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市場調査レポート
商品コード
1738712

コンピュータグラフィックス市場規模:ソフトウェア別、組織規模別、サービス別、エンドユーザー産業別、地域範囲別および予測

Computer Graphics Market Size By Software, By Organization Size (Large Enterprises, Small-Medium Enterprises ), By Service, By End-User Industry, By Geographic Scope And Forecast


出版日
ページ情報
英文 202 Pages
納期
2~3営業日
価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=144.76円
コンピュータグラフィックス市場規模:ソフトウェア別、組織規模別、サービス別、エンドユーザー産業別、地域範囲別および予測
出版日: 2025年05月05日
発行: Verified Market Research
ページ情報: 英文 202 Pages
納期: 2~3営業日
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概要

コンピュータグラフィックスの市場規模と予測

コンピュータグラフィックス市場規模は、2024年に343億5,000万米ドルと評価され、2026~2032年にかけてCAGR 5.50%で成長し、2032年には507億米ドルに達すると予測されています。

コンピュータグラフィックスは、コンピュータサイエンスの一セグメントであり、数学的手法による視覚的画像の生成、操作、提示に焦点を当てています。このセグメントには、2Dと3Dの両方のグラフィックスが含まれるほか、複雑な構造やリアルな動きを画面上に描写するための画像処理も含まれます。

コンピュータグラフィックスは、さまざまなセグメントに影響を与える幅広い用途を持っています。エンターテインメント産業では、映画やビデオゲーム、アニメーション映画の制作に利用されています。教育セグメントでは、コンピューター・グラフィックスは、パイロット訓練用のフライト・シミュレータのような視覚教材やシミュレーションを通じて、学習効果を高めています。

さらに、建築家は建物の建設や視覚化に、科学者はデータの分析や複雑なシステムのモデリングにグラフィカルな表現を使用しています。

コンピュータグラフィックス市場力学

コンピュータグラフィックス市場を形成している主要市場力学は以下の通りです。

主要市場促進要因

ゲーム産業における需要の拡大:ゲーム産業の成長は、コンピュータグラフィックス市場の主要促進要因です。著名なゲームとeスポーツ分析機関であるNewzooが発表した調査によると、2022年の世界ゲーム市場の売上高は1,844億米ドルで、2025年には2,112億米ドルに増加すると予測されています。このようなゲーム産業の力強い拡大は、より没入感があり視覚的に魅力的なゲーム体験を生み出すことができる、改良されたコンピューターグラフィックス技術への需要を高めています。

仮想現実(VR)と拡張現実(AR)の採用増加:仮想現実(VR)と拡張現実(AR)技術の人気の高まりが、コンピュータグラフィックス市場の成長を促進しています。IDC(International Data Corporation)によると、ARとVRに対する世界の支出額は2024年までに728億米ドルに達し、2019~2024年のCAGRは54.7%に達すると予想されています。このVRとAR用途の急速な拡大により、洗練されたコンピューターグラフィックス機能に対する強い需要が生まれています。

アニメーション・視覚効果産業の拡大:アニメーションと視覚効果産業は、コンピュータグラフィックス技術の重要なユーザーです。Verified Market Researchによると、世界のVFX市場は2023年に94億4,635万米ドルで、2032年には217億4,883万米ドルに成長すると予測されています。この拡大には、ストリーミングサービス、テレビ、映画など、さまざまなメディアにおけるアニメーション材料の需要増加が寄与しており、これがコンピュータグラフィックス市場を強化しています。

主要課題

ハードウェアの限界:コンピュータグラフィックス技術が進歩するにつれ、既存のハードウェアを凌駕するようになり、その結果、処理能力、メモリ、グラフィックスレンダリング能力に限界が生じます。これらの限界は、ビジュアル豊かな用途の効率と品質に影響を与えます。

高い開発コスト:高品質のコンピュータグラフィックスハードウェアとソフトウェアを製造するには、研究開発とテストに多額の投資が必要です。そのため、初期費用がかさみ、新興企業や小規模企業にとっては参入障壁となります。

