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市场调查报告书
商品编码
1734784

2032 年虚拟製作市场预测:按类型、产品、部署、技术、最终用户和地区进行的全球分析

Virtual Production Market Forecasts to 2032 - Global Analysis By Type (Pre-production, Production and Post-production), Component, Deployment, Technology, End User and By Geography

出版日期: | 出版商: Stratistics Market Research Consulting | 英文 200+ Pages | 商品交期: 2-3个工作天内

价格

根据 Stratistics MRC 的数据,全球虚拟製作市场预计在 2025 年达到 30.6 亿美元,到 2032 年将达到 113.8 亿美元,预测期内的复合年增长率为 20.6%。

虚拟製作是一种利用即时技术融合数位和现实世界元素的电影製作技术。它结合了动态捕捉、虚幻引擎等游戏引擎和 CGI​​(电脑生成图像)来创建身临其境的场景。由于监督和工作人员可以即时想像场景、改变灯光和操纵背景,因此后製的需求较少。这种方法促进了更有活力的跨部门协作、更强的创新控制和更快的工作流程。虚拟製作被电影和电视节目广泛采用,透过在製作过程中无缝融合虚拟世界和现实世界,彻底改变了故事叙述方式。

即时内容製作的需求不断增长

它透过实现更快的决策和即时修正来提高拍摄效率。即时渲染技术可以让您立即看到场景,从而节省后製的金钱和时间。这种即时推动了动态叙事,使其成为实况活动和串流媒体服务必不可少的元素。此外,它还支援远端团队之间的即时协作,从而提高创新的灵活性。因此,虚拟製作工具正在广告、游戏、电视和电影等产业迅速普及。

初始设定成本高且技术复杂

动态捕捉系统、 LED幕墙和即时渲染引擎所需的资金超出了许多中小型製作企业的承受能力。技术复杂性也是一个障碍,因为虚拟製作需要专门的工具和熟练的人员。由于学习难度较高,传统电影製作人和技术知识较少的公司不愿采用此技术。由于与当前工作流程整合的问题,导致延迟和效率低下,采用变得更加复杂。所有这些问题都阻碍了市场扩张并减缓了广泛采用。

拓展娱乐以外的领域

虚拟製作广泛应用于许多行业的远端协作、演示、真实模拟等。品牌可以快速製作高品质、价格合理的广告内容。此外,该技术还促进了虚拟会议和活动的发展,自疫情爆发以来,虚拟会议和活动变得越来越流行。随着各行业对即时 3D 视觉化的需求不断增加,对虚拟生产工具和基础设施的投资也不断增加。这种跨部门的采用加速了创新并推动了市场扩张。

技术快速发展和相容性问题

如果新工具与现有工具不相容,这些频繁的变更可能会扰乱工作流程。对于小型工作室来说,跟上最新发展的成本和技术负担可能会过高。此外,培训员工使用新系统所需的时间和费用可能会延迟生产。不相容的系统可能会导致整合过程延迟,甚至资料遗失。这些挑战阻碍了虚拟生产解决方案的顺利采用和扩充性。

COVID-19的影响

由于封锁和社交隔离措施导致传统拍摄面临中断,新冠疫情显着加速了虚拟製作技术的采用。工作室采用虚拟场景、即时渲染和远端协作工具来维持内容创作工作流程。这种转变刺激了对 LED 显示器等尖端技术和虚幻引擎等游戏引擎的投资。对经济高效、灵活的製作解决方案的需求激增,虚拟製作成为后疫情时代一种有弹性、创新的电影製作方法。

预计在预测期内,预生产部分将占最大份额

由于能够实现高效的规划和视觉化,预计预生产部分将在预测期内占据最大的市场占有率。这使得创作者能够在拍摄开始之前设计虚拟环境、分镜和动画,从而减少昂贵的现场修改。前期製作期间的即时协作工具简化了导演、设计师和视觉特效团队之间的沟通。该部分提供更大的创新控制和更快的决策,从而提高整体生产品质。随着对身临其境型内容的需求不断增长,预製作工具对于以经济高效的方式提供高端影像体验至关重要。

