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Real-time (Graphics and Video) Rendering Solutions Market

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

Advanced Visual Technologies Increasingly Applied in Architectural Designing

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.

real time graphics video rendering solutions market infographic

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Growing Demand in Media & Entertainment Space Triggers Growth

Although the construction sector accounted for the highest revenue in 2018, analysts at Transparency Market Research (TMR) project an exponential increase in value share for the media and entertainment industry. The media and entertainment industry is currently estimated to have a value share of ~26%, which is projected to reach ~32% by 2027, in the real-time (graphics and video) rendering solutions market.

Stakeholders in the real-time (graphics and video) rendering solutions landscape are capitalizing on the increasing trend of digital marketing. Since more and more individuals demand immersive and interactive content via smartphones and tablets, software professionals are incorporating artificial intelligence (AI) and virtual reality (VR) into rendering platforms.

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Since stakeholders in the media and entertainment industry are pressed for deadlines and project demands, real-time rendering solutions act as a boon for meeting their timelines. With the growing media and entertainment space, stakeholders in the real-time graphics rendering solutions market are increasingly offering software programs that are cost-competitive and simplify complex graphic rendering.

New Artistic Possibilities Arise from Real-time Rendering

The real-time (graphics and video) rendering solutions market is fragmented. As a result, emerging market players pose tough competition to leading market players. However, certain challenges in the real-time (graphics and video) rendering solutions market are likely to hamper market growth.

For instance, in the AEC industry, users have a common misconception that, real-time rendering solutions require expensive tools for integration. Another concern that inhibits market growth is the investment of time and capital to train individuals, in order to make them well-versed with the software. Hence, stakeholders in the real-time (graphics and video) rendering solutions market are running marketing campaigns that convey the message of easy integration of real-time technology with existing BIM architectural design software. By clearing this misconception, users are convinced that adopting real-time rendering doesn’t require overhead expenses of training their employees. Faster design iterations of real-time technology and its ability to create an engaging experience for individuals have positively opened up new artistic possibilities amongst employees.

real time graphics video rendering solutions market segmentation

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Analysts’ Viewpoint

In 2018, biased renders accounted to ~65% of the renderer adoption rate in the global real-time (graphics and video) rendering solutions market. Hence vendors should focus on developing biased renders, as they are more intelligent and efficient as compared to unbiased renders.

With a high renderer adoption rate, it can be said in the right means that users need real-time rendering now more than ever. However, in many cases, users also have a misunderstanding about the high-cost integration of real-time technology. As such, stakeholders are increasing awareness about the easy integration of software with existing tools, by extending their customer services. Stakeholders should increase capabilities in virtual reality experience, since analysts anticipate that, real-time design collaborations will become the norm in the global market.

Real-Time (Graphics and Video) Rendering Solutions Market: Overview

  • The global real-time (graphics and video) rendering solutions market is estimated to expand at a CAGR of ~17% between 2019 and 2027. The global real-time (graphics and video) rendering solutions market is projected to be driven by replacement demand due to the widespread adoption of 3D content among organizations, and less time required for 3D rendering with reduced cost.
  • The global real-time (graphics and video) rendering solutions market is expected to be valued at ~US$ 1.1 Bn in 2019, and expand to reach ~US$ 4 Bn by 2027.
  • North America holds a major share of the global real-time (graphics and video) rendering solutions market, with revenues estimated to be valued at ~US$ 380 Mn in 2019. It is anticipated to dominate the market during the forecast period, followed by Europe.
  • The real-time (graphics and video) rendering solutions markets in the Middle East & Africa and South America are projected to grow at a moderate rate during the forecast period.
  • The real-time (graphics and video) rendering solutions market in Asia Pacific is projected to expand at a notable CAGR of ~20% during the forecast period.

Real-time (Graphics and Video) Rendering Solutions Market - Definition

  • The real-time (graphics and video) rendering solutions market report provides analysis of the global real-time (graphics and video) rendering solutions market for the period 2017–2027, wherein, 2018 is the base year and 2019 to 2027 is the forecast period. Data for 2017 has been included as historical information.
  • Real-time rendering solutions (3D rendering solutions) create an image from a model by using computer software. Rendering is utilized in various applications such as movies, video games, simulators, architecture and television visual effects, and design visualization. Various industry verticals such as media & entertainment, construction, manufacturing, and gaming are presently adopting real-time (graphics & video) rendering solutions, as they enable faster iterations and changes to design as compared to those offered by traditional offline rendering methods. 

