封面
市场调查报告书
商品编码
1425039

虚拟製作市场 - 2024 年至 2029 年预测

Virtual Production Market - Forecasts from 2024 to 2029

出版日期: | 出版商: Knowledge Sourcing Intelligence | 英文 140 Pages | 商品交期: 最快1-2个工作天内

价格
简介目录

虚拟製作市场预计将从2022年的1,992,493,000美元成长到2029年的7,131,401,000美元,复合年增长率为19.98%。

虚拟製作是一种将传统电影製作技术与数位视觉相结合的技术,可以创造出更灵活、更有效率、更有吸引力的内容。团队使用即时 3D 引擎创建逼真的场景,然后使用游戏引擎的即时渲染功能将其显示在物理场景后面的大型 LED 墙上。相机与游戏马达同步,以提高观点真实性和深度。虚拟摄影机和 EcoScreen 即时合成充当虚拟世界的窗口,因此支持者可以准确地看到他们想要捕捉的内容。这项技术为寻求创作独特作品的监督和製片人提供了令人兴奋的可能性。虚拟製作工具正在迅速改变电影製作流程,并以前所未有的速度推动创新。

介绍

虚拟製作是电影和电视产业中一个快速成长的市场,它扩大了媒体和娱乐团队的可能性,并减少了后製时间和成本。该技术结合了影像和虚拟影像製作技术来创建尖端媒体。虚拟製作有潜力加强实体和数位元素之间的协作,简化製作流程并减少后製工作。虚拟创作设备和策略扩大了适应性,减少了製作时间,并将持续的 PC 生成符号 (CGI) 和专业视觉化从后期创作带到真实场景,不断改变媒体、娱乐和宣传公司。随着越来越多的工作室采用新工具来即时创造身临其境的突破性体验,这种流行病刺激了虚拟製作市场的扩张。

司机

  • 技术进步:即时渲染引擎、动作捕捉和虚拟实境等先进工具的出现使电影製作者能够在片场创建身临其境的互动式环境。新技术的发展使虚拟製作更容易实现且更具成本效益,推动了产业的采用和创新。
  • 对视觉效果的需求不断增加:近年来,全球电影製作工作室对视觉效果 (VFX) 的需求激增。虚拟製作提供了一种更有效率且更具成本效益的视觉特效创建方式,减少了大量后製工作的需求。
  • 流行病的变化:随着越来越多的工作室寻求远端创建内容的方法,COVID-19 大流行加速了虚拟製作工具的采用。虚拟製作允许团队远端协作并即时创建内容,从而减少对实体场景和位置的需求。
  • 缩短製作时间:虚拟製作有可能简化製作流程、减少后製工作并缩短製作时间。这将使电影製作人能够更有效率、更具成本效益地创作内容,从而推动虚拟製作工具的采用。
  • 提高弹性:虚拟製作工具提高了电影製作过程的弹性,使电影製作人能够尝试不同的想法并创造独特的内容。即时创建逼真场景和角色的能力为希望创作独特作品的监督和製片人提供了令人兴奋的可能性。

主要企业提供的产品

  • Autodesk 提供各种虚拟製作软体,包括 Maya、ShortGrid 和 MotionBuilder,用于 3D 动画、建模、渲染、VFX 等。
  • BORIS FX 提供 Sapphire 来帮助进行参数连结、自订参数命名、新的和改进的预设、改进的镜头光晕等。

在虚拟製作市场中,电影领域呈现显着的成长:

电影领域预计将成为虚拟製作市场的重要成长动力。由于世界各地电影製作工作室对视觉效果 (VFX) 的需求增加以及商业广告中虚拟製作的使用增加,电影产业预计将成长。虚拟创作可以让电影製作者直观地想像和探索电脑化的场景,包括实用的虚拟角色、层级构造插图以及工作室内持续的虚拟智慧环境。我会做到的。虚拟製作的进步现在允许电影製作者将动作捕捉的演员动作传输到数位角色上,然后可以与真人影像和虚拟场景扩展一起即时预览。这些解决方案使电影製作者能够以新的、更身临其境的方式规划和传达他们的创造性愿景。随着越来越多的工作室采用新工具来即时提供身临其境的突破性体验,电影产业预计将在虚拟製作市场中继续成长。

