封面
市场调查报告书
商品编码
1544812

虚拟製作市场、机会、成长动力、产业趋势分析与预测,2024-2032

Virtual Production Market, Opportunity, Growth Drivers, Industry Trend Analysis and Forecast, 2024-2032

出版日期: | 出版商: Global Market Insights Inc. | 英文 210 Pages | 商品交期: 2-3个工作天内

价格
简介目录

在科技不断推出和进步的推动下,虚拟製作市场规模预计从 2024 年到 2032 年复合年增长率将超过 15%。

该公司正在采用即时渲染引擎和高解析度 LED 萤幕等尖端工具来创建身临其境的动态影视环境。这些技术创新正在增强製作团队的灵活性和创造力,并允许更有效率、更真实的场景创建。例如,2024 年 6 月,XR Stories 推出了一个新的虚拟生产测试阶段,该阶段采用尖端技术,旨在增强沉浸式环境的创建。这项进步正在简化製作流程并扩大电影製作人和内容创作者的创作可能性。

整个市场分为组件、类型、最终用途和地区。

就组件而言,由于需要扩大虚拟製作的创意可能性和效率,到2032年,虚拟製作市场的硬体部分可能会显着成长。高解析度 LED 萤幕、即时渲染引擎和运动追踪系统等先进硬体被用来创造身临其境的环境和逼真的视觉效果。多个硬体组件也增强了即时製作复杂场景的能力,减少了大量后製工作的需求。

从最终用途来看,由于电影製片人对创建高度逼真和身临其境的环境的需求不断增长,预计从 2024 年到 2032 年,电影领域的虚拟製作行业价值将会上升。导演和製片人正在利用虚拟製作技术即时设计精緻的布景和背景,以减少对实体方法的需求。这种方法可以提供更大的创意灵活性和更快的周转时间。此外,虚拟製作随着技术的进步而不断发展,带来了更复杂和互动的环境。

从地区来看,在现场活动和广播中越来越多地使用虚拟製作的推动下,亚太地区虚拟製作市场规模预计将在 2024 年至 2032 年间呈现强劲的复合年增长率。活动组织者和广播公司正在整合虚拟製作技术,透过沉浸式图形和动态环境来增强现场表演、体育赛事和电视广播。对高品质互动式广播的需求不断增长也将推动虚拟製作技术的发展,使其成为整个地区现场活动和广播体验发展的关键组成部分。

目录

第 1 章:方法与范围

第 2 章:执行摘要

第 3 章:产业洞察

  • 产业生态系统分析
  • 供应商矩阵
  • 利润率分析
  • 技术与创新格局
  • 专利分析
  • 重要新闻和倡议
  • 监管环境
  • 衝击力
    • 成长动力
      • 电影製作工作室对视觉效果 (VFX) 的需求不断增加
      • 虚拟製作在商业广告中的应用程式不断增加
      • LED墙技术的日益普及
      • 人工智慧在虚拟生产的应用不断增多
      • 游戏虚拟製作的需求不断成长
    • 产业陷阱与挑战
      • 缺乏熟练的专业人员
      • 初始设定资本支出高
  • 成长潜力分析
  • 波特的分析
  • PESTEL分析

第 4 章:竞争格局

  • 介绍
  • 公司市占率分析
  • 竞争定位矩阵
  • 战略展望矩阵

第 5 章:市场估计与预测:按组成部分,2021 - 2032 年

  • 主要趋势
  • 硬体
  • 软体
  • 服务

第 6 章:市场估计与预测:按类型,2021 - 2032

  • 主要趋势
  • 视觉化
    • 皮奇维斯
    • 预览
    • 虚拟侦察
    • 科技视觉
    • 特技表演
    • 后视
  • 表演捕捉
  • 混合绿幕直播
  • 全LED直播墙

