceutical
9.2.4. Retail and E-commerce
9.2.5. Aerospace & Defense
9.2.6. Media & Entertainment
9.2.6.1. Digital Avatar Production
9.2.6.2. Gaming
9.2.7. Others (Education, Travel & Tourism)
10. Global Real-time (Graphics and Video) Rendering Solutions Market Analysis and Forecast, by Region
10.1. Key Findings
10.2. Real-time (Graphics and Video) Rendering Solutions Market Size (US$ Mn) Forecast, by Region, 2017?2027
10.2.1. North America
10.2.2. Europe
10.2.3. Asia Pacific
10.2.4. Middle East & Africa
10.2.5. South America
11. North America Real-time (Graphics and Video) Rendering Solutions Market Analysis and Forecast
11.1. Key Findings
11.2. Impact Analysis of Drivers and Restraints
11.3. Real-time (Graphics and Video) Rendering Solutions Market Size (US$ Mn) Forecast, by Solution, 2017?2027
11.3.1. Platform/ Tools (Engines)
11.3.1.1. Unity
11.3.1.2. Unreal
11.3.1.3. CryEngine
11.3.1.4. Revit
11.3.1.5. Others (Mizuchi, Cinema 4D, etc.)
11.3.2. Professional Services
11.4. Real-time (Graphics and Video) Rendering Solutions Market Size (US$ Mn) Forecast, by Deployment, 2017?2027
11.4.1. On-premise
11.4.2. Cloud-based
11.4.3. Hybrid
11.5. Real-time (Graphics and Video) Rendering Solutions Market Size (US$ Mn) Forecast, by Application, 2017?2027
11.5.1. Content Development
11.5.1.1. 3D Gaming
11.5.1.2. Real-time VR Content
11.5.1.3. Rendered & Interactive Video Production
11.5.2. Content Transformation
11.5.3. Visualization
11.6. Real-time (Graphics and Video) Rendering Solutions Market Size (US$ Mn) Forecast, by Enterprise Size, 2017?2027
11.6.1. Small and Medium Enterprises (SMEs)
11.6.2. Large enterprises
11.7. Real-time (Graphics and Video) Rendering Solutions Market Size (US$ Mn) Forecast, by End-use, 2017?2027
11.7.1. Manufacturing & Automotive
11.7.2. Construction
11.7.3. Healthcare & Pharmaceutical
11.7.4. Retail and E-commerce
11.7.5. Aerospace & Defense
11.7.6. Media & Entertainment
11.7.6.1. Digital Avatar Production
11.7.6.2. Gaming
11.7.7. Others (Education, Travel & Tourism)
11.8. Real-time (Graphics and Video) Rendering Solutions Market Size (US$ Mn) Forecast, by Country/Sub-region, 2017?2027
11.8.1. The U.S.
11.8.2. Canada
11.8.3. Rest of North America
12. Europe Real-time (Graphics and Video) Rendering Solutions Market Analysis and Forecast
12.1. Key Findings
12.2. Impact Analysis of Drivers and Restraints
12.3. Real-time (Graphics and Video) Rendering Solutions Market Size (US$ Mn) Forecast, by Solution, 2017?2027
12.3.1. Platform/ Tools (Engines)
12.3.1.1. Unity
12.3.1.2. Unreal
12.3.1.3. CryEngine
12.3.1.4. Revit
12.3.1.5. Others (Mizuchi, Cinema 4D, etc.)
12.3.2. Professional Services
12.4. Real-time (Graphics and Video) Rendering Solutions Market Size (US$ Mn) Forecast, by Deployment, 2017?2027
12.4.1. On-premise
12.4.2. Cloud-based
12.4.3. Hybrid
12.5. Real-time (Graphics and Video) Rendering Solutions Market Size (US$ Mn) Forecast, by Application, 2017?2027
12.5.1.1. Content Development
12.5.1.1.1. 3D Gaming
12.5.1.1.2. Real-time VR Content
12.5.1.1.3. Rendered & Interactive Video Production
12.5.1.2. Content Transformation
12.5.1.3. Visualization
12.6. Real-time (Graphics and Video) Rendering Solutions Market Size (US$ Mn) Forecast, by Enterprise Size, 2017?2027
12.6.1. Small and Medium Enterprises (SMEs)
12.6.2. Large enterprises
12.7. Real-time (Graphics and Video) Rendering Solutions Market Size (US$ Mn) Forecast, by End-use, 2017?2027