互換性の問題:オペレーティングシステム、ハードウェア構成、ソフトウェア用途間の非互換性は、相互運用性と統合を妨げ、コンピュータグラフィックス資産とワークフローのコラボレーションと交換をより困難にしています。

主要動向

グラフィックスにおけるAIの統合:人工知能(AI)の応用は、デザインプロセスの改善やレンダリングの自動化によって、コンピュータグラフィックス環境を変えつつあります。AIを搭載したツールはワークフローを簡素化し、デザイナーはより複雑な画像をより効率的に制作できるようになります。この動向は特にゲームやアニメーションで顕著で、AIがリアルな世界やキャラクタの創造を支援し、クリエイティブの限界を押し広げています。

拡張現実(XR)の台頭:VR、AR、MRを含む拡張現実(ER)は、コンピュータグラフィックスセグメントで勢いを増しています。これらの技術は、ゲーム、トレーニング、教育向けに没入型環境を生成することで、ユーザー体験を向上させています。ハードウェアがより手頃な価格になり、コンテンツ開発ツールが改善されるにつれて、XR用途は産業全体に広がると予測されています。

リアルタイムレンダリングの進歩:リアルタイムレンダリングのスキルは、特にゲームやインタラクティブメディアで需要が高まっています。グラフィックプロセッシングユニット(GPU)とソフトウェアのアプローチは、非常に詳細で応答性の高いグラフィックをリアルタイムで生成できるところまで進歩しています。この動向は、ゲーマーや観客がダイナミック設定やキャラクタと流動的に相互作用できるようにすることで、より魅力的なユーザー体験を可能にします。

目次

第1章 イントロダクション

  • 市場の定義
  • 市場セグメンテーション
  • 調査手法

第2章 エグゼクティブサマリー

  • 主要調査結果
  • 市場概要
  • 市場ハイライト

第3章 市場概要

  • 市場規模と成長の可能性
  • 市場動向
  • 市場促進要因
  • 市場抑制要因
  • 市場機会
  • ポーターのファイブフォース分析

第4章 コンピュータグラフィックス市場:ソフトウェア別

  • CAD/CAM
  • 可視化/シミュレーション
  • デジタルビデオ
  • イメージング
  • モデリング/アニメーション
  • その他

第5章 コンピュータグラフィックス市場:組織規模別

  • 大企業
  • 中小企業

第6章 コンピュータグラフィックス市場:サービス別

  • コンサルティング
  • インテグレーション
  • トレーニングとサポート

第7章 地域別分析

  • 北米
  • 米国
  • カナダ
  • メキシコ
  • 欧州
  • 英国
  • ドイツ
  • フランス
  • イタリア
  • アジア太平洋
  • 中国
  • 日本
  • インド
  • オーストラリア
  • ラテンアメリカ
  • ブラジル
  • アルゼンチン
  • チリ
  • 中東・アフリカ
  • 南アフリカ
  • サウジアラビア
  • アラブ首長国連邦

第8章 市場力学

  • 市場促進要因
  • 市場抑制要因
  • 市場機会
  • COVID-19の市場への影響

第9章 競合情勢

  • 主要企業
  • 市場シェア分析

第10章 企業プロファイル

  • Cisco
  • Ericsson
  • Verint
  • Utimaco
  • AQSACOM
  • BAE Systems
  • その他

第11章 市場展望と機会

  • 新興技術
  • 今後の市場動向
  • 投資機会

第12章 付録

  • 略語リスト
  • 供給源と参考文献
目次
Product Code: 36912

Computer Graphics Market Size and Forecast

Computer Graphics Market size was valued at USD 34.35 Billion in 2024 and is projected to reach USD 50.7 Billion by 2032, growing at a CAGR of 5.50% from 2026 to 2032.

