The computer graphics market, which started in the early 1960s, has always been affected by the speed and cost of hardware, although visionaries who saw potential and were driven by artistic and scientific tasks were pushing technology in all directions to create images and moving images to look for that were indistinguishable from reality as well as fantastic and imaginative.
CG is not a single discipline, but a collection of skills and people: processors, engineers, lots of memory, artists, displays (including XR), technical directors, programmers and dozens of lines of code. And as described in the latest report from a leading multimedia and graphics research and consulting firm, Jon Peddie ResearchThe universe has grown continuously, at times exponentially, which is often promoted by software breakthroughs. The dollar's market value has flattened somewhat, but CG has been growing steadily for over 60 years. Growth has slowed to an average (hardware and software) of 1.2% CAGR to $ 154 billion a year.
The following graphic shows the growth in hardware and software. Software aspects of the market are slow to flat and hardware segments vary, influenced by consumer goods such as game consoles and PC gaming machines.
Virtual reality shows growth in content creation, for example in virtual production. However, it remains a small part of the market. The actual market for VR is in the design area for professionals.
The computer graphics hardware market was $ 130 billion in 2018 and is expected to grow to $ 137 billion by 2023, with software growing slightly and slightly less than hardware.
Overall, the hardware segment of the CG industry saw steady growth with some ups and downs due to product cycles and the irregularity of the PC market. In 2019, new GPUs and add-in boards (AIBs) with ray tracing functions were introduced. Several new CPUs and next generation game consoles have also been announced for 2H 2020.
The CG software market was $ 14 billion in 2018 (excluding services and maintenance) and is expected to grow to $ 17 billion by 2023 as the industry changes its distribution model to cloud services and subscriber-based systems.
The digital graphics market is dominated by CAD / CAM, with digital video being a larger market than the modeling or rendering segments. Although visual effects in games and films make up only a small part of the entire CG market, it receives a large part of the media's attention. The really remarkable progress can be seen in CAD, however, when the digital and the real are connected. CAD has made a leap and is showing itself in higher sales for all companies. CAD is used for heavy lifting of 3D models of cities and spaceships. The raytrace images of automobiles, skyscrapers, clothes, bottles and other consumer goods are all CG.
The demand for programmers, artists, scientists and designers remains strong as startups arrive in emerging and reborn markets such as augmented reality, virtual reality and casual games. Artificial intelligence plays a bigger role in image processing, ray tracing and AR. The introduction of new APIs and platforms also stimulates development. Companies are actively looking for people who can use and use these new programs and the associated hardware accelerators.
Given the trends in falling costs and the increasing use and use of CG tools and hardware, it is predicted that the growth rate for the CG industry will remain constant for the foreseeable future. Computer graphics is really a global industry.
Source: Jon Peddie Research