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Global Photogrammetry Systems for Film and Gaming Market Analysis and Forecast 2026-2032

Publisher APO Research, Inc.
Published Jan 01, 2026
Length 206 Pages
SKU # APRC20796620

Description

The global Photogrammetry Systems for Film and Gaming market is projected to grow from US$ million in 2026 to US$ million by 2032, at a Compound Annual Growth Rate (CAGR) of % during the forecast period.

The North America market for Photogrammetry Systems for Film and Gaming is estimated to increase from $ million in 2026 to reach $ million by 2032, at a CAGR of % during the forecast period of 2026 through 2032.

Europe market for Photogrammetry Systems for Film and Gaming is estimated to increase from $ million in 2026 to reach $ million by 2032, at a CAGR of % during the forecast period of 2026 through 2032.

Asia-Pacific market for Photogrammetry Systems for Film and Gaming is estimated to increase from $ million in 2026 to reach $ million by 2032, at a CAGR of % during the forecast period of 2026 through 2032.

The China market for Photogrammetry Systems for Film and Gaming is estimated to increase from $ million in 2026 to reach $ million by 2032, at a CAGR of % during the forecast period of 2026 through 2032.

The major global companies of Photogrammetry Systems for Film and Gaming include Hexagon, Trimble, Autodesk, Pix4D, BAE Systems, Bentley Systems, GreenValley International, PhotoModeler Technologies and PMS AG, etc. In 2025, the world's top three vendors accounted for approximately % of the revenue.

Report Includes

This report presents an overview of global market for Photogrammetry Systems for Film and Gaming, market size. Analyses of the global market trends, with historic market revenue data for 2021 - 2025, estimates for 2026, and projections of CAGR through 2032.

This report researches the key producers of Photogrammetry Systems for Film and Gaming, also provides the revenue of main regions and countries. Of the upcoming market potential for Photogrammetry Systems for Film and Gaming, and key regions or countries of focus to forecast this market into various segments and sub-segments. Country specific data and market value analysis for the U.S., Canada, Mexico, Brazil, China, Japan, South Korea, Southeast Asia, India, Germany, the U.K., Italy, Middle East, Africa, and Other Countries.

This report focuses on the Photogrammetry Systems for Film and Gaming revenue, market share and industry ranking of main manufacturers, data from 2021 to 2026. Identification of the major stakeholders in the global Photogrammetry Systems for Film and Gaming market, and analysis of their competitive landscape and market positioning based on recent developments and segmental revenues. This report will help stakeholders to understand the competitive landscape and gain more insights and position their businesses and market strategies in a better way.

This report analyzes the segments data by Type and by Application, revenue, and growth rate, from 2021 to 2032. Evaluation and forecast the market size for Photogrammetry Systems for Film and Gaming revenue, projected growth trends, production technology, application and end-user industry.

Photogrammetry Systems for Film and Gaming Segment by Company

Hexagon
Trimble
Autodesk
Pix4D
BAE Systems
Bentley Systems
GreenValley International
PhotoModeler Technologies
PMS AG
Datumate Ltd.
SimActive
Geodetic
Skyline Software Systems
Agisoft LLC
3Dflow
Capturing Reality
Drones Made Easy

Photogrammetry Systems for Film and Gaming Segment by Type

3D Reconstruction Software
Based on Images and Video
Based on 3D Scanning

Photogrammetry Systems for Film and Gaming Segment by Application

Film
Games
Other

Photogrammetry Systems for Film and Gaming Segment by Region

North America
United States
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Russia
Spain
Netherlands
Switzerland
Sweden
Poland
Asia-Pacific
China
Japan
South Korea
India
Australia
Taiwan
Southeast Asia
South America
Brazil
Argentina
Chile
Colombia
Middle East & Africa
Egypt
South Africa
Israel
Türkiye
GCC Countries

Study Objectives

1. To analyze and research the global status and future forecast, involving growth rate (CAGR), market share, historical and forecast.
2. To present the key players, revenue, market share, and Recent Developments.
3. To split the breakdown data by regions, type, manufacturers, and Application.
4. To analyze the global and key regions market potential and advantage, opportunity and challenge, restraints, and risks.
5. To identify significant trends, drivers, influence factors in global and regions.
6. To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market.