Computer graphics is a branch of computer science that focuses on the production, manipulation, and presentation of visual images via mathematical methods. This covers both 2D and 3D graphics, as well as image processing, which allows for the portrayal of complicated structures and lifelike movements on screen.

Computer graphics has a wide range of applications that affect a variety of sectors. It is used in the entertainment industry to make movies, video games, and animated films. In education, computer graphics improve learning through visual aids and simulations, such as flight simulators for pilot training.

Furthermore, architects use it to construct and visualize buildings, while scientists use graphical representations to analyze data and model complicated systems.

Computer Graphics Market Dynamics

The key market dynamics that are shaping the computer graphics market include:

Key Market Drivers

Growing Demand in the Gaming Industry: The growth of the gaming sector is a major driver of the computer graphics market. According to a survey published by Newzoo, a prominent games and esports analytics organization, the global games market produced $184.4 billion in sales in 2022, with a forecast increase to $211.2 billion in 2025. This strong expansion in the gaming industry is increasing demand for improved computer graphics technology that can produce more immersive and visually appealing game experiences.

Increasing Adoption of Virtual Reality (VR) and Augmented Reality (AR): The growing popularity of virtual and augmented reality technologies is driving growth in the computer graphics market. According to IDC (International Data Corporation), global spending on AR and VR is expected to reach $72.8 billion by 2024, with a compound annual growth rate (CAGR) of 54.7% from 2019 to 2024. This rapid expansion in VR and AR applications is creating a strong demand for sophisticated computer graphics capabilities.

Expansion of the Animation and Visual Effects Industry: The animation and visual effects industry is a significant user of computer graphics technology. According to Verified Market Research, the global VFX market was worth USD 9446.35 Million in 2023 and is expected to grow to USD 21748.83 Million by 2032. This expansion is fueled by rising demand for animated material across a variety of media, including streaming services, television, and movies, which is bolstering the computer graphics market.

Key Challenges:

Hardware Limitations: As computer graphics technology progresses, it outperforms existing hardware, resulting in limitations in processing power, memory, and graphics rendering capability. These limits have an impact on the efficiency and quality of visually rich apps.

High Development Costs: Producing high-quality computer graphics hardware and software necessitates significant investments in R&D and testing. This leads to significant upfront costs, which serve as a barrier to entry for startups and small firms.

Compatibility Issues: Incompatibilities between operating systems, hardware configurations, and software applications impede interoperability and integration, making it more difficult to collaborate and exchange computer graphics assets and workflows.

Key Trends:

Integration of AI in Graphics: The application of artificial intelligence (AI) is changing the computer graphics environment by improving design processes and automating rendering. AI-powered tools simplify workflows, allowing designers to produce more complex images with better efficiency. This trend is especially visible in gaming and animation, as AI helps create realistic worlds and characters, pushing creative boundaries.

Rise of Extended Reality (XR): Extended reality (ER), which includes VR, AR, and MR, is gaining headway in the computer graphics sector. These technologies improve the user experience by generating immersive environments for gaming, training, and education. As hardware becomes more affordable and content development tools improve, XR applications are projected to spread across industries.

Real-Time Rendering Advancements: The demand for real-time rendering skills is growing, especially in gaming and interactive media. Graphics processing units (GPUs) and software approaches have advanced to the point where highly detailed and responsive graphics may be generated in real-time. This trend enables more engaging user experiences by allowing gamers and spectators to interact with dynamic settings and characters fluidly.

Global Computer Graphics Market Regional Analysis

Here is a more detailed regional analysis of the computer graphics market:

North America:

According to Verified Market Research, North America is estimated to dominate the computer graphics market during the forecast period. North America has a strong and rising video gaming sector, which drives high demand for superior computer graphics. The Entertainment Software Association (ESA) estimates that the US video game industry generated USD 90.7 Billion in yearly economic output in 2022. This significant economic impact demonstrates the region's supremacy in game production and the resulting demand for cutting-edge computer graphics technologies.

