封面
市场调查报告书
商品编码
1644196

动画生成人工智慧的全球市场

Generative Artificial Intelligence in Animation

出版日期: | 出版商: Global Industry Analysts, Inc. | 英文 128 Pages | 商品交期: 最快1-2个工作天内

价格

本网页内容可能与最新版本有所差异。详细情况请与我们联繫。

简介目录

到 2030 年,动画生成人工智慧全球市场规模将达到 159 亿美元

2024 年动画生成人工智慧的全球市场规模估计为 21 亿美元,预计到 2030 年将达到 159 亿美元,2024-2030 年分析期间的复合年增长率为 39.8%。变压器模型是报告中分析的细分市场,预计到分析期结束时复合年增长率将达到 39.7%,达到 70 亿美元。在分析期内,生成对抗网路 (GAN) 模型部分预计将以 41.8% 的复合年增长率成长。

美国市场预计将达到 5.577 亿美元,而中国市场预计将以 37.8% 的复合年增长率成长

预计 2024 年美国动画生成人工智慧市场价值将达到 5.577 亿美元。中国是世界第二大经济体,预计到 2030 年市场规模将达到 24 亿美元,2024-2030 年分析期间的复合年增长率为 37.8%。其他值得注意的区域市场包括日本和加拿大,预计在分析期间的复合年增长率分别为 36.3% 和 34.6%。在欧洲,德国的复合年增长率预计为 27.8%。

全球动画市场中的生成人工智慧-主要趋势和驱动因素摘要

生成式人工智慧将如何改变动画产业?

生成式AI(AI) 正在彻底改变动画产业,使创作者能够实现无与伦比的创造力、效率和精确度。生成式 AI 工具能够产生逼真的角色、流畅的运动序列和沈浸式环境,重新定义了动画过程。这些技术使动画师能够自动执行帧插值、纹理生成和角色组装等重复性任务,从而腾出宝贵的时间来进行创新故事叙述。在先进的神经网路的支持下,生成式人工智慧模型可以从现有的​​动画风格中学习,从而创造出新的情境设计,为原创提供无限的可能性。工作室越来越多地采用人工智慧工具来简化生产流程、降低成本并在不影响品质的情况下满足紧迫的期限。此外,生成式人工智慧使小型工作室和独立创作者更容易获得动画,使他们能够在曾经由大公司主导的行业中竞争。这种技术的民主化正在激发一股创新浪潮,创作者使用生成式人工智慧来创作从短片到电影长片的各种作品,改变了动画产业的格局。

科技在推动主导动画方面将发挥什么作用?

技术进步一直是生成式人工智慧影响动画的基石,提供了实现创造性愿景所需的运算能力和工具。基于变压器的架构、生成对抗网路 (GAN) 和扩散模型的发展使 AI 系统能够生成高度详细和逼真的动画。高效能 GPU 和云端处理平台进一步加速了渲染过程,使工作室能够满足生成式 AI 工作流程的大量运算需求。此外,人工智慧工具可与 Autodesk Maya、Blender 和 Unreal Engine 等行业标准软体无缝集成,以增强动画师和游戏开发人员的工作流程。透过将动态捕捉技术与生成式人工智慧结合,我们可以即时绘製人体运动以创建逼真的角色动画,从而大大缩短製作时间。它的突破性之处还在于它使用人工智慧来创造超逼真的面部表情和嘴唇同步,以前所未有的真实感让角色栩栩如生。这些进步不仅加速了生成式人工智慧在动画中的应用,而且还突破了创造性的界限并重新定义了视觉叙事的未来。

生成式人工智慧如何重塑产业实践与消费者体验?

生成式人工智慧正在改变动画产业的实践,使工作室能够扩展其创造力,创建个人化内容,并回应不断变化的消费者偏好。对于串流媒体平台和内容提供者来说,人工智慧驱动的工具可以创建特定地区的动画和文化相关的故事情节,从而增加观众参与并扩大市场吸引力。在游戏产业,生成式人工智慧被用于设计程式生成的世界、动态角色和自适应游戏机制,为玩家创造更具沉浸感和互动性的体验。在广告业,生成式人工智慧被用于创建针对特定人群的引人注目的动画,以优化行销宣传活动。教育和培训也受益于人工智慧生成的动画,互动内容使学习更具吸引力、更有效。消费者越来越要求个人化的体验,而生成式人工智慧透过帮助创作者製作出独特且针对其受众的内容来帮助满足这一需求。透过重塑动画的製作和消费方式,生成式人工智慧正在推动模式转移,使产业实践与现代技术和消费者趋势保持一致。

推动动画生成 AI 市场成长的关键因素有哪些?