North America Real-time (Graphics and Video) Rendering Solutions Market – Snapshot

  • Various vendors provide industry-specific 3D visualization solutions in North America. They specifically design 3D visualization solutions according to the requirements of different industry verticals such as media & entertainment, construction, and automotive.
  • For the same reason, North America is expected to dominate the real-time (graphics and video) rendering solutions market, with Europe being the next closest region in terms of revenue. 

Less Time Required for 3D Rendering with Reduced Cost – A Key Driver

  • 3D rendering & visualization software enables rapid visualization and animation development. Image processing and animation are easily done by skilled graphic designers, thus saving time. The process does not require any additional sophisticated models, thereby cutting down the expense of creating and changing models to a great extent.
  • Traditionally, visualization comes with numerous restrictions. Several companies, presently, offer rendering solutions that create a customized image of the product; editing and rendering are almost instantaneous. This has offered opportunities to drive the visualization business. For instance, in the construction industry, 3D visualization helps view any minor change in color combination, elevation, furniture layout, and floor plans. 3D visualization provides a transparent view to clients at construction sites; thus, views can be prepared much before the actual construction at the site.
  • Similarly, different government departments face various challenges while designing and accomplishing marketing & construction strategies. Government bodies are focusing on the adoption of 3D walkthroughs to communicate branding and marketing strategies to department members and other staff in order to overcome these challenges.
  • Moreover, the time required for rendering is expected to reduce with constant improvements in computer hardware and rendering software.
  • Graphic animation has resulted in minimal wastage of money and resources for the media & entertainment industry. 

Real-Time (Graphics and Video) Rendering Solutions Market – Competition Landscape

  • In June 2019, Epic Games, Inc. entered into a co-marketing agreement with GRAPHISOFT to enhance next-gen real-time rendering solutions, to help designers and architects communicate visually.
  • In November 2018, Autodesk partnered with Unity Technologies to provide real-time 3D solutions, to allow engineers, designers, and creative professionals focus more on their workflow.

Real-Time (Graphics and Video) Rendering Solutions Market - Company Profiles Snapshot

  • Autodesk Inc.:- Autodesk, Inc. is a prominent U.S-based company that provides software services to diverse industries, including engineering, architecture, construction, media, manufacturing, entertainment, and education. Autodesk Inc.’s digital media & entertainment products offer tools/platforms for rendering, animation, modeling, digital sculpting, and compositing for games production, visual effects, and design visualization. The company’s rendering solutions enable game developers, film & video artists, and design visualization professionals to digitally generate realistic animations & simulations, lifelike images, and visual effects.
  • Avid Technology Inc.: - Avid Technology Inc. is a U.S.-based multimedia & technology company that specializes in management and distribution services & digital non-linear editing (NLE) systems. The company provides real-time rendering platforms (graphics and video hardware) under its graphics product line. The products are specifically designed for media & entertainment, sports, and in-studio production, offering better accessibility in order to enable the transformation of content with faster graphics.
  • Epic Games, Inc.: - Epic Games, Inc. is a key player in the gaming industry that develops innovative and cross-platform game engine technology, worldwide. The company is well-known for its ‘Infinity Blade’ line of mobile games, ‘Gears of War’ franchise, and most popular ‘Unreal’ series of games. The company’s Unreal Engine technology is available for licensing across the globe. Its studios are situated in the U.S., Korea, Japan, and Poland.
  • Other key players operating in the global real-time (graphics and video) rendering solutions market and profiled in the report include ACCA software, Easy Render, Idex Solutions Inc., Lumiscaphe, Nanopixel, Promotheus, Silicon Studio Corp, Umbra and Urender.

Real-time (Graphics and Video) Rendering Solutions Market: Segmentation

This report on the real-time (graphics and video) rendering solutions market provides information on the basis of solution, deployment, enterprise size, application, end user, and region.

This study discusses the underlying trends and impact of various factors that are driving the real-time (graphics and video) rendering solutions market, along with their influence on the evolution of the market.

This study also offers Porter’s Five Point analysis, ecosystem analysis, regulatory scenario, and regional key trends analysis of the real-time (graphics and video) rendering solutions market, in order to elaborate on the crucial growth tactics and opportunities for market players contributing to the market.

Deployment

On-premise

Cloud-based

Hybrid

Solution

Platform/ Tools (Engines)

  • Unity
  • Unreal
  • CryEngine
  • Revit
  • Others (Mizuchi, Cinema 4D, etc.)