第 7 章:市场估计与预测:按最终用途,2021 - 2032 年

  • 主要趋势
  • 电影
  • 电视剧
  • 商业广告
  • 线上影片
  • 其他的

第 8 章:市场估计与预测:按地区,2021 - 2032

  • 主要趋势
  • 北美洲
    • 我们
    • 加拿大
  • 欧洲
    • 英国
    • 德国
    • 法国
    • 义大利
    • 西班牙
    • 欧洲其他地区
  • 亚太地区
    • 中国
    • 印度
    • 日本
    • 韩国
    • 澳新银行
    • 亚太地区其他地区
  • 拉丁美洲
    • 巴西
    • 墨西哥
    • 拉丁美洲其他地区
  • MEA
    • 阿联酋
    • 南非
    • 沙乌地阿拉伯
    • 我的其余部分

第 9 章:公司简介

  • AdobeInc
  • Sony Corporation
  • NVIDIA Corporation.
  • Autodesk Inc.
  • ARRI AG
  • Epic Games Inc.
  • FuseFX
  • HTC Corporation
  • Insta360
  • Pixotope
  • BORIS FX, INC
  • Mo-Sys Engineering Ltd.
  • Epic Games, Inc.
  • HumanEyes Technologies
  • Panocam3d.com
  • Side Effects Software Inc (SideFX)
  • Sony Group
  • Technicolor Creative Studios
  • Tiltlabs
  • Vicon Motion Systems Ltd
简介目录
Product Code: 5660

Virtual Production Market size is projected to record over 15% CAGR from 2024 to 2032 driven by increasing launches and advancements in technology.

Companies are adopting cutting-edge tools, such as real-time rendering engines and high-resolution LED screens to create immersive and dynamic film and television environments. These technological innovations are enhancing the flexibility and creativity of production teams and allowing for more efficient and realistic scene creation. For instance, in June 2024, XR Stories launched a new virtual production test stage featuring cutting-edge technology designed to enhance the creation of immersive environments. This advancement is streamlining production processes and expanding creative possibilities for filmmakers and content creators.

The overall market is segregated into component, type, end-use, and region.

In terms of component, the hardware segment in the virtual production market may experience significant growth by 2032, due to the need to expand the creative possibilities and efficiency of virtual production. Advanced hardware, such as high-resolution LED screens, real-time rendering engines, and motion tracking systems are being utilized to create immersive environments and realistic visuals. Several hardware components are also enhancing the ability to produce complex scenes in real time reducing the need for extensive post-production work.

By end-use, the virtual production industry value from the movies segment is projected to rise from 2024 to 2032, driven by increasing demand by filmmakers to create highly realistic and immersive environments. Directors and producers are leveraging virtual production techniques to design elaborate sets and backgrounds in real time to reduce the need for physical methods. This approach allows more creative flexibility and faster turnaround times. In addition, virtual production is evolving with advancements in technology leading to even more sophisticated and interactive environments.

Regionally, the Asia Pacific virtual production market size is projected to exhibit a robust CAGR between 2024 and 2032, fueled by the increasing use of virtual production in live events and broadcasts. Event organizers and broadcasters are incorporating virtual production techniques to enhance live performances, sports events, and television broadcasts with immersive graphics and dynamic environments. The growing demand for high-quality, interactive broadcasts will also push the development of virtual production technologies making them a key component in the evolution of live events and broadcast experiences across the region.

Table of Contents

Chapter 1 Methodology and Scope

  • 1.1 Market scope and definition
  • 1.2 Base estimates and calculations
  • 1.3 Forecast calculation
  • 1.4 Data sources
    • 1.4.1 Primary
    • 1.4.2 Secondary
      • 1.4.2.1 Paid sources
      • 1.4.2.2 Public sources