预计亚太地区将在虚拟製作市场中占据主要份额:

预计亚太地区将在虚拟製作市场中占据主要份额。该地区的娱乐和媒体产业越来越多地采用虚拟製作工具,预计这将推动市场成长。此外,该地区的人口成长和可支配收入的增加预计也将有助于虚拟製作市场的成长。亚太地区是中国、印度和日本等新兴经济体的所在地,预计将推动该地区虚拟製作市场的成长。该地区正在增加对开拓虚拟实境(VR)和扩增实境(AR)等身临其境型技术的投资,这将支持虚拟製作市场的成长。随着越来越多的工作室采用新工具来即时创造身临其境的突破性体验,该地区庞大且不断增长的电影产业也将促进虚拟製作市场的成长。

主要进展:

  • 2023 年 7 月,Mo-Sys 推出了具有顶级亮点和连续摄影机追踪能力的 StarTracker Max。
  • 2023 年 4 月,Boris FX 宣布推出最先进的设备 Silhouette 和 Mocha Pro,具有先进的绘画、运动追踪和动态观察增强功能。这些不常见的编程设备旨在满足从事视觉特效重的电影和串流媒体/广播计划的专业视觉化工匠、排字工和画家/轮换印刷师的需求。

目录

第一章简介

  • 市场概况
  • 市场定义
  • 调查范围
  • 市场区隔
  • 货币
  • 先决条件
  • 基准年和预测年时间表

第二章调查方法

  • 调查资料
  • 调查过程

第三章执行摘要

  • 研究亮点

第四章市场动态

  • 市场驱动因素
  • 市场限制因素
  • 波特五力分析
  • 产业价值链分析

第五章 虚拟製作市场:按组成部分

  • 介绍
  • 硬体
  • 软体
  • 服务

第六章 虚拟製作市场:依类型

  • 介绍
  • 预先製作
  • 生产
  • 后製

第七章 虚拟製作市场:依最终使用者分类

  • 介绍
  • 电影
  • 电视剧
  • 商业广告
  • 线上影片
  • 其他的

第八章虚拟製作市场:按地区

  • 介绍
  • 北美洲
    • 美国
    • 加拿大
    • 墨西哥
  • 南美洲
    • 巴西
    • 阿根廷
    • 其他的
  • 欧洲
    • 英国
    • 德国
    • 法国
    • 西班牙
    • 其他的
  • 中东/非洲
    • 沙乌地阿拉伯
    • 阿拉伯聯合大公国
    • 以色列
    • 其他的
  • 亚太地区
    • 日本
    • 中国
    • 印度
    • 韩国
    • 印尼
    • 泰国
    • 其他的

第九章竞争环境及分析

  • 主要企业及策略分析
  • 市场占有率分析
  • 合併、收购、协议和合作

第十章 公司简介

  • 360Rize
  • Adobe
  • Autodesk Inc.
  • BORIS FX, INC
  • Epic Games, Inc.
  • HTC Corporation(VivePort)
  • HumanEyes Technologies
  • Mo-Sys Engineering Ltd.
  • NVIDIA Corporation.
  • Panocam3d.com
  • Pixar(The Walt Disney Company)
简介目录
Product Code: KSI061616131

The virtual production market is expected to grow at a CAGR of 19.98% from US$1,992.493 million in 2022 to US$7,131.401 million in 2029.

Virtual production is a technique that combines traditional filmmaking methods with digital visuals to create engaging content with greater flexibility and efficiency. Teams use real-time 3D engines to create photorealistic sets, then display them on large LED walls behind physical sets using the real-time rendering capabilities of the game engines. The cameras are synchronized with the game motors for improved authenticity and profundity of viewpoint. Virtual cameras and green screen live compositing go about as a window into virtual universes so benefactors can precisely see the exact thing they are catching. The technique opens exciting possibilities for directors and producers looking to produce something unique. Virtual production tools are rapidly transforming the filmmaking process and driving innovation at an unprecedented rate.