Furthermore, the North American film and television industry, especially Hollywood, is an extensive consumer of computer graphics for visual effects. The Motion Picture Association predicted that the combined theatrical and home/mobile entertainment market in the United States will be worth USD 36.8 Billion in 2021. This massive market size, combined with the increasing use of CGI in productions, is generating tremendous growth in North America's computer graphics market.

Europe:

Europe region is estimated to exhibit substantial growth during the forecast period. The European gaming market is rapidly expanding, fueling demand for sophisticated computer graphics. According to the European Games Developer Federation (EGDF), the European video game market was worth €23.3 billion in 2021, a 2% growth over 2020. This increase is driving investments in cutting-edge computer graphics technologies, which will improve gaming experiences across the region.

Furthermore, Europe's animation and visual effects business is quickly expanding, creating a demand for sophisticated computer graphics tools. According to a survey by Animation Europe, the European animation industry produced 55 animated feature films in 2021, up 5% over the previous year. This increase in output encourages the use of modern computer graphics technologies throughout the region's creative industries.

Asia Pacific:

The Asia Pacific region is estimated to exhibit the highest growth during the forecast period. The animation and visual effects industry in Asia Pacific is quickly growing, resulting in a high need for computer graphics capabilities. According to the India Brand Equity Foundation (IBEF), the Indian animation and VFX market was valued at ₹83.9 billion in FY2021 and is expected to reach ₹129.7 billion by FY2023, with a CAGR of 24.4%. This growing trend is repeated throughout the region, accelerating the use of powerful computer graphics technologies.

Furthermore, the Asia Pacific region is experiencing significant investment in AR and VR technologies, which rely significantly on computer graphics. According to IDC's Worldwide Augmented and Virtual Reality expenditure Guide, Asia Pacific (excluding Japan) is likely to be the global leader in AR/VR expenditure, with the market projected to reach $28.8 billion by 2024, rising at a CAGR of 71.8% between 2019 and 2024. This rapid growth in AR/VR applications is driving a considerable need for superior computer graphics capabilities in the region.

Global Computer Graphics Market: Segmentation Analysis

The Computer Graphics Market is segmented based on Software, Organization Size, Service, End-User Industry, and Geography.

Computer Graphics Market, By Software

  • CAD/CAM
  • Visualization/Simulation
  • Digital Video
  • Imaging
  • Modeling/Animation
  • Others

Based on Software, the market is segmented into CAD/CAM, Visualization/Simulation, Digital Video, Imaging, Modeling/Animation, and Others. The CAD/CAM segment is estimated to dominate the computer graphics market. This dominance is fueled by the extensive use of computer-aided design (CAD) and computer-aided manufacturing (CAM) tools in a variety of industries, including automotive, aerospace, and architecture. CAD/CAM software boosts productivity by streamlining design processes and boosting precision, making it indispensable for professionals looking for efficient and accurate solutions in product development and manufacturing.

Computer Graphics Market, By Organization Size

  • Large Enterprises
  • Small-Medium Enterprises

Based on Organization Size, the market is segmented into Large Enterprises and Small-Medium Enterprises. Large Enterprises are estimated to lead this segment in the forecast period. Large enterprises have enormous resources to invest in modern computer graphics technologies for applications such as 3D animation, visual effects, and data visualization in a variety of industries, including entertainment, advertising, manufacturing, and healthcare. The increased use of computer graphics in large enterprises to improve their products, services, and marketing activities is a major factor contributing to this segment's market domination.

Computer Graphics Market, By Service

  • Consulting
  • Integration
  • Training and Support

Based on Service, the market is segmented into Consulting, Integration, and Training & Support. The consulting segment is estimated to hold the majority share in the forecast period in the computer graphics market due to the rising complexity of graphics solutions, as well as the requirement for specialized knowledge in implementation and optimization. Businesses seek consulting services to help them manage the complexities of incorporating sophisticated graphics technologies into their operations, thereby improving their visual content and overall user experience. As the need for high-quality graphics grows, consulting services become increasingly important for firms looking to efficiently exploit new technologies.

