Virtual camera has gained traction in the past few years owing to the advanced technologies used in it. Rapid upsurge in the quality of 3D content along with the development of hardware rendering techniques impulses the growth of virtual camera. Virtual camera uses advanced software to produce realistic images that replicate the real environment. It aims at monitoring a camera or a set of cameras to display the view of a 3D virtual world. It enables one to try out different camera angles and move in a capture volume, while at the same time showing its computer graphics representation, giving the same freedom to trial as a director on a live action film set. In addition, the virtual camera can be used for setting waypoints, taking high resolution pictures, recording camera motion and other tasks that are associated to virtual production. It can also be used mostly in applications which use webcam, such as, video broadcasting, IM software, remote education, video teaching, video chatting, etc.
In 3D animation, virtual camera is used as a function of the animation software that behaves and works in a similar way digital camera or camera does in real-world situations. In the software, the virtual camera is made from mathematical calculations that decide how the object will be rendered, depending on the angle and location of the virtual camera in the software program. In addition, virtual camera when used in 3D animation programs, can function like zoom, pan, or change focal and focus points. This is anticipated to drive the virtual camera market during the forecast period. However, as virtual reality cameras are expensive, they are not affordable to a large group of users, which is likely to hamper the growth of the market in the near future. Nevertheless, the virtual camera market is projected to witness significant growth and offer lucrative prospects to companies due to rise in adoption of virtual technology among users. Use of virtual camera in journalism and filmmaking is likely to create growth opportunities for the market in the next few years.
The global virtual camera market can be segmented based on application, type, enterprise size, end-user, and geography. Based on application, the market can be classified into festivals, sports, events, music concerts, film making, and photography. Based on type, the virtual camera market can be divided into professional level camera and consumer level camera, fixed camera, interactive camera, and tracking camera. In terms of enterprise size, the market can be categorized into small and medium enterprises and large enterprises. Based on end user, the virtual camera market can be divided into media and entertainment, real estate, travel and transportation, and others.
In terms of geography, the global virtual camera market can be segmented into North America, South America, Asia Pacific, Europe, and Middle East & Africa. The virtual camera market in North America is anticipated to grow rapidly during the forecast period due to increase in use of virtual camera among various applications. Asia Pacific is expected to be a lucrative market for virtual camera during the forecast period. Adoption of virtual camera in the region is likely to be high as it is user-friendly and efficient and offers many useful features.
Key players operating in the global virtual camera market are focused on offering solutions as per user requirements. They offer implementation of different technologies and upgrade and expansion of the existing systems. Companies compete on parameters, such as, product price and product quality. The global virtual camera market is characterized by the presence of several key players, such as, GoPro, Nokia Corporation, Samsung Group, Sony Corporation, LG Electronics Inc., Olympus Corporation, Ricoh Company, Ltd., Kodak, Nikon Corporation, and NextVR Inc.
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