Introduction:

Virtual production is a fast-growing market in the film and television industry that is expanding possibilities for teams in media and entertainment and saving them time and money in post-production. The technique combines physical and virtual filmmaking techniques to create cutting-edge media. Virtual production enhances the collaboration between physical and digital elements, streamlining the production process, and potentially reducing post-production efforts. The apparatuses and strategies of virtual creation are consistently changing the media, amusement, and publicizing enterprises by expanding adaptability, shortening creation times, and bringing ongoing PC-created symbolism (CGI) and special visualizations out of after-creation and onto genuine sets. The pandemic has fuelled the expansion of the virtual production market as more studios are adopting new tools to create immersive, groundbreaking experiences in real-time.

Drivers:

  • Advancements in technology: The availability of advanced tools such as real-time rendering engines, motion capture, and virtual reality has enabled filmmakers to create immersive and interactive environments on set. The development of new technologies has made virtual production more accessible and cost-effective, driving adoption and innovation in the industry.
  • Increased demand for visual effects: The global demand for visual effects (VFX) in movie production studios has surged in recent years. Virtual production offers a more efficient and cost-effective way to create VFX, reducing the need for extensive post-production work.
  • Pandemic-induced changes: The COVID-19 pandemic has accelerated the adoption of virtual production tools as more studios are looking for ways to create content remotely. Virtual production allows teams to collaborate remotely and create content in real-time, reducing the need for physical sets and locations.
  • Shorter production times: Virtual production streamlines the production process, potentially reducing post-production efforts and shortening production times. This allows filmmakers to create content more efficiently and cost-effectively, driving the adoption of virtual production tools.
  • Increased flexibility: Virtual production tools offer greater flexibility in the filmmaking process, allowing filmmakers to experiment with different ideas and create unique content. The ability to create photorealistic sets and characters in real-time opens up exciting possibilities for directors and producers looking to produce something unique.

Products offered by key companies:

  • Autodesk offers various software for virtual production such as Maya, ShortGrid, and MotionBuilder that help in 3D animation, modeling, rendering, VFX, etc.
  • BORIS FX offers Sapphire that helps in parameter linking, custom parameter naming, new and improved presets, improved lens flares, etc.

Prominent growth in the movies segment within the virtual production market:

The movies segment is expected to be a prominent growth driver in the virtual production market. The movies segment is expected to grow due to increasing demand for visual effects (VFX) in movie production studios worldwide and the rising use of virtual production in commercial ads. Virtual creation empowers movie producers to intuitively envision and investigate computerized scenes like practical virtual characters, three-layered illustrations, and an ongoing virtual intelligent foundation climate inside the studio. Advances in virtual production have enabled filmmakers to transfer the motion-captured movements of actors to digital characters, which can then be previewed in real-time alongside live-action footage and virtual set extensions. These solutions help filmmakers to plan and communicate their creative visions in new and more immersive ways. The movie segment is expected to continue to grow in the virtual production market as more studios adopt new tools to create immersive, groundbreaking experiences in real-time.

The Asia Pacific region is expected to hold a significant share of the virtual production market:

The Asia Pacific region is expected to hold a significant share of the virtual production market. The increasing adoption of virtual production tools in the region's entertainment and media industry is expected to drive the growth of the market. The region's growing population and increasing disposable income are also expected to contribute to the growth of the virtual production market. The Asia Pacific region is home to several emerging economies, including China, India, and Japan, which are expected to drive the growth of the virtual production market in the region. The region's growing investments in the development of immersive technologies such as virtual reality (VR) and augmented reality (AR) are poised to fuel the growth of the virtual production market. The region's large and growing film industry is also expected to contribute to the growth of the virtual production market, as more studios adopt new tools to create immersive, groundbreaking experiences in real-time.

Key developments:

  • In July 2023, Mo-Sys divulged the StarTracker Max with top-tier highlights and ongoing camera following abilities. This new arrangement is intended to expand the camera following accuracy and execution, making it a significant instrument for virtual creation, film creation, and broadcasting applications.
  • In April 2023, Boris FX reported the arrival of cutting-edge instruments - the Silhouette and Mocha Pro adaptations, empowering progressed paint, movement following, and rotoscoping. These uncommon programming apparatuses are purposed to take care of the necessities of special visualizations craftsmen, typesetters, and paint/roto craftsmen, who work on VFX-weighty movies and streaming/broadcast projects.