Professional Services

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

  • Digital Avatar Production
  • Gaming
  • Others

Others

Region

North America

Latin America

Europe

Asia Pacific

Middle East & Africa

Real-time (Graphics and Video) Rendering Solutions Market

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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

List of Table

Table 1: List of Top Rendering Software Tools

Table 2: Company Name

Table 3: Mergers & Acquisitions, Expansions

Table 4: Product Launch, Development, Innovations

Table 5: Global Real-time (Graphics & Video) Rendering Solution Market Revenue (US$ Mn) Forecast, by Solutions, 2017?2027

Table 6: Global Real-time (Graphics & Video) Rendering Solution Market Size (US$ Mn) Forecast, by Platform, 2017–2027

Table 7: Global Real-time (Graphics & Video) Rendering Solution Market Size (US$ Mn) Forecast, by Deployment , 2017–2027

Table 8: Global Real-time (Graphics & Video) Rendering Solution Market Size (US$ Mn) Forecast, by Enterprise Size, 2017–2027

Table 9: Global Real-time (Graphics & Video) Rendering Solution Market Size (US$ Mn) Forecast, by Application, 2017–2027

Table 10: Global Real-time (Graphics & Video) Rendering Solution Market Size (US$ Mn) Forecast, by Content Development, 2017–2027

Table 11: Global Real-time (Graphics & Video) Rendering Solution Market Size (US$ Mn) Forecast, by End-use, 2017–2027

Table 12: Global Real-time (Graphics & Video) Rendering Solution Market Size (US$ Mn) Forecast, by Media & Entertainment, 2017–2027

Table 13: Global Real-time (Graphics & Video) Rendering Solution Market Size (US$ Mn) Forecast, by Region, 2017?2027

Table 14: North America Real-time (Graphics & Video) Rendering Solution Market Size (US$ Mn) Forecast, by Solution, 2017–2027

Table 15: North America Real-time (Graphics & Video) Rendering Solution Market Size (US$ Mn) Forecast, by Platform, 2017–2027

Table 16: North America Real-time (Graphics & Video) Rendering Solution Market Size (US$ Mn) Forecast, by Deployment , 2017–2027

Table 17: North America Real-time (Graphics & Video) Rendering Solution Market Size (US$ Mn) Forecast, by Enterprise Size, 2017–2027

Table 18: North America Real-time (Graphics & Video) Rendering Solution Market Size (US$ Mn) Forecast, by Application, 2017–2027

Table 19: North America Real-time (Graphics & Video) Rendering Solution Market Size (US$ Mn) Forecast, by Content Development, 2017–2027

Table 20: North America Real-time (Graphics & Video) Rendering Solution Market Size (US$ Mn) Forecast, by End-use, 2017–2027

Table 21: North America Real-time (Graphics & Video) Rendering Solution Market Size (US$ Mn) Forecast, by Media & Entertainment, 2017–2027

Table 22: North America Real-time (Graphics & Video) Rendering Solution Market Size (US$ Mn) Forecast, by Country/Sub-region, 2017–2027

Table 23: Europe Real-time (Graphics & Video) Rendering Solution Market Size (US$ Mn) Forecast, by Solution, 2017–2027

Table 24: Europe Real-time (Graphics & Video) Rendering Solution Market Size (US$ Mn) Forecast, by Platform, 2017–2027

Table 25: Europe Real-time (Graphics & Video) Rendering Solution Market Size (US$ Mn) Forecast, by Deployment , 2017–2027

Table 26: Europe Real-time (Graphics & Video) Rendering Solution Market Size (US$ Mn) Forecast, by Enterprise Size, 2017–2027

Table 27: Europe Real-time (Graphics & Video) Rendering Solution Market Size (US$ Mn) Forecast, by Application, 2017–2027

Table 28: Europe Real-time (Graphics & Video) Rendering Solution Market Size (US$ Mn) Forecast, by Content Development, 2017–2027

Table 29: Europe Real-time (Graphics & Video) Rendering Solution Market Size (US$ Mn) Forecast, by End-use, 2017–2027

Table 30: Europe Real-time (Graphics & Video) Rendering Solution Market Size (US$ Mn) Forecast, by Media & Entertainment, 2017–2027

Table 31: Europe Real-time (Graphics & Video) Rendering Solution Market Size (US$ Mn) Forecast, by Country/Sub-region, 2017–2027

Table 32: Asia Pacific Real-time (Graphics & Video) Rendering Solution Market Size (US$ Mn) Forecast, by Solution, 2017–2027

Table 33: Asia Pacific Real-time (Graphics & Video) Rendering Solution Market Size (US$ Mn) Forecast, by Platform, 2017–2027

Table 34: Asia Pacific Real-time (Graphics & Video) Rendering Solution Market Size (US$ Mn) Forecast, by Deployment , 2017–2027