Reasons to Buy This Report

1. This report will help the readers to understand the competition within the industries and strategies for the competitive environment to enhance the potential profit. The report also focuses on the competitive landscape of the global Photogrammetry Systems for Film and Gaming market, and introduces in detail the market share, industry ranking, competitor ecosystem, market performance, new product development, operation situation, expansion, and acquisition. etc. of the main players, which helps the readers to identify the main competitors and deeply understand the competition pattern of the market.
2. This report will help stakeholders to understand the global industry status and trends of Photogrammetry Systems for Film and Gaming and provides them with information on key market drivers, restraints, challenges, and opportunities.
3. This report will help stakeholders to understand competitors better and gain more insights to strengthen their position in their businesses. The competitive landscape section includes the market share and rank (in market size), competitor ecosystem, new product development, expansion, and acquisition.
4. This report stays updated with novel technology integration, features, and the latest developments in the market.
5. This report helps stakeholders to gain insights into which regions to target globally.
6. This report helps stakeholders to gain insights into the end-user perception concerning the adoption of Photogrammetry Systems for Film and Gaming.
7. This report helps stakeholders to identify some of the key players in the market and understand their valuable contribution.

Chapter Outline

Chapter 1: Introduces the report scope of the report, executive summary of different market segments (product type, application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Revenue of Photogrammetry Systems for Film and Gaming in global and regional level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.
Chapter 4: Detailed analysis of Photogrammetry Systems for Film and Gaming company competitive landscape, revenue, market share and industry ranking, latest development plan, merger, and acquisition information, etc.
Chapter 5: Provides the analysis of various market segments by type, covering the revenue, and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 6: Provides the analysis of various market segments by application, covering the revenue, and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 7: Provides profiles of key companies, introducing the basic situation of the main companies in the market in detail, including product descriptions and specifications, Photogrammetry Systems for Film and Gaming revenue, gross margin, and recent development, etc.
Chapter 8: North America by type, by application and by country, revenue for each segment.
Chapter 9: Europe by type, by application and by country, revenue for each segment.
Chapter 10: China type, by application, revenue for each segment.
Chapter 11: Asia (excluding China) type, by application and by region, revenue for each segment.
Chapter 12: South America, Middle East and Africa by type, by application and by country, revenue for each segment.
Chapter 13: The main concluding insights of the report.