预计预测期内建筑和设计领域将以最高的复合年增长率成长。

预计建筑和设计领域在预测期内将实现最高的成长率。这是因为您可以在施工开始之前真实地想像您的建筑概念。建筑师和设计师可以为客户演示和设计核准创建身临其境型3D 环境。虚拟生产工具透过实现相关人员之间的即时变更和回馈来增强协作。这些技术减少了对实体模型的需求,节省了设计过程中的时间和成本。此外,扩增实境的结合可以帮助更早发现设计缺陷,提高整个计划的准确性和效率。

比最大的地区

在预测期内,由于电影、电视和游戏产业对高品质内容的需求,预计亚太地区将占据最大的市场占有率。中国、印度、日本和韩国等国家正透过对虚拟製作基础设施和人才发展进行大量投资,主导这项扩张。尤其是中国,正在大力投资虚拟製作,以满足电影院和线上串流平台对数位内容日益增长的需求。该地区政府也加强推动本地电影产业发展,促进先进製作技术的引进。因此,预计亚太地区将对全球市场的扩张做出重大贡献。

复合年增长率最高的地区:

在预测期内,由于LED幕墙、即时渲染和运动捕捉等技术进步,预计北美将呈现最高的复合年增长率。各大工作室和製作公司正在电影、电视和游戏中采用虚拟製作技术。这一趋势进一步受到对高品质内容、高成本效益的製作方法和更多创新可能性日益增长的需求的推动。北美市场拥有成熟的娱乐产业、技术创新中心和强大的研发投入,使其成为全球虚拟製作市场的重要参与者。

免费客製化服务:

订阅此报告的客户可享有以下免费自订选项之一:

  • 公司简介
    • 全面分析其他市场参与者(最多 3 家公司)
    • 主要企业的SWOT分析(最多3家公司)
  • 地理细分
    • 根据客户兴趣对主要国家市场进行估计、预测和复合年增长率(註:基于可行性检查)
  • 竞争基准化分析
    • 根据产品系列、地理分布和策略联盟对主要企业基准化分析

目录

第一章执行摘要

第二章 前言

  • 概述
  • 相关利益者
  • 研究范围
  • 调查方法
    • 资料探勘
    • 数据分析
    • 数据检验
    • 研究途径
  • 研究材料
    • 主要研究资料
    • 次级研究资讯来源
    • 先决条件

第三章市场走势分析

  • 驱动程式
  • 限制因素
  • 机会
  • 威胁
  • 最终用户分析
  • 新兴市场
  • COVID-19的影响

第四章 波特五力分析

  • 供应商的议价能力
  • 买家的议价能力
  • 替代品的威胁
  • 新进入者的威胁
  • 竞争对手之间的竞争

第五章全球虚拟製作市场类型

  • 前期製作
  • 生产
  • 后製

6. 全球虚拟製作市场(按组件)

  • 硬体
    • 相机
    • 感应器
    • 追踪系统
    • 伺服器
    • 工作站
    • LED电视墙
  • 软体
    • 即时引擎
    • 编辑软体
    • 模拟软体
  • 服务
    • 咨询
    • 整合与部署
    • 支援和维护

第七章 全球虚拟製作市场(按部署)

  • 本地
  • 云端基础

第八章全球虚拟製作市场(按技术)

  • 动作捕捉
  • 虚拟摄影系统
  • 即时渲染
  • 扩增实境(XR)
  • 3D建模
  • 视觉效果(VFX)
  • 其他技术

第九章全球虚拟製作市场(按最终用户)

  • 电影
  • 电视剧和广告
  • 实况活动
  • pod送
  • 游戏
  • 广告
  • 教育和培训
  • 建筑与设计
  • 模拟与训练
  • 其他最终用户

第十章全球虚拟製作市场(按地区)

  • 北美洲
    • 美国
    • 加拿大
    • 墨西哥
  • 欧洲
    • 德国
    • 英国
    • 义大利
    • 法国
    • 西班牙
    • 其他欧洲国家
  • 亚太地区
    • 日本
    • 中国
    • 印度
    • 澳洲
    • 纽西兰
    • 韩国
    • 其他亚太地区
  • 南美洲
    • 阿根廷
    • 巴西
    • 智利
    • 南美洲其他地区
  • 中东和非洲
    • 沙乌地阿拉伯
    • 阿拉伯聯合大公国
    • 卡达
    • 南非
    • 其他中东和非洲地区

