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

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.

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

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

    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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