Chapter 2 Executive Summary

  • 2.1 Industry 360° synopsis, 2021 - 2032

Chapter 3 Industry Insights

  • 3.1 Industry ecosystem analysis
  • 3.2 Vendor matrix
  • 3.3 Profit margin analysis
  • 3.4 Technology and innovation landscape
  • 3.5 Patent analysis
  • 3.6 Key news and initiatives
  • 3.7 Regulatory landscape
  • 3.8 Impact forces
    • 3.8.1 Growth drivers
      • 3.8.1.1 Increasing demand for visual effects (VFX) in movie production studios
      • 3.8.1.2 Rising applications of virtual production in commercial ads
      • 3.8.1.3 Growing Implementation of LED wall technology
      • 3.8.1.4 Growing implementation of AI in virtual production
      • 3.8.1.5 Growing demand for virtual production in gaming
    • 3.8.2 Industry pitfalls and challenges
      • 3.8.2.1 Lack of skilled professionals
      • 3.8.2.2 High capital expenditure in initial setup
  • 3.9 Growth potential analysis
  • 3.10 Porter's analysis
    • 3.10.1 Supplier power
    • 3.10.2 Buyer power
    • 3.10.3 Threat of new entrants
    • 3.10.4 Threat of substitutes
    • 3.10.5 Industry rivalry
  • 3.11 PESTEL analysis

Chapter 4 Competitive Landscape, 2023

  • 4.1 Introduction
  • 4.2 Company market share analysis
  • 4.3 Competitive positioning matrix
  • 4.4 Strategic outlook matrix

Chapter 5 Market Estimates and Forecast, By Component, 2021 - 2032 (USD Million)

  • 5.1 Key trends
  • 5.2 Hardware
  • 5.3 Software
  • 5.4 Services

Chapter 6 Market Estimates and Forecast, By Type, 2021 - 2032 (USD Million)

  • 6.1 Key trends
  • 6.2 Visualization
    • 6.2.1 Pitchvis
    • 6.2.2 Previs
    • 6.2.3 Virtual scouting
    • 6.2.4 Techvis
    • 6.2.5 Stuntvis
    • 6.2.6 Postvis
  • 6.3 Performance capture
  • 6.4 Hybrid green screen live
  • 6.5 Full live LED wall

Chapter 7 Market Estimates and Forecast, By End-Use, 2021 - 2032 (USD Million)

  • 7.1 Key trends
  • 7.2 Movies
  • 7.3 TV series
  • 7.4 Commercial ads
  • 7.5 Online videos
  • 7.6 Others

Chapter 8 Market Estimates and Forecast, By Region, 2021 - 2032 (USD Million)

  • 8.1 Key trends
  • 8.2 North America
    • 8.2.1 U.S.
    • 8.2.2 Canada
  • 8.3 Europe
    • 8.3.1 UK
    • 8.3.2 Germany
    • 8.3.3 France
    • 8.3.4 Italy
    • 8.3.5 Spain
    • 8.3.6 Rest of Europe
  • 8.4 Asia Pacific
    • 8.4.1 China
    • 8.4.2 India
    • 8.4.3 Japan
    • 8.4.4 South Korea
    • 8.4.5 ANZ
    • 8.4.6 Rest of Asia Pacific
  • 8.5 Latin America
    • 8.5.1 Brazil
    • 8.5.2 Mexico
    • 8.5.3 Rest of Latin America
  • 8.6 MEA
    • 8.6.1 UAE
    • 8.6.2 South Africa
    • 8.6.3 Saudi Arabia
    • 8.6.4 Rest of ME

Chapter 9 Company Profiles

  • 9.1 AdobeInc
  • 9.2 Sony Corporation
  • 9.3 NVIDIA Corporation.
  • 9.4 Autodesk Inc.
  • 9.5 ARRI AG
  • 9.6 Epic Games Inc.
  • 9.7 FuseFX
  • 9.8 HTC Corporation
  • 9.9 Insta360
  • 9.10 Pixotope
  • 9.11 BORIS FX, INC
  • 9.12 Mo-Sys Engineering Ltd.
  • 9.13 Epic Games, Inc.
  • 9.14 HumanEyes Technologies
  • 9.15 Panocam3d.com
  • 9.16 Side Effects Software Inc (SideFX)
  • 9.17 Sony Group
  • 9.18 Technicolor Creative Studios
  • 9.19 Tiltlabs
  • 9.20 Vicon Motion Systems Ltd