Table 35: Asia Pacific Real-time (Graphics & Video) Rendering Solution Market Size (US$ Mn) Forecast, by Enterprise Size, 2017–2027

Table 36: Asia Pacific Real-time (Graphics & Video) Rendering Solution Market Size (US$ Mn) Forecast, by Application, 2017–2027

Table 37: Asia Pacific Real-time (Graphics & Video) Rendering Solution Market Size (US$ Mn) Forecast, by Content Development, 2017–2027

Table 38: Asia Pacific Real-time (Graphics & Video) Rendering Solution Market Size (US$ Mn) Forecast, by End-use, 2017–2027

Table 39: Asia Pacific Real-time (Graphics & Video) Rendering Solution Market Size (US$ Mn) Forecast, by Media & Entertainment, 2017–2027

Table 40: Asia Pacific Real-time (Graphics & Video) Rendering Solution Market Size (US$ Mn) Forecast, by Country/Sub-region, 2017–2027

Table 41: Middle East & Africa Real-time (Graphics & Video) Rendering Solution Market Size (US$ Mn) Forecast, by Solution, 2017–2027

Table 42: Middle East & Africa Real-time (Graphics & Video) Rendering Solution Market Size (US$ Mn) Forecast, by Platform, 2017–2027

Table 43: Middle East & Africa Real-time (Graphics & Video) Rendering Solution Market Size (US$ Mn) Forecast, by Deployment , 2017–2027

Table 44: Middle East & Africa Real-time (Graphics & Video) Rendering Solution Market Size (US$ Mn) Forecast, by Enterprise Size, 2017–2027

Table 45: Middle East & Africa Real-time (Graphics & Video) Rendering Solution Market Size (US$ Mn) Forecast, by Application, 2017–2027

Table 46: Middle East & Africa Real-time (Graphics & Video) Rendering Solution Market Size (US$ Mn) Forecast, by Content Development, 2017–2027

Table 47: Middle East & Africa Real-time (Graphics & Video) Rendering Solution Market Size (US$ Mn) Forecast, by End-use, 2017–2027

Table 48: Middle East & Africa Real-time (Graphics & Video) Rendering Solution Market Size (US$ Mn) Forecast, by Media & Entertainment, 2017–2027

Table 49: Middle East & Africa Real-time (Graphics & Video) Rendering Solution Market Size (US$ Mn) Forecast, by Country/Sub-region, 2017–2027

Table 50: South America Real-time (Graphics & Video) Rendering Solution Market Size (US$ Mn) Forecast, by Solution, 2017–2027

Table 51: South America Real-time (Graphics & Video) Rendering Solution Market Size (US$ Mn) Forecast, by Platform, 2017–2027

Table 53: South America Real-time (Graphics & Video) Rendering Solution Market Size (US$ Mn) Forecast, by Enterprise Size, 2017–2027

Table 54: South America Real-time (Graphics & Video) Rendering Solution Market Size (US$ Mn) Forecast, by Application, 2017–2027

Table 55: South America Real-time (Graphics & Video) Rendering Solution Market Size (US$ Mn) Forecast, by Content Development, 2017–2027

Table 56: South America Real-time (Graphics & Video) Rendering Solution Market Size (US$ Mn) Forecast, by End-use, 2017–2027

Table 57: South America Real-time (Graphics & Video) Rendering Solution Market Size (US$ Mn) Forecast, by Media & Entertainment, 2017–2027

Table 58: South America Real-time (Graphics & Video) Rendering Solution Market Size (US$ Mn) Forecast, by Country/Sub-region, 2017–2027

Table 59: Product Portfolio

List of Figure

Figure 1: Global Real-time (Graphics & Video) Rendering Solution Market Size (US$ Mn) Forecast, 2017–2027

Figure 2: Global Real-time (Graphics & Video) Rendering Solution Market CAGR Breakdown, 2019 – 2027

Figure 3: Real-time (Graphics & Video) Rendering Solutions Market: Points of Estimates

Figure 4: Technology/Product Roadmap

Figure 5: Global Real-time (Graphics & Video) Rendering Solution Market Size (US$ Mn) Forecast, 2013 – 2018

Figure 6: Global Real-time (Graphics & Video) Rendering Solution Market Size (US$ Mn) Forecast, 2019 – 2027

Figure 7: Renderer Adoption Rate (%)

Figure 8: Global real-time rendering solutions Market Attractiveness Analysis, by Region

Figure 9: Global real-time rendering solutions Market Attractiveness Analysis, by Solution

Figure 10: Global real-time rendering solutions Market Attractiveness Analysis, by Deployment