Table of Contents

206 Pages
1 Market Overview
1.1 Product Definition
1.2 Photogrammetry Systems for Film and Gaming Market by Type
1.2.1 Global Photogrammetry Systems for Film and Gaming Market Size by Type, 2021 VS 2025 VS 2032
1.2.2 3D Reconstruction Software
1.2.3 Based on Images and Video
1.2.4 Based on 3D Scanning
1.3 Photogrammetry Systems for Film and Gaming Market by Application
1.3.1 Global Photogrammetry Systems for Film and Gaming Market Size by Application, 2021 VS 2025 VS 2032
1.3.2 Film
1.3.3 Games
1.3.4 Other
1.4 Assumptions and Limitations
1.5 Study Goals and Objectives
2 Photogrammetry Systems for Film and Gaming Market Dynamics
2.1 Photogrammetry Systems for Film and Gaming Industry Trends
2.2 Photogrammetry Systems for Film and Gaming Industry Drivers
2.3 Photogrammetry Systems for Film and Gaming Industry Opportunities and Challenges
2.4 Photogrammetry Systems for Film and Gaming Industry Restraints
3 Global Growth Perspective
3.1 Global Photogrammetry Systems for Film and Gaming Market Perspective (2021-2032)
3.2 Global Photogrammetry Systems for Film and Gaming Growth Trends by Region
3.2.1 Global Photogrammetry Systems for Film and Gaming Market Size by Region: 2021 VS 2025 VS 2032
3.2.2 Global Photogrammetry Systems for Film and Gaming Market Size by Region (2021-2026)
3.2.3 Global Photogrammetry Systems for Film and Gaming Market Size by Region (2027-2032)
4 Competitive Landscape by Players
4.1 Global Photogrammetry Systems for Film and Gaming Revenue by Players
4.1.1 Global Photogrammetry Systems for Film and Gaming Revenue by Players (2021-2026)
4.1.2 Global Photogrammetry Systems for Film and Gaming Revenue Market Share by Players (2021-2026)
4.1.3 Global Photogrammetry Systems for Film and Gaming Players Revenue Share Top 10 and Top 5 in 2025
4.2 Global Photogrammetry Systems for Film and Gaming Key Players Ranking, 2024 VS 2025 VS 2026
4.3 Global Photogrammetry Systems for Film and Gaming Key Players Headquarters & Area Served
4.4 Global Photogrammetry Systems for Film and Gaming Players, Product Type & Application
4.5 Global Photogrammetry Systems for Film and Gaming Players Establishment Date
4.6 Market Competitive Analysis
4.6.1 Global Photogrammetry Systems for Film and Gaming Market CR5 and HHI
4.6.3 2025 Photogrammetry Systems for Film and Gaming Tier 1, Tier 2, and Tier 3
5 Photogrammetry Systems for Film and Gaming Market Size by Type
5.1 Global Photogrammetry Systems for Film and Gaming Revenue by Type (2021 VS 2025 VS 2032)
5.2 Global Photogrammetry Systems for Film and Gaming Revenue by Type (2021-2032)
5.3 Global Photogrammetry Systems for Film and Gaming Revenue Market Share by Type (2021-2032)
6 Photogrammetry Systems for Film and Gaming Market Size by Application
6.1 Global Photogrammetry Systems for Film and Gaming Revenue by Application (2021 VS 2025 VS 2032)
6.2 Global Photogrammetry Systems for Film and Gaming Revenue by Application (2021-2032)
6.3 Global Photogrammetry Systems for Film and Gaming Revenue Market Share by Application (2021-2032)
7 Company Profiles
7.1 Hexagon
7.1.1 Hexagon Company Information
7.1.2 Hexagon Business Overview
7.1.3 Hexagon Photogrammetry Systems for Film and Gaming Revenue and Gross Margin (2021-2026)
7.1.4 Hexagon Photogrammetry Systems for Film and Gaming Product Portfolio
7.1.5 Hexagon Recent Developments
7.2 Trimble
7.2.1 Trimble Company Information
7.2.2 Trimble Business Overview
7.2.3 Trimble Photogrammetry Systems for Film and Gaming Revenue and Gross Margin (2021-2026)
7.2.4 Trimble Photogrammetry Systems for Film and Gaming Product Portfolio
7.2.5 Trimble Recent Developments
7.3 Autodesk