第十一章 重大进展

  • 协议、伙伴关係、合作和合资企业
  • 收购与合併
  • 新产品发布
  • 业务扩展
  • 其他关键策略

第十二章 公司概况

  • Epic Games, Inc.
  • Adobe Inc.
  • Autodesk Inc.
  • NVIDIA Corporation
  • Technicolor Creative Studios SA
  • HTC Corporation
  • Mo-Sys Engineering Ltd.
  • Side Effects Software Inc.
  • Vicon Motion Systems Ltd.
  • BORIS FX Inc.
  • Arashi Vision Inc
  • HumanEyes Technologies Ltd.
  • Panocam3d.com
  • Sony Group Corporation
  • Disguise
  • The Third Floor
Product Code: SMRC29421

According to Stratistics MRC, the Global Virtual Production Market is accounted for $3.06 billion in 2025 and is expected to reach $11.38 billion by 2032 growing at a CAGR of 20.6% during the forecast period. Using real-time technology, virtual production is a method of making films that blends digital and real-world components. To create immersive settings on set, it combines motion capture, game engines like Unreal Engine, and computer-generated imagery (CGI). Post-production is not as necessary because directors and crews may visualise scenes, change lighting, and manipulate backgrounds in real time. This approach facilitates more dynamic departmental cooperation, improves creative control, and expedites workflows. By smoothly merging the virtual and real worlds during production, virtual production, which is widely employed in movies and television shows, is revolutionising storytelling.

Market Dynamics:

Driver:

Growing demand for real-time content creation

It increases efficiency during filming by facilitating quicker decision-making and on-the-spot modifications. By enabling instantaneous scene visualisation, real-time rendering technologies save post-production expenses and time. Dynamic storytelling is facilitated by this immediacy, which is essential for live events and streaming services. Additionally, by enabling immediate collaboration between distant teams, it promotes creative flexibility. As a result, virtual production tools are being quickly adopted by industries like advertising, gaming, television, and film.

Restraint:

High initial setup costs and technical complexity

The money required for motion capture systems, LED walls, and real-time rendering engines is out of reach for many small and mid-sized production businesses. Because virtual production requires a competent staff that is knowledgeable about specialised tools and technologies, technical complexity also serves as a barrier. Traditional filmmakers and companies with little technical know-how are discouraged from adopting because of the high learning curve. Implementation is made more difficult by problems with integration with current workflows, which causes delays and inefficiencies. All of these issues hinder market expansion and delay down broad adoption.

Opportunity:

Expansion beyond entertainment

Virtual production is used in several industries for remote cooperation, presentations, and realistic simulations. It helps brands to quickly produce high-quality, reasonably priced content for advertising. Additionally, the technology facilitates virtual conferences and events, which have become more and more popular since the pandemic. Investments in virtual production tools and infrastructure are rising in tandem with the demand for real-time 3D visualisation across industries. Innovation is accelerated and market expansion is fuelled by this cross-sector adoption.

Threat:

Rapid technology evolution and compatibility issues

Workflows may be disrupted by these frequent changes if new and existing tools are incompatible. The cost and technical strain of keeping up with the latest developments may be too much for smaller studios to handle. Production is also slowed down by the time and money needed to train staff to use new systems. Delays in integration procedures or data loss might also result from incompatible systems. All things considered, these difficulties impede the smooth implementation and expandability of virtual production solutions.

Covid-19 Impact

The COVID-19 pandemic significantly accelerated the adoption of virtual production technologies as traditional filming faced disruptions due to lockdowns and social distancing measures. Studios turned to virtual sets, real-time rendering, and remote collaboration tools to maintain content creation workflows. This shift drove investments in advanced technologies like LED volumes and game engines such as Unreal Engine. The demand for cost-effective, flexible production solutions surged, positioning virtual production as a resilient and innovative approach to filmmaking in the post-pandemic era.

The pre-production segment is expected to be the largest during the forecast period

The pre-production segment is expected to account for the largest market share during the forecast period by enabling efficient planning and visualization. It allows creators to design virtual environments, storyboards, and animations before filming begins, reducing costly on-set revisions. Real-time collaboration tools in pre-production streamline communication among directors, designers, and VFX teams. This segment enhances creative control and accelerates decision-making, improving overall production quality. As demand for immersive content grows, pre-production tools become essential for delivering high-end visual experiences cost-effectively.