动画市场中产生人工智慧的成长受到多种因素的推动,例如人工智慧演算法的进步、跨行业使用案例的扩大以及消费者需求的变化。一个关键驱动因素是内容主导的数位经济对高品质、视觉吸引力内容的需求日益增长。特别是,随着对动画系列、电影和游戏的需求不断增长,工作室正在转向生成式人工智慧来帮助他们满足紧张的生产计划并在不牺牲品质的情况下降低成本。人工智慧与虚幻引擎 5 等即时渲染引擎的结合,使工作室能够在更短的时限内製作出更高保真度的动画,从而进一步加速了采用。游戏产业正在推动程式生成的内容和动态叙事,而生成式人工智慧则提供创建广阔游戏世界和自适应叙事的工具。此外,元宇宙和虚拟实境 (VR) 的兴起正在推动对生成式 AI 的需求,以创建沉浸式虚拟环境和动画化身。消费者行为也在发生变化,越来越多的受众要求个人化和互动性的体验。总的来说,这些因素凸显了生成式人工智慧在动画领域的变革潜力,并使市场在未来几年呈指数级增长。

部分

AI 模型(Transformers 模型、生成对抗网路 (GAN) 模型、变分自编码器 (VAE) 模型、其他 AI 模型)、最终用户(电视 (Over-the-Top) 最终用户、广告最终用户、电影製作最终用户、游戏最终用户、其他最终用户)

调查企业范例(共22家企业)

  • Autodesk, Inc.
  • DreamWorks Animation
  • Google LLC
  • InVideo
  • Kartoon Studios, Inc.
  • NVIDIA Corporation
  • ServiceNow, Inc.
  • The Walt Disney Company

目录

第一章调查方法

第 2 章执行摘要

  • 市场概况
  • 主要企业
  • 市场趋势和驱动因素
  • 全球市场展望

第三章 市场分析

  • 美国
  • 加拿大
  • 日本
  • 中国
  • 欧洲
  • 法国
  • 德国
  • 义大利
  • 英国
  • 其他欧洲国家
  • 亚太地区
  • 其他地区

第四章 竞赛

简介目录
Product Code: MCP31166

Global Generative Artificial Intelligence in Animation Market to Reach US$15.9 Billion by 2030

The global market for Generative Artificial Intelligence in Animation estimated at US$2.1 Billion in the year 2024, is expected to reach US$15.9 Billion by 2030, growing at a CAGR of 39.8% over the analysis period 2024-2030. Transformers Model, one of the segments analyzed in the report, is expected to record a 39.7% CAGR and reach US$7.0 Billion by the end of the analysis period. Growth in the Generative Adversarial Networks (GANs) Model segment is estimated at 41.8% CAGR over the analysis period.

The U.S. Market is Estimated at US$557.7 Million While China is Forecast to Grow at 37.8% CAGR

The Generative Artificial Intelligence in Animation market in the U.S. is estimated at US$557.7 Million in the year 2024. China, the world's second largest economy, is forecast to reach a projected market size of US$2.4 Billion by the year 2030 trailing a CAGR of 37.8% over the analysis period 2024-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 36.3% and 34.6% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 27.8% CAGR.

Global Generative Artificial Intelligence in Animation Market - Key Trends & Drivers Summarized

How Is Generative AI Transforming the Animation Industry?

Generative Artificial Intelligence (AI) is revolutionizing the animation industry by enabling creators to achieve unparalleled levels of creativity, efficiency, and precision. With the ability to generate lifelike characters, fluid motion sequences, and immersive backgrounds, generative AI tools have redefined the animation process. These technologies allow animators to automate repetitive tasks such as frame interpolation, texture generation, and character rigging, freeing up valuable time for creative storytelling. Generative AI models, powered by advanced neural networks, can learn from existing animation styles to create new, contextually relevant designs, offering limitless possibilities for originality. Studios are increasingly adopting AI-driven tools to streamline production pipelines, reduce costs, and meet tight deadlines without compromising on quality. Furthermore, generative AI is making animation more accessible to smaller studios and independent creators, enabling them to compete in an industry once dominated by major players. This democratization of technology has spurred a wave of innovation, with creators leveraging generative AI to produce everything from short films to blockbuster features, reshaping the landscape of the animation industry.

What Role Does Technology Play in Advancing AI-Driven Animation?