7.3.1 Autodesk Company Information
7.3.2 Autodesk Business Overview
7.3.3 Autodesk Photogrammetry Systems for Film and Gaming Revenue and Gross Margin (2021-2026)
7.3.4 Autodesk Photogrammetry Systems for Film and Gaming Product Portfolio
7.3.5 Autodesk Recent Developments
7.4 Pix4D
7.4.1 Pix4D Company Information
7.4.2 Pix4D Business Overview
7.4.3 Pix4D Photogrammetry Systems for Film and Gaming Revenue and Gross Margin (2021-2026)
7.4.4 Pix4D Photogrammetry Systems for Film and Gaming Product Portfolio
7.4.5 Pix4D Recent Developments
7.5 BAE Systems
7.5.1 BAE Systems Company Information
7.5.2 BAE Systems Business Overview
7.5.3 BAE Systems Photogrammetry Systems for Film and Gaming Revenue and Gross Margin (2021-2026)
7.5.4 BAE Systems Photogrammetry Systems for Film and Gaming Product Portfolio
7.5.5 BAE Systems Recent Developments
7.6 Bentley Systems
7.6.1 Bentley Systems Company Information
7.6.2 Bentley Systems Business Overview
7.6.3 Bentley Systems Photogrammetry Systems for Film and Gaming Revenue and Gross Margin (2021-2026)
7.6.4 Bentley Systems Photogrammetry Systems for Film and Gaming Product Portfolio
7.6.5 Bentley Systems Recent Developments
7.7 GreenValley International
7.7.1 GreenValley International Company Information
7.7.2 GreenValley International Business Overview
7.7.3 GreenValley International Photogrammetry Systems for Film and Gaming Revenue and Gross Margin (2021-2026)
7.7.4 GreenValley International Photogrammetry Systems for Film and Gaming Product Portfolio
7.7.5 GreenValley International Recent Developments
7.8 PhotoModeler Technologies
7.8.1 PhotoModeler Technologies Company Information
7.8.2 PhotoModeler Technologies Business Overview
7.8.3 PhotoModeler Technologies Photogrammetry Systems for Film and Gaming Revenue and Gross Margin (2021-2026)
7.8.4 PhotoModeler Technologies Photogrammetry Systems for Film and Gaming Product Portfolio
7.8.5 PhotoModeler Technologies Recent Developments
7.9 PMS AG
7.9.1 PMS AG Company Information
7.9.2 PMS AG Business Overview
7.9.3 PMS AG Photogrammetry Systems for Film and Gaming Revenue and Gross Margin (2021-2026)
7.9.4 PMS AG Photogrammetry Systems for Film and Gaming Product Portfolio
7.9.5 PMS AG Recent Developments
7.10 Datumate Ltd.
7.10.1 Datumate Ltd. Company Information
7.10.2 Datumate Ltd. Business Overview
7.10.3 Datumate Ltd. Photogrammetry Systems for Film and Gaming Revenue and Gross Margin (2021-2026)
7.10.4 Datumate Ltd. Photogrammetry Systems for Film and Gaming Product Portfolio
7.10.5 Datumate Ltd. Recent Developments
7.11 SimActive
7.11.1 SimActive Company Information
7.11.2 SimActive Business Overview
7.11.3 SimActive Photogrammetry Systems for Film and Gaming Revenue and Gross Margin (2021-2026)
7.11.4 SimActive Photogrammetry Systems for Film and Gaming Product Portfolio
7.11.5 SimActive Recent Developments
7.12 Geodetic
7.12.1 Geodetic Company Information
7.12.2 Geodetic Business Overview
7.12.3 Geodetic Photogrammetry Systems for Film and Gaming Revenue and Gross Margin (2021-2026)
7.12.4 Geodetic Photogrammetry Systems for Film and Gaming Product Portfolio
7.12.5 Geodetic Recent Developments
7.13 Skyline Software Systems
7.13.1 Skyline Software Systems Company Information
7.13.2 Skyline Software Systems Business Overview
7.13.3 Skyline Software Systems Photogrammetry Systems for Film and Gaming Revenue and Gross Margin (2021-2026)
7.13.4 Skyline Software Systems Photogrammetry Systems for Film and Gaming Product Portfolio
7.13.5 Skyline Software Systems Recent Developments
7.14 Agisoft LLC
7.14.1 Agisoft LLC Company Information
7.14.2 Agisoft LLC Business Overview