The architecture & design segment is expected to have the highest CAGR during the forecast period

Over the forecast period, the architecture & design segment is predicted to witness the highest growth rate, due to realistic visualization of building concepts before construction begins. It allows architects and designers to create immersive 3D environments for client presentations and design approvals. Virtual production tools enhance collaboration by allowing real-time changes and feedback among stakeholders. These technologies reduce the need for physical models, saving time and costs in the design process. Additionally, the integration of augmented and virtual reality helps in detecting design flaws early, improving overall project accuracy and efficiency.

Region with largest share:

During the forecast period, the Asia Pacific region is expected to hold the largest market share due to demand for high-quality content in film, television, and gaming industries. Countries like China, India, Japan, and South Korea are leading this expansion through significant investments in virtual production infrastructure and talent development. China, in particular, is heavily investing in virtual production to meet the growing demand for digital content in film and online streaming platforms. The region is also seeing a rise in government initiatives to boost the local film industry, which is fueling the adoption of advanced production technologies. As a result, the Asia Pacific region is projected to become a key contributor to the global market's expansion.

Region with highest CAGR:

Over the forecast period, the North America region is anticipated to exhibit the highest CAGR, owing to advancements in technology such as LED walls, real-time rendering, and motion capture. Major studios and production companies are adopting virtual production techniques for film, television, and gaming. This trend is further supported by increasing demand for high-quality content, cost-efficient production methods, and enhanced creative possibilities. The North American market benefits from a well-established entertainment industry, innovation hubs, and strong investment in research and development, making it a key player in the global virtual production landscape.

Key players in the market

Some of the key players profiled in the Virtual Production Market include Epic Games, Inc., Adobe Inc., Autodesk Inc., NVIDIA Corporation, Technicolor Creative Studios SA, HTC Corporation, Mo-Sys Engineering Ltd., Side Effects Software Inc., Vicon Motion Systems Ltd., BORIS FX Inc., Arashi Vision Inc, HumanEyes Technologies Ltd., Panocam3d.com, Sony Group Corporation, Disguise and The Third Floor.

Key Developments:

In October 2024, Epic launched Fab, a unified digital asset marketplace integrating Unreal Engine Marketplace, Sketchfab, ArtStation, and Quixel. Fab offers creators an 88% revenue share and aims to support assets for platforms like Roblox and Minecraft, facilitating content creation for a potential interoperable metaverse.

In June 2023, Epic Games partnered with LVMH to enhance the creative processes of its brands using Unreal Engine, Reality Capture, Twinmotion, and MetaHuman technology. This collaboration aims to revolutionize product creation, advertising, and customer engagement through immersive digital experiences like virtual fitting rooms and fashion shows.

Types Covered:

  • Pre-production
  • Production
  • Post-production

Components Covered:

  • Hardware
  • Software
  • Services

Deployments Covered:

  • On-Premises
  • Cloud-Based

Technologies Covered:

  • Motion Capture
  • Virtual Camera Systems
  • Real-Time Rendering
  • Extended Reality (XR)
  • 3D Modeling
  • Visual Effects (VFX)
  • Other Technologies

End Users Covered:

  • Movies
  • TV Series & Commercials
  • Live Events
  • Broadcasting
  • Gaming
  • Advertising
  • Education & Training
  • Architecture & Design
  • Simulation & Training
  • Other End Users

Regions Covered:

  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • Italy
    • France
    • Spain
    • Rest of Europe
  • Asia Pacific
    • Japan
    • China
    • India
    • Australia
    • New Zealand
    • South Korea
    • Rest of Asia Pacific
  • South America
    • Argentina
    • Brazil
    • Chile
    • Rest of South America
  • Middle East & Africa
    • Saudi Arabia
    • UAE
    • Qatar
    • South Africa
    • Rest of Middle East & Africa

What our report offers:

  • Market share assessments for the regional and country-level segments
  • Strategic recommendations for the new entrants
  • Covers Market data for the years 2024, 2025, 2026, 2028, and 2032
  • Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
  • Strategic recommendations in key business segments based on the market estimations
  • Competitive landscaping mapping the key common trends
  • Company profiling with detailed strategies, financials, and recent developments
  • Supply chain trends mapping the latest technological advancements