Technological advancements have been the cornerstone of generative AI's impact on animation, providing the computational power and tools necessary to bring creative visions to life. The development of transformer-based architectures, generative adversarial networks (GANs), and diffusion models has enabled AI systems to generate highly detailed and realistic animations. High-performance GPUs and cloud computing platforms have further accelerated rendering processes, allowing studios to handle the vast computational demands of generative AI workflows. Additionally, AI-powered tools now integrate seamlessly with industry-standard software such as Autodesk Maya, Blender, and Unreal Engine, enhancing the workflow for animators and game developers. Motion capture technologies combined with generative AI are creating realistic character animations by mapping human movements in real-time, significantly reducing production timelines. Another breakthrough is the use of AI in creating hyper-realistic facial expressions and lip-syncing, bringing characters to life with unprecedented realism. These advancements are not only driving the adoption of generative AI in animation but are also expanding the boundaries of what is creatively possible, redefining the future of visual storytelling.

How Is Generative AI Reshaping Industry Practices and Consumer Experiences?

Generative AI is transforming industry practices in animation by enabling studios to scale production capabilities, create personalized content, and cater to evolving consumer preferences. For streaming platforms and content providers, AI-driven tools allow the creation of region-specific animations and culturally relevant storylines, enhancing viewer engagement and broadening market appeal. In the gaming industry, generative AI is being used to design procedurally generated worlds, dynamic characters, and adaptive gameplay mechanics, creating more immersive and interactive experiences for players. The advertising sector is leveraging generative AI to produce eye-catching animations tailored to specific demographics, optimizing marketing campaigns. Education and training are also benefiting from AI-generated animations, with interactive content making learning more engaging and effective. Consumers are increasingly seeking personalized experiences, and generative AI is fulfilling this demand by enabling creators to craft unique, audience-specific content. By reshaping how animation is produced and consumed, generative AI is driving a paradigm shift that aligns industry practices with modern technological and consumer trends.

What Are the Key Growth Drivers in the Generative AI in Animation Market?

The growth in the generative artificial intelligence in animation market is driven by several factors, including advancements in AI algorithms, expanding use cases across industries, and changing consumer demands. A critical driver is the increasing demand for high-quality, visually appealing content in a content-driven digital economy. Studios are turning to generative AI to meet tight production timelines and reduce costs without sacrificing quality, particularly as the demand for animated series, films, and games continues to grow. The integration of AI with real-time rendering engines, such as Unreal Engine 5, is enabling studios to produce high-fidelity animations in shorter timeframes, further accelerating adoption. The gaming industry’s push for procedurally generated content and dynamic storytelling is another significant driver, with generative AI providing the tools to create expansive game worlds and adaptive narratives. Additionally, the rise of the metaverse and virtual reality (VR) is fueling demand for generative AI in creating immersive virtual environments and animated avatars. Consumer behavior is also shifting, with audiences seeking personalized and interactive experiences, which generative AI can deliver at scale. These factors collectively highlight the transformative potential of generative AI in animation, positioning the market for exponential growth in the coming years.

SCOPE OF STUDY:

The report analyzes the Generative Artificial Intelligence in Animation market in terms of units by the following Segments, and Geographic Regions/Countries:

Segments:

AI Model (Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model, Other AI Models); End-Use (Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use, Other End-Uses)

Geographic Regions/Countries:

World; United States; Canada; Japan; China; Europe (France; Germany; Italy; United Kingdom; and Rest of Europe); Asia-Pacific; Rest of World.

Select Competitors (Total 22 Featured) -

  • Autodesk, Inc.
  • DreamWorks Animation
  • Google LLC
  • InVideo
  • Kartoon Studios, Inc.
  • NVIDIA Corporation
  • ServiceNow, Inc.
  • The Walt Disney Company