Figure 11: Global real-time rendering solutions Market Attractiveness Analysis, by Enterprise Size

Figure 12: Global real-time rendering solutions Market Attractiveness Analysis, by Application

Figure 13: Global real-time rendering solutions Market Attractiveness Analysis, by End-use

Figure 14: Market Outlook

Figure 15: Global Real-time (Graphics & Video) Rendering Solution Market Share Analysis, by Solutions (2018)

Figure 16: Global Real-time (Graphics & Video) Rendering Solution Market Share Analysis, by Solutions (2027)

Figure 17: Global Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by Deployment, 2018

Figure 18: Global Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by Deployment, 2027

Figure 19: Global Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by Enterprise Size, 2018

Figure 20: Global Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by Enterprise Size, 2027

Figure 21: Global Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by Application, 2018

Figure 22: Global Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by Application, 2027

Figure 23: Global Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by End-use, 2018

Figure 24: Global Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by End-use, 2027

Figure 25: Global Real-time (Graphics & Video) Rendering Solution Market Share Analysis, by Region (2018)

Figure 26: Global Real-time (Graphics & Video) Rendering Solution Market Share Analysis, by Region (2027)

Figure 27: North America Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by Solutions, 2018

Figure 28: North America Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by Component, 2027

Figure 29: North America Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by Deployment, 2018

Figure 30: North America Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by Deployment, 2027

Figure 31: North America Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by Application, 2018

Figure 32: North America Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by Application, 2027

Figure 33: North America Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by End-use, 2018

Figure 34: North America Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by End-use, 2027

Figure 35: North America Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by Country/Sub-region, 2018

Figure 36: North America Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by Country/Sub-region, 2027

Figure 37: Europe Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by Solutions, 2018

Figure 38: Europe Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by Component, 2027

Figure 39: Europe Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by Deployment, 2018

Figure 40: Europe Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by Deployment, 2027

Figure 41: Europe Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by Enterprise Size, 2018

Figure 42: Europe Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by Enterprise Size, 2027

Figure 43: Europe Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by Application, 2018

Figure 44: Europe Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by Application, 2027

Figure 45: Europe Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by End-use, 2018

Figure 46: Europe Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by End-use, 2027

Figure 47: Europe Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by Country/Sub-region, 2018

Figure 48: Europe Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by Country/Sub-region, 2027

Figure 49: Asia Pacific Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by Solutions, 2018

Figure 50: Asia Pacific Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by Component, 2027

Figure 51: Asia Pacific Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by Deployment, 2018

Figure 52: Asia Pacific Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by Deployment, 2027

Figure 53: Asia Pacific Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by Enterprise Size, 2018

Figure 54: Asia Pacific Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by Enterprise Size, 2027

Figure 55: Asia Pacific Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by Application, 2018

Figure 56: Asia Pacific Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by Application, 2027

Figure 57: Asia Pacific Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by End-use, 2018

Figure 58: Asia Pacific Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by End-use, 2027

Figure 59: Asia Pacific Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by Country/Sub-region, 2018

Figure 60: Asia Pacific Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by Country/Sub-region, 2027

Figure 61: Middle East & Africa Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by Solutions, 2018

Figure 62: Middle East & Africa Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by Component, 2027

Figure 63: Middle East & Africa Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by Deployment, 2018

Figure 64: Middle East & Africa Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by Deployment, 2027

Figure 65: Middle East & Africa Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by Enterprise Size, 2018

Figure 66: Middle East & Africa Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by Enterprise Size, 2027

Figure 67: Middle East & Africa Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by Application, 2018

Figure 68: Middle East & Africa Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by Application, 2027

Figure 69: Middle East & Africa Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by End-use, 2018

Figure 70: Middle East & Africa Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by End-use, 2027

Figure 71: Middle East & Africa Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by Country/Sub-region, 2018

Figure 72: Middle East & Africa Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by Country/Sub-region, 2027

Figure 73: South America Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by Deployment, 2018

Figure 74: South America Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by Deployment, 2027

Figure 75: South America Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by Enterprise Size, 2018

Figure 76: South America Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by Enterprise Size, 2027

Figure 77: South America Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by Application, 2018

Figure 78: South America Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by Application, 2027

Figure 79: South America Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by End-use, 2018

Figure 80: South America Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by End-use, 2027

Figure 81: South America Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by Country/Sub-region, 2018

Figure 82: South America Real-time (Graphics & Video) Rendering Solutions Value Share Analysis, by Country/Sub-region, 2027

Figure 83: Global real-time (graphics & video) rendering solutions Market Share Analysis, by Company (2018)

Figure 84: Revenue (US$ Mn) & Y-o-Y Growth (%), 2016–2018

Figure 85: Revenue (US$ Mn) & Y-o-Y Growth (%), 2016–2018

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