▶ 調査レポート

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:市場規模、シェア、成長、動向、予測

• 英文タイトル:Real-time (Graphics and Video) Rendering Solutions Market (Solution: Platform/ Tools [Engines], Professional Services; Deployment: Cloud-based, On-premise, Hybrid; Enterprise Size: Small and Medium Enterprises [SMEs], Large Enterprises; Application: Content Development, Content Transformation, Visualization; End User: Manufacturing & Automotive, Construction, Healthcare & Pharmaceuticals, Retail & e-Commerce, Aerospace & Defense, Media & Entertainment, Others) - Global Industry Analysis, Size, Share, Growth, Trends, and Forecast 2019 - 2027

Transparency Market Researchが調査・発行した産業分析レポートです。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:市場規模、シェア、成長、動向、予測 / Real-time (Graphics and Video) Rendering Solutions Market (Solution: Platform/ Tools [Engines], Professional Services; Deployment: Cloud-based, On-premise, Hybrid; Enterprise Size: Small and Medium Enterprises [SMEs], Large Enterprises; Application: Content Development, Content Transformation, Visualization; End User: Manufacturing & Automotive, Construction, Healthcare & Pharmaceuticals, Retail & e-Commerce, Aerospace & Defense, Media & Entertainment, Others) - Global Industry Analysis, Size, Share, Growth, Trends, and Forecast 2019 - 2027 / TPM-NV151資料のイメージです。• レポートコード:TPM-NV151
• 出版社/出版日:Transparency Market Research / 2019年10月28日
• レポート形態:英文、PDF、241ページ
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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