TABLE OF CONTENTS

I. METHODOLOGY

II. EXECUTIVE SUMMARY

  • 1. MARKET OVERVIEW
    • Influencer Market Insights
    • World Market Trajectories
    • Economic Frontiers: Trends, Trials & Transformations
    • Generative Artificial Intelligence in Animation - Global Key Competitors Percentage Market Share in 2024 (E)
    • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2024 (E)
  • 2. FOCUS ON SELECT PLAYERS
  • 3. MARKET TRENDS & DRIVERS
    • Rising Demand for Hyper-Realistic Visual Effects Drives Adoption of Generative AI in Animation
    • Advancements in AI-Driven Character Modeling Propel Innovation in Animation Workflows
    • Automation of Labor-Intensive Animation Processes Expands Market Adoption Opportunities
    • Growing Use of AI for Real-Time Rendering Strengthens Business Case for Generative AI Tools
    • Increased Focus on Personalized Content Creation Fuels Demand for AI in Animation
    • Integration of AI Animation Tools with Popular Creative Software Spurs Growth
    • Generative AI-Powered Storyboarding Expands Creative Possibilities for Animators
    • Demand for Cost-Effective Production Methods Sustains Growth in AI-Driven Animation Solutions
    • Regulatory Concerns Over AI-Generated Content Ethics Shape Market Dynamics
    • Enhanced Capabilities in AI Lip-Syncing and Voice Animation Drive New Opportunities
    • Generative AI's Role in Creating Virtual Worlds Generates Demand Across Entertainment Sectors
    • Adoption by Independent Studios Expands Addressable Market for Generative AI Animation Tools
    • Advancements in AI Motion Capture Enhance Realism and Streamline Production Workflows
    • Emerging Demand for AI-Assisted 3D Animation Creates New Growth Avenues for Technology Providers
  • 4. GLOBAL MARKET PERSPECTIVE
    • TABLE 1: World Generative Artificial Intelligence in Animation Market Analysis of Annual Sales in US$ Thousand for Years 2015 through 2030
    • TABLE 2: World Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
    • TABLE 3: World 6-Year Perspective for Generative Artificial Intelligence in Animation by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets for Years 2025 & 2030
    • TABLE 4: World Recent Past, Current & Future Analysis for Transformers Model by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
    • TABLE 5: World 6-Year Perspective for Transformers Model by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 6: World Recent Past, Current & Future Analysis for Generative Adversarial Networks (GANs) Model by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
    • TABLE 7: World 6-Year Perspective for Generative Adversarial Networks (GANs) Model by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 8: World Recent Past, Current & Future Analysis for Variational Autoencoders (VAEs) Model by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
    • TABLE 9: World 6-Year Perspective for Variational Autoencoders (VAEs) Model by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 10: World Recent Past, Current & Future Analysis for Other AI Models by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
    • TABLE 11: World 6-Year Perspective for Other AI Models by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 12: World Recent Past, Current & Future Analysis for Televisions (Over-the-Top) End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
    • TABLE 13: World 6-Year Perspective for Televisions (Over-the-Top) End-Use by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 14: World Recent Past, Current & Future Analysis for Advertising End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
    • TABLE 15: World 6-Year Perspective for Advertising End-Use by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 16: World Recent Past, Current & Future Analysis for Movie Production End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
    • TABLE 17: World 6-Year Perspective for Movie Production End-Use by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 18: World Recent Past, Current & Future Analysis for Gaming End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
    • TABLE 19: World 6-Year Perspective for Gaming End-Use by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 20: World Recent Past, Current & Future Analysis for Other End-Uses by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
    • TABLE 21: World 6-Year Perspective for Other End-Uses by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030