Free Customization Offerings:

All the customers of this report will be entitled to receive one of the following free customization options:

  • Company Profiling
    • Comprehensive profiling of additional market players (up to 3)
    • SWOT Analysis of key players (up to 3)
  • Regional Segmentation
    • Market estimations, Forecasts and CAGR of any prominent country as per the client's interest (Note: Depends on feasibility check)
  • Competitive Benchmarking
    • Benchmarking of key players based on product portfolio, geographical presence, and strategic alliances

Table of Contents

1 Executive Summary

2 Preface

  • 2.1 Abstract
  • 2.2 Stake Holders
  • 2.3 Research Scope
  • 2.4 Research Methodology
    • 2.4.1 Data Mining
    • 2.4.2 Data Analysis
    • 2.4.3 Data Validation
    • 2.4.4 Research Approach
  • 2.5 Research Sources
    • 2.5.1 Primary Research Sources
    • 2.5.2 Secondary Research Sources
    • 2.5.3 Assumptions

3 Market Trend Analysis

  • 3.1 Introduction
  • 3.2 Drivers
  • 3.3 Restraints
  • 3.4 Opportunities
  • 3.5 Threats
  • 3.6 End User Analysis
  • 3.7 Emerging Markets
  • 3.8 Impact of Covid-19

4 Porters Five Force Analysis

  • 4.1 Bargaining power of suppliers
  • 4.2 Bargaining power of buyers
  • 4.3 Threat of substitutes
  • 4.4 Threat of new entrants
  • 4.5 Competitive rivalry

5 Global Virtual Production Market, By Type

  • 5.1 Introduction
  • 5.2 Pre-production
  • 5.3 Production
  • 5.4 Post-production

6 Global Virtual Production Market, By Component

  • 6.1 Introduction
  • 6.2 Hardware
    • 6.2.1 Cameras
    • 6.2.2 Sensors
    • 6.2.3 Tracking Systems
    • 6.2.4 Servers
    • 6.2.5 Workstations
    • 6.2.6 LED Video Walls
  • 6.3 Software
    • 6.3.1 Real-Time Engines
    • 6.3.2 Editing Software
    • 6.3.3 Simulation Software
  • 6.4 Services
    • 6.4.1 Consulting
    • 6.4.2 Integration & Deployment
    • 6.4.3 Support & Maintenance

7 Global Virtual Production Market, By Deployment

  • 7.1 Introduction
  • 7.2 On-Premises
  • 7.3 Cloud-Based

8 Global Virtual Production Market, By Technology

  • 8.1 Introduction
  • 8.2 Motion Capture
  • 8.3 Virtual Camera Systems
  • 8.4 Real-Time Rendering
  • 8.5 Extended Reality (XR)
  • 8.6 3D Modeling
  • 8.7 Visual Effects (VFX)
  • 8.8 Other Technologies

9 Global Virtual Production Market, By End User

  • 9.1 Introduction
  • 9.2 Movies
  • 9.3 TV Series & Commercials
  • 9.4 Live Events
  • 9.5 Broadcasting
  • 9.6 Gaming
  • 9.7 Advertising
  • 9.8 Education & Training
  • 9.9 Architecture & Design
  • 9.10 Simulation & Training
  • 9.11 Other End Users

10 Global Virtual Production Market, By Geography

  • 10.1 Introduction
  • 10.2 North America
    • 10.2.1 US
    • 10.2.2 Canada
    • 10.2.3 Mexico
  • 10.3 Europe
    • 10.3.1 Germany
    • 10.3.2 UK
    • 10.3.3 Italy
    • 10.3.4 France
    • 10.3.5 Spain
    • 10.3.6 Rest of Europe
  • 10.4 Asia Pacific
    • 10.4.1 Japan
    • 10.4.2 China
    • 10.4.3 India
    • 10.4.4 Australia
    • 10.4.5 New Zealand
    • 10.4.6 South Korea
    • 10.4.7 Rest of Asia Pacific
  • 10.5 South America
    • 10.5.1 Argentina
    • 10.5.2 Brazil
    • 10.5.3 Chile
    • 10.5.4 Rest of South America
  • 10.6 Middle East & Africa
    • 10.6.1 Saudi Arabia
    • 10.6.2 UAE
    • 10.6.3 Qatar
    • 10.6.4 South Africa
    • 10.6.5 Rest of Middle East & Africa