7.14.3 Agisoft LLC Photogrammetry Systems for Film and Gaming Revenue and Gross Margin (2021-2026)
7.14.4 Agisoft LLC Photogrammetry Systems for Film and Gaming Product Portfolio
7.14.5 Agisoft LLC Recent Developments
7.15 3Dflow
7.15.1 3Dflow Company Information
7.15.2 3Dflow Business Overview
7.15.3 3Dflow Photogrammetry Systems for Film and Gaming Revenue and Gross Margin (2021-2026)
7.15.4 3Dflow Photogrammetry Systems for Film and Gaming Product Portfolio
7.15.5 3Dflow Recent Developments
7.16 Capturing Reality
7.16.1 Capturing Reality Company Information
7.16.2 Capturing Reality Business Overview
7.16.3 Capturing Reality Photogrammetry Systems for Film and Gaming Revenue and Gross Margin (2021-2026)
7.16.4 Capturing Reality Photogrammetry Systems for Film and Gaming Product Portfolio
7.16.5 Capturing Reality Recent Developments
7.17 Drones Made Easy
7.17.1 Drones Made Easy Company Information
7.17.2 Drones Made Easy Business Overview
7.17.3 Drones Made Easy Photogrammetry Systems for Film and Gaming Revenue and Gross Margin (2021-2026)
7.17.4 Drones Made Easy Photogrammetry Systems for Film and Gaming Product Portfolio
7.17.5 Drones Made Easy Recent Developments
8 North America
8.1 North America Photogrammetry Systems for Film and Gaming Revenue (2021-2032)
8.2 North America Photogrammetry Systems for Film and Gaming Revenue by Type (2021-2032)
8.2.1 North America Photogrammetry Systems for Film and Gaming Revenue by Type (2021-2026)
8.2.2 North America Photogrammetry Systems for Film and Gaming Revenue by Type (2027-2032)
8.3 North America Photogrammetry Systems for Film and Gaming Revenue Share by Type (2021-2032)
8.4 North America Photogrammetry Systems for Film and Gaming Revenue by Application (2021-2032)
8.4.1 North America Photogrammetry Systems for Film and Gaming Revenue by Application (2021-2026)
8.4.2 North America Photogrammetry Systems for Film and Gaming Revenue by Application (2027-2032)
8.5 North America Photogrammetry Systems for Film and Gaming Revenue Share by Application (2021-2032)
8.6 North America Photogrammetry Systems for Film and Gaming Revenue by Country
8.6.1 North America Photogrammetry Systems for Film and Gaming Revenue by Country (2021 VS 2025 VS 2032)
8.6.2 North America Photogrammetry Systems for Film and Gaming Revenue by Country (2021-2026)
8.6.3 North America Photogrammetry Systems for Film and Gaming Revenue by Country (2027-2032)
8.6.4 United States
8.6.5 Canada
8.6.6 Mexico
9 Europe
9.1 Europe Photogrammetry Systems for Film and Gaming Revenue (2021-2032)
9.2 Europe Photogrammetry Systems for Film and Gaming Revenue by Type (2021-2032)
9.2.1 Europe Photogrammetry Systems for Film and Gaming Revenue by Type (2021-2026)
9.2.2 Europe Photogrammetry Systems for Film and Gaming Revenue by Type (2027-2032)
9.3 Europe Photogrammetry Systems for Film and Gaming Revenue Share by Type (2021-2032)
9.4 Europe Photogrammetry Systems for Film and Gaming Revenue by Application (2021-2032)
9.4.1 Europe Photogrammetry Systems for Film and Gaming Revenue by Application (2021-2026)
9.4.2 Europe Photogrammetry Systems for Film and Gaming Revenue by Application (2027-2032)
9.5 Europe Photogrammetry Systems for Film and Gaming Revenue Share by Application (2021-2032)
9.6 Europe Photogrammetry Systems for Film and Gaming Revenue by Country
9.6.1 Europe Photogrammetry Systems for Film and Gaming Revenue by Country (2021 VS 2025 VS 2032)
9.6.2 Europe Photogrammetry Systems for Film and Gaming Revenue by Country (2021-2026)
9.6.3 Europe Photogrammetry Systems for Film and Gaming Revenue by Country (2027-2032)
9.6.4 Germany
9.6.5 France
9.6.6 U.K.
9.6.7 Italy
9.6.8 Russia
9.6.9 Spain
9.6.10 Netherlands