III. MARKET ANALYSIS

  • UNITED STATES
    • Generative Artificial Intelligence in Animation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2025 (E)
    • TABLE 22: USA Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by AI Model - Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 23: USA 6-Year Perspective for Generative Artificial Intelligence in Animation by AI Model - Percentage Breakdown of Value Sales for Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models for the Years 2025 & 2030
    • TABLE 24: USA Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by End-Use - Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 25: USA 6-Year Perspective for Generative Artificial Intelligence in Animation by End-Use - Percentage Breakdown of Value Sales for Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses for the Years 2025 & 2030
  • CANADA
    • TABLE 26: Canada Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by AI Model - Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 27: Canada 6-Year Perspective for Generative Artificial Intelligence in Animation by AI Model - Percentage Breakdown of Value Sales for Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models for the Years 2025 & 2030
    • TABLE 28: Canada Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by End-Use - Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 29: Canada 6-Year Perspective for Generative Artificial Intelligence in Animation by End-Use - Percentage Breakdown of Value Sales for Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses for the Years 2025 & 2030
  • JAPAN
    • Generative Artificial Intelligence in Animation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2025 (E)
    • TABLE 30: Japan Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by AI Model - Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 31: Japan 6-Year Perspective for Generative Artificial Intelligence in Animation by AI Model - Percentage Breakdown of Value Sales for Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models for the Years 2025 & 2030
    • TABLE 32: Japan Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by End-Use - Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 33: Japan 6-Year Perspective for Generative Artificial Intelligence in Animation by End-Use - Percentage Breakdown of Value Sales for Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses for the Years 2025 & 2030
  • CHINA
    • Generative Artificial Intelligence in Animation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2025 (E)
    • TABLE 34: China Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by AI Model - Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 35: China 6-Year Perspective for Generative Artificial Intelligence in Animation by AI Model - Percentage Breakdown of Value Sales for Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models for the Years 2025 & 2030
    • TABLE 36: China Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by End-Use - Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 37: China 6-Year Perspective for Generative Artificial Intelligence in Animation by End-Use - Percentage Breakdown of Value Sales for Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses for the Years 2025 & 2030
  • EUROPE
    • Generative Artificial Intelligence in Animation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2025 (E)
    • TABLE 38: Europe Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by Geographic Region - France, Germany, Italy, UK and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
    • TABLE 39: Europe 6-Year Perspective for Generative Artificial Intelligence in Animation by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK and Rest of Europe Markets for Years 2025 & 2030
    • TABLE 40: Europe Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by AI Model - Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 41: Europe 6-Year Perspective for Generative Artificial Intelligence in Animation by AI Model - Percentage Breakdown of Value Sales for Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models for the Years 2025 & 2030
    • TABLE 42: Europe Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by End-Use - Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 43: Europe 6-Year Perspective for Generative Artificial Intelligence in Animation by End-Use - Percentage Breakdown of Value Sales for Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses for the Years 2025 & 2030
  • FRANCE
    • Generative Artificial Intelligence in Animation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2025 (E)
    • TABLE 44: France Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by AI Model - Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 45: France 6-Year Perspective for Generative Artificial Intelligence in Animation by AI Model - Percentage Breakdown of Value Sales for Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models for the Years 2025 & 2030
    • TABLE 46: France Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by End-Use - Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 47: France 6-Year Perspective for Generative Artificial Intelligence in Animation by End-Use - Percentage Breakdown of Value Sales for Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses for the Years 2025 & 2030
  • GERMANY
    • Generative Artificial Intelligence in Animation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2025 (E)
    • TABLE 48: Germany Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by AI Model - Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 49: Germany 6-Year Perspective for Generative Artificial Intelligence in Animation by AI Model - Percentage Breakdown of Value Sales for Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models for the Years 2025 & 2030
    • TABLE 50: Germany Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by End-Use - Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 51: Germany 6-Year Perspective for Generative Artificial Intelligence in Animation by End-Use - Percentage Breakdown of Value Sales for Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses for the Years 2025 & 2030
  • ITALY
    • TABLE 52: Italy Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by AI Model - Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 53: Italy 6-Year Perspective for Generative Artificial Intelligence in Animation by AI Model - Percentage Breakdown of Value Sales for Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models for the Years 2025 & 2030
    • TABLE 54: Italy Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by End-Use - Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 55: Italy 6-Year Perspective for Generative Artificial Intelligence in Animation by End-Use - Percentage Breakdown of Value Sales for Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses for the Years 2025 & 2030
  • UNITED KINGDOM
    • Generative Artificial Intelligence in Animation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2025 (E)
    • TABLE 56: UK Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by AI Model - Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 57: UK 6-Year Perspective for Generative Artificial Intelligence in Animation by AI Model - Percentage Breakdown of Value Sales for Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models for the Years 2025 & 2030
    • TABLE 58: UK Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by End-Use - Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 59: UK 6-Year Perspective for Generative Artificial Intelligence in Animation by End-Use - Percentage Breakdown of Value Sales for Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses for the Years 2025 & 2030
  • REST OF EUROPE
    • TABLE 60: Rest of Europe Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by AI Model - Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 61: Rest of Europe 6-Year Perspective for Generative Artificial Intelligence in Animation by AI Model - Percentage Breakdown of Value Sales for Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models for the Years 2025 & 2030
    • TABLE 62: Rest of Europe Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by End-Use - Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 63: Rest of Europe 6-Year Perspective for Generative Artificial Intelligence in Animation by End-Use - Percentage Breakdown of Value Sales for Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses for the Years 2025 & 2030
  • ASIA-PACIFIC
    • Generative Artificial Intelligence in Animation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2025 (E)
    • TABLE 64: Asia-Pacific Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by AI Model - Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 65: Asia-Pacific 6-Year Perspective for Generative Artificial Intelligence in Animation by AI Model - Percentage Breakdown of Value Sales for Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models for the Years 2025 & 2030
    • TABLE 66: Asia-Pacific Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by End-Use - Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 67: Asia-Pacific 6-Year Perspective for Generative Artificial Intelligence in Animation by End-Use - Percentage Breakdown of Value Sales for Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses for the Years 2025 & 2030
  • REST OF WORLD
    • TABLE 68: Rest of World Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by AI Model - Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 69: Rest of World 6-Year Perspective for Generative Artificial Intelligence in Animation by AI Model - Percentage Breakdown of Value Sales for Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models for the Years 2025 & 2030
    • TABLE 70: Rest of World Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by End-Use - Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 71: Rest of World 6-Year Perspective for Generative Artificial Intelligence in Animation by End-Use - Percentage Breakdown of Value Sales for Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses for the Years 2025 & 2030

IV. COMPETITION