Segments

By Component

  • Hardware
  • Software
  • Services

By Type

  • Pre-production
  • Production
  • Post-production

By End User

  • Movies
  • TV Series
  • Commercial Ads
  • Online Videos
  • Others

By Geography

  • North America
  • United States
  • Canada
  • Mexico
  • South America
  • Brazil
  • Argentina
  • Others
  • Europe
  • United Kingdom
  • Germany
  • France
  • Spain
  • Others
  • Middle East and Africa
  • Saudi Arabia
  • UAE
  • Israel
  • Others
  • Asia Pacific
  • Japan
  • China
  • India
  • South Korea
  • Indonesia
  • Thailand
  • Others

TABLE OF CONTENTS

1. INTRODUCTION

  • 1.1. Market Overview
  • 1.2. Market Definition
  • 1.3. Scope of the Study
  • 1.4. Market Segmentation
  • 1.5. Currency
  • 1.6. Assumptions
  • 1.7. Base, and Forecast Years Timeline

2. RESEARCH METHODOLOGY

  • 2.1. Research Data
  • 2.2. Research Process

3. EXECUTIVE SUMMARY

  • 3.1. Research Highlights

4. MARKET DYNAMICS

  • 4.1. Market Drivers
  • 4.2. Market Restraints
  • 4.3. Porter's Five Force Analysis
    • 4.3.1. Bargaining Power of Suppliers
    • 4.3.2. Bargaining Power of Buyers
    • 4.3.3. Threat of New Entrants
    • 4.3.4. Threat of Substitutes
    • 4.3.5. Competitive Rivalry in the Industry
  • 4.4. Industry Value Chain Analysis

5. VIRTUAL PRODUCTION MARKET, BY COMPONENT

  • 5.1. Introduction
  • 5.2. Hardware
  • 5.3. Software
  • 5.4. Services

6. VIRTUAL PRODUCTION MARKET, BY TYPE

  • 6.1. Introduction
  • 6.2. Pre-production
  • 6.3. Production
  • 6.4. Post-production

7. VIRTUAL PRODUCTION MARKET, BY END-USER

  • 7.1. Introduction
  • 7.2. Movies
  • 7.3. TV Series
  • 7.4. Commercial Ads
  • 7.5. Online Videos
  • 7.6. Others

8. VIRTUAL PRODUCTION MARKET, BY GEOGRAPHY

  • 8.1. Introduction
  • 8.2. North America
    • 8.2.1. United States
    • 8.2.2. Canada
    • 8.2.3. Mexico
  • 8.3. South America
    • 8.3.1. Brazil
    • 8.3.2. Argentina
    • 8.3.3. Others
  • 8.4. Europe
    • 8.4.1. United Kingdom
    • 8.4.2. Germany
    • 8.4.3. France
    • 8.4.4. Spain
    • 8.4.5. Others
  • 8.5. The Middle East and Africa
    • 8.5.1. Saudi Arabia
    • 8.5.2. UAE
    • 8.5.3. Israel
    • 8.5.4. Others
  • 8.6. Asia Pacific
    • 8.6.1. Japan
    • 8.6.2. China
    • 8.6.3. India
    • 8.6.4. South Korea
    • 8.6.5. Indonesia
    • 8.6.6. Thailand
    • 8.6.7. Others

9. COMPETITIVE ENVIRONMENT AND ANALYSIS

  • 9.1. Major Players and Strategy Analysis
  • 9.2. Market Share Analysis
  • 9.3. Mergers, Acquisitions, Agreements, and Collaborations

10. COMPANY PROFILES

  • 10.1. 360Rize
  • 10.2. Adobe
  • 10.3. Autodesk Inc.
  • 10.4. BORIS FX, INC
  • 10.5. Epic Games, Inc.
  • 10.6. HTC Corporation (VivePort)
  • 10.7. HumanEyes Technologies
  • 10.8. Mo-Sys Engineering Ltd.
  • 10.9. NVIDIA Corporation.
  • 10.10. Panocam3d.com
  • 10.11. Pixar (The Walt Disney Company)