Computer Graphics Market, By End-User Industry

  • Aerospace and Defense
  • Automobile
  • Entertainment and Advertising
  • Academia and Education
  • Healthcare
  • Manufacturing
  • Building and Construction
  • Others

Based on the End-User Industry, the market is segmented into Aerospace & Defense, Automobile, Entertainment & Advertising, Academia & Education, Healthcare, Manufacturing, Building & Construction, and Others. The entertainment & advertising segment is estimated to dominate the market during the forecasted period owing to rising demand for animated films, visual effects in movies, and immersive gaming experiences. As the global entertainment sector grows, with estimated revenues of around USD 2.4 trillion, this segment's importance is expected to grow even more. The rise of online gaming and e-sports has also contributed greatly to this domination, emphasizing the importance of computer graphics in providing interesting visual material.

Computer Graphics Market, By Geography

  • North America
  • Europe
  • Asia Pacific
  • Rest of the World

Based on Geography, the computer graphics market is classified into North America, Europe, Asia Pacific, and the Rest of the World. North American region is estimated to hold the largest share of the computer graphics market owing to its excellent technological infrastructure and the presence of significant industry players. The region's prominence is primarily due to the great demand for computer graphics in entertainment and media, particularly in the gaming and animation industries. Furthermore, significant investments in research and development, as well as the rapid adoption of innovative graphics technologies, continue to drive growth in North America, cementing the region's leadership in the global market. This dominance highlights the critical role of computer graphics in creating engaging visual content.

Key Players

  • The "Computer Graphics Market" study report will provide valuable insight with an emphasis on the global market. The major players in the market are Cisco, Ericsson, Verint, Utimaco, AQSACOM, and BAE Systems.

Our market analysis also entails a section solely dedicated to such major players wherein our analysts provide an insight into the financial statements of all the major players, along with product benchmarking and SWOT analysis. The competitive landscape section also includes key development strategies, market share, and market ranking analysis of the above-mentioned players globally.

  • Computer Graphics Market Recent Developments
  • In February 2022, AMD announced the release of next-generation RDNA GPUs toward the end of the year. The new product launch will assist increase the Radeon 6000 series offering in the coming years. The move will boost the global computer graphics market.

TABLE OF CONTENTS

1. Introduction

  • Market Definition
  • Market Segmentation
  • Research Methodology

2. Executive Summary

  • Key Findings
  • Market Overview
  • Market Highlights

3. Market Overview

  • Market Size and Growth Potential
  • Market Trends
  • Market Drivers
  • Market Restraints
  • Market Opportunities
  • Porter's Five Forces Analysis

4. Computer Graphics Market, By Software

  • CAD/CAM
  • Visualization/Simulation
  • Digital Video
  • Imaging
  • Modeling/Animation
  • Others

5. Computer Graphics Market, By Organization Size

  • Large Enterprises
  • Small-Medium Enterprises

6. Computer Graphics Market, By Service

  • Consulting
  • Integration
  • Training and Support

7. Regional Analysis

  • North America
  • United States
  • Canada
  • Mexico
  • Europe
  • United Kingdom
  • Germany
  • France
  • Italy
  • Asia-Pacific
  • China
  • Japan
  • India
  • Australia
  • Latin America
  • Brazil
  • Argentina
  • Chile
  • Middle East and Africa
  • South Africa
  • Saudi Arabia
  • UAE

8. Market Dynamics

  • Market Drivers
  • Market Restraints
  • Market Opportunities
  • Impact of COVID-19 on the Market

9. Competitive Landscape

  • Key Players
  • Market Share Analysis

10. Company Profiles

  • Cisco
  • Ericsson
  • Verint
  • Utimaco
  • AQSACOM
  • BAE Systems
  • Others

11. Market Outlook and Opportunities

  • Emerging Technologies
  • Future Market Trends
  • Investment Opportunities

12. Appendix

  • List of Abbreviations
  • Sources and References