12.7.1. Manufacturing & Automotive
12.7.2. Construction
12.7.3. Healthcare & Pharmaceutical
12.7.4. Retail and E-commerce
12.7.5. Aerospace & Defense
12.7.6. Media & Entertainment
12.7.6.1. Digital Avatar Production
12.7.6.2. Gaming
12.7.7. Others (Education, Travel & Tourism)
12.8. Real-time (Graphics and Video) Rendering Solutions Market Size (US$ Mn) Forecast, by Country/Sub-region, 2017?2027
12.8.1. Germany
12.8.2. France
12.8.3. UK
12.8.4. Rest of Europe
13. Asia Pacific Real-time (Graphics and Video) Rendering Solutions Market Analysis and Forecast
13.1. Key Findings
13.2. Impact Analysis of Drivers and Restraints
13.3. Real-time (Graphics and Video) Rendering Solutions Market Size (US$ Mn) Forecast, by Solution, 2017?2027
13.3.1. Platform/ Tools (Engines)
13.3.1.1. Unity
13.3.1.2. Unreal
13.3.1.3. CryEngine
13.3.1.4. Revit
13.3.1.5. Others (Mizuchi, Cinema 4D, etc.)
13.3.2. Professional Services
13.4. Real-time (Graphics and Video) Rendering Solutions Market Size (US$ Mn) Forecast, by Deployment, 2017?2027
13.4.1. On-premise
13.4.2. Cloud-based
13.4.3. Hybrid
13.5. Real-time (Graphics and Video) Rendering Solutions Market Size (US$ Mn) Forecast, by Application, 2017?2027
13.5.1.1. Content Development
13.5.1.1.1. 3D Gaming
13.5.1.1.2. Real-time VR Content
13.5.1.1.3. Rendered & Interactive Video Production
13.5.1.2. Content Transformation
13.5.1.3. Visualization
13.6. Real-time (Graphics and Video) Rendering Solutions Market Size (US$ Mn) Forecast, by Enterprise Size, 2017?2027
13.6.1. Small and Medium Enterprises (SMEs)
13.6.2. Large enterprises
13.7. Real-time (Graphics and Video) Rendering Solutions Market Size (US$ Mn) Forecast, by End-use, 2017?2027
13.7.1. Manufacturing & Automotive
13.7.2. Construction
13.7.3. Healthcare & Pharmaceutical
13.7.4. Retail and E-commerce
13.7.5. Aerospace & Defense
13.7.6. Media & Entertainment
13.7.6.1. Digital Avatar Production
13.7.6.2. Gaming
13.7.7. Others (Education, Travel & Tourism)
13.8. Real-time (Graphics and Video) Rendering Solutions Market Size (US$ Mn) Forecast, by Country/Sub-region, 2017?2027
13.8.1. China
13.8.2. Japan
13.8.3. India
13.8.4. Australia
13.8.5. Korea
13.8.6. Rest of Asia Pacific
14. Middle East & Africa Real-time (Graphics and Video) Rendering Solutions Market Analysis and Forecast
14.1. Key Findings
14.2. Impact Analysis of Drivers and Restraints
14.3. Real-time (Graphics and Video) Rendering Solutions Market Size (US$ Mn) Forecast, by Solution, 2017?2027
14.3.1. Platform/ Tools (Engines)
14.3.1.1. Unity
14.3.1.2. Unreal
14.3.1.3. CryEngine
14.3.1.4. Revit
14.3.1.5. Others (Mizuchi, Cinema 4D, etc.)
14.3.2. Professional Services
14.4. Real-time (Graphics and Video) Rendering Solutions Market Size (US$ Mn) Forecast, by Deployment, 2017?2027
14.4.1. On-premise
14.4.2. Cloud-based
14.4.3. Hybrid
14.5. Real-time (Graphics and Video) Rendering Solutions Market Size (US$ Mn) Forecast, by Application, 2017?2027
14.5.1.1. Content Development
14.5.1.1.1. 3D Gaming
14.5.1.1.2. Real-time VR Content
14.5.1.1.3. Rendered & Interactive Video Production
14.5.1.2. Content Transformation
14.5.1.3. Visualization
14.6. Real-time (Graphics and Video) Rendering Solutions Market Size (US$ Mn) Forecast, by Enterprise Size, 2017?2027
14.6.1. Small and Medium Enterprises (SMEs)
14.6.2. Large enterprises
14.7. Real-time (Graphics and Video) Rendering Solutions Market Size (US$ Mn) Forecast, by End-use, 2017?2027