9.6.11 Switzerland
9.6.12 Sweden
9.6.13 Poland
10 China
10.1 China Photogrammetry Systems for Film and Gaming Revenue (2021-2032)
10.2 China Photogrammetry Systems for Film and Gaming Revenue by Type (2021-2032)
10.2.1 China Photogrammetry Systems for Film and Gaming Revenue by Type (2021-2026)
10.2.2 China Photogrammetry Systems for Film and Gaming Revenue by Type (2027-2032)
10.3 China Photogrammetry Systems for Film and Gaming Revenue Share by Type (2021-2032)
10.4 China Photogrammetry Systems for Film and Gaming Revenue by Application (2021-2032)
10.4.1 China Photogrammetry Systems for Film and Gaming Revenue by Application (2021-2026)
10.4.2 China Photogrammetry Systems for Film and Gaming Revenue by Application (2027-2032)
10.5 China Photogrammetry Systems for Film and Gaming Revenue Share by Application (2021-2032)
11 Asia (Excluding China)
11.1 Asia Photogrammetry Systems for Film and Gaming Revenue (2021-2032)
11.2 Asia Photogrammetry Systems for Film and Gaming Revenue by Type (2021-2032)
11.2.1 Asia Photogrammetry Systems for Film and Gaming Revenue by Type (2021-2026)
11.2.2 Asia Photogrammetry Systems for Film and Gaming Revenue by Type (2027-2032)
11.3 Asia Photogrammetry Systems for Film and Gaming Revenue Share by Type (2021-2032)
11.4 Asia Photogrammetry Systems for Film and Gaming Revenue by Application (2021-2032)
11.4.1 Asia Photogrammetry Systems for Film and Gaming Revenue by Application (2021-2026)
11.4.2 Asia Photogrammetry Systems for Film and Gaming Revenue by Application (2027-2032)
11.5 Asia Photogrammetry Systems for Film and Gaming Revenue Share by Application (2021-2032)
11.6 Asia Photogrammetry Systems for Film and Gaming Revenue by Country
11.6.1 Asia Photogrammetry Systems for Film and Gaming Revenue by Country (2021 VS 2025 VS 2032)
11.6.2 Asia Photogrammetry Systems for Film and Gaming Revenue by Country (2021-2026)
11.6.3 Asia Photogrammetry Systems for Film and Gaming Revenue by Country (2027-2032)
11.6.4 Japan
11.6.5 South Korea
11.6.6 India
11.6.7 Australia
11.6.8 Taiwan
11.6.9 Southeast Asia
12 South America, Middle East and Africa
12.1 SAMEA Photogrammetry Systems for Film and Gaming Revenue (2021-2032)
12.2 SAMEA Photogrammetry Systems for Film and Gaming Revenue by Type (2021-2032)
12.2.1 SAMEA Photogrammetry Systems for Film and Gaming Revenue by Type (2021-2026)
12.2.2 SAMEA Photogrammetry Systems for Film and Gaming Revenue by Type (2027-2032)
12.3 SAMEA Photogrammetry Systems for Film and Gaming Revenue Share by Type (2021-2032)
12.4 SAMEA Photogrammetry Systems for Film and Gaming Revenue by Application (2021-2032)
12.4.1 SAMEA Photogrammetry Systems for Film and Gaming Revenue by Application (2021-2026)
12.4.2 SAMEA Photogrammetry Systems for Film and Gaming Revenue by Application (2027-2032)
12.5 SAMEA Photogrammetry Systems for Film and Gaming Revenue Share by Application (2021-2032)
12.6 SAMEA Photogrammetry Systems for Film and Gaming Revenue by Country
12.6.1 SAMEA Photogrammetry Systems for Film and Gaming Revenue by Country (2021 VS 2025 VS 2032)
12.6.2 SAMEA Photogrammetry Systems for Film and Gaming Revenue by Country (2021-2026)
12.6.3 SAMEA Photogrammetry Systems for Film and Gaming Revenue by Country (2027-2032)
12.6.4 Brazil
12.6.5 Argentina
12.6.6 Chile
12.6.7 Colombia
12.6.8 Peru
12.6.9 Saudi Arabia
12.6.10 Israel
12.6.11 UAE
12.6.12 Turkey
12.6.13 Iran
12.6.14 Egypt
13 Concluding Insights
14 Appendix
14.1 Reasons for Doing This Study
14.2 Research Methodology
14.3 Research Process
14.4 Authors List of This Report
14.5 Data Source
14.5.1 Secondary Sources
14.5.2 Primary Sources
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