14.7.1. Manufacturing & Automotive
14.7.2. Construction
14.7.3. Healthcare & Pharmaceutical
14.7.4. Retail and E-commerce
14.7.5. Aerospace & Defense
14.7.6. Media & Entertainment
14.7.6.1. Digital Avatar Production
14.7.6.2. Gaming
14.7.7. Others (Education, Travel & Tourism)
14.8. Real-time (Graphics and Video) Rendering Solutions Market Size (US$ Mn) Forecast, by Country/Sub-region, 2017?2027
14.8.1. GCC
14.8.2. South Africa
14.8.3. Rest of Middle East & Africa
15. South America Real-time (Graphics and Video) Rendering Solutions Market Analysis and Forecast
15.1. Key Findings
15.2. Impact Analysis of Drivers and Restraints
15.3. Real-time (Graphics and Video) Rendering Solutions Market Size (US$ Mn) Forecast, by Solution, 2017?2027
15.3.1. Platform/ Tools (Engines)
15.3.1.1. Unity
15.3.1.2. Unreal
15.3.1.3. CryEngine
15.3.1.4. Revit
15.3.1.5. Others (Mizuchi, Cinema 4D, etc.)
15.3.2. Professional Services
15.4. Real-time (Graphics and Video) Rendering Solutions Market Size (US$ Mn) Forecast, by Deployment, 2017?2027
15.4.1. On-premise
15.4.2. Cloud-based
15.4.3. Hybrid
15.5. Real-time (Graphics and Video) Rendering Solutions Market Size (US$ Mn) Forecast, by Application, 2017?2027
15.5.1.1. Content Development
15.5.1.1.1. 3D Gaming
15.5.1.1.2. Real-time VR Content
15.5.1.1.3. Rendered & Interactive Video Production
15.5.1.2. Content Transformation
15.5.1.3. Visualization
15.6. Real-time (Graphics and Video) Rendering Solutions Market Size (US$ Mn) Forecast, by Enterprise Size, 2017?2027
15.6.1. Small and Medium Enterprises (SMEs)
15.6.2. Large enterprises
15.7. Real-time (Graphics and Video) Rendering Solutions Market Size (US$ Mn) Forecast, by End-use, 2017?2027
15.7.1. Manufacturing & Automotive
15.7.2. Construction
15.7.3. Healthcare & Pharmaceutical
15.7.4. Retail and E-commerce
15.7.5. Aerospace & Defense
15.7.6. Media & Entertainment
15.7.6.1. Digital Avatar Production
15.7.6.2. Gaming
15.7.7. Others (Education, Travel & Tourism)
15.8. Real-time (Graphics and Video) Rendering Solutions Market Size (US$ Mn) Forecast, by Country/Sub-region, 2017?2027
15.8.1. Brazil
15.8.2. Rest of South America
16. Competition Landscape
16.1. Market Player – Competition Matrix
16.2. Market Revenue Share Analysis (%), by Company (2018)
16.3. Regional Presence (Intensity Map)
17. Company Profiles
17.1. Avid Technology, Inc.
17.1.1. Company Description
17.1.2. Geographical Presence
17.1.3. Product Portfolio
17.1.4. Revenue (US$ Mn) & Y-o-Y Growth (%), 2016–2018
17.1.5. Strategic Overview
17.2. Autodesk, Inc.
17.2.1. Company Description
17.2.2. Geographical Presence
17.2.3. Product Portfolio
17.2.4. Revenue (US$ Mn) & Y-o-Y Growth (%), 2016–2018
17.3. ACCA software
17.3.1. Company Description
17.3.2. Strategic Overview
17.4. Easy Render
17.4.1. Company Description
17.4.2. Strategic Overview
17.5. Epic Games, Inc.
17.5.1. Company Description
17.5.2. Strategic Overview
17.6. Idex Solutions Inc.
17.6.1. Company Description
17.6.2. Strategic Overview
17.7. Lumiscaphe
17.7.1. Company Description
17.7.2. Strategic Overview
17.8. Nanopixel
17.8.1. Company Description
17.8.2. Strategic Overview
17.9. Promotheus
17.9.1. Company Description
17.9.2. Strategic Overview
17.10. Silicon Studio Corp
17.10.1. Company Description
17.10.2. Strategic Overview
17.11. Umbra
17.11.1. Company Description
17.11.2. Strategic Overview
17.12. Urender
17.12.1. Company Description
17.12.2. Strategic Overview
18. Key Takeaway