11 Key Developments

  • 11.1 Agreements, Partnerships, Collaborations and Joint Ventures
  • 11.2 Acquisitions & Mergers
  • 11.3 New Product Launch
  • 11.4 Expansions
  • 11.5 Other Key Strategies

12 Company Profiling

  • 12.1 Epic Games, Inc.
  • 12.2 Adobe Inc.
  • 12.3 Autodesk Inc.
  • 12.4 NVIDIA Corporation
  • 12.5 Technicolor Creative Studios SA
  • 12.6 HTC Corporation
  • 12.7 Mo-Sys Engineering Ltd.
  • 12.8 Side Effects Software Inc.
  • 12.9 Vicon Motion Systems Ltd.
  • 12.10 BORIS FX Inc.
  • 12.11 Arashi Vision Inc
  • 12.12 HumanEyes Technologies Ltd.
  • 12.13 Panocam3d.com
  • 12.14 Sony Group Corporation
  • 12.15 Disguise
  • 12.16 The Third Floor

List of Tables

  • Table 1 Global Virtual Production Market Outlook, By Region (2024-2032) ($MN)
  • Table 2 Global Virtual Production Market Outlook, By Type (2024-2032) ($MN)
  • Table 3 Global Virtual Production Market Outlook, By Pre-production (2024-2032) ($MN)
  • Table 4 Global Virtual Production Market Outlook, By Production (2024-2032) ($MN)
  • Table 5 Global Virtual Production Market Outlook, By Post-production (2024-2032) ($MN)
  • Table 6 Global Virtual Production Market Outlook, By Component (2024-2032) ($MN)
  • Table 7 Global Virtual Production Market Outlook, By Hardware (2024-2032) ($MN)
  • Table 8 Global Virtual Production Market Outlook, By Cameras (2024-2032) ($MN)
  • Table 9 Global Virtual Production Market Outlook, By Sensors (2024-2032) ($MN)
  • Table 10 Global Virtual Production Market Outlook, By Tracking Systems (2024-2032) ($MN)
  • Table 11 Global Virtual Production Market Outlook, By Servers (2024-2032) ($MN)
  • Table 12 Global Virtual Production Market Outlook, By Workstations (2024-2032) ($MN)
  • Table 13 Global Virtual Production Market Outlook, By LED Video Walls (2024-2032) ($MN)
  • Table 14 Global Virtual Production Market Outlook, By Software (2024-2032) ($MN)
  • Table 15 Global Virtual Production Market Outlook, By Real-Time Engines (2024-2032) ($MN)
  • Table 16 Global Virtual Production Market Outlook, By Editing Software (2024-2032) ($MN)
  • Table 17 Global Virtual Production Market Outlook, By Simulation Software (2024-2032) ($MN)
  • Table 18 Global Virtual Production Market Outlook, By Services (2024-2032) ($MN)
  • Table 19 Global Virtual Production Market Outlook, By Consulting (2024-2032) ($MN)
  • Table 20 Global Virtual Production Market Outlook, By Integration & Deployment (2024-2032) ($MN)
  • Table 21 Global Virtual Production Market Outlook, By Support & Maintenance (2024-2032) ($MN)
  • Table 22 Global Virtual Production Market Outlook, By Deployment (2024-2032) ($MN)
  • Table 23 Global Virtual Production Market Outlook, By On-Premises (2024-2032) ($MN)
  • Table 24 Global Virtual Production Market Outlook, By Cloud-Based (2024-2032) ($MN)
  • Table 25 Global Virtual Production Market Outlook, By Technology (2024-2032) ($MN)
  • Table 26 Global Virtual Production Market Outlook, By Motion Capture (2024-2032) ($MN)
  • Table 27 Global Virtual Production Market Outlook, By Virtual Camera Systems (2024-2032) ($MN)
  • Table 28 Global Virtual Production Market Outlook, By Real-Time Rendering (2024-2032) ($MN)
  • Table 29 Global Virtual Production Market Outlook, By Extended Reality (XR) (2024-2032) ($MN)
  • Table 30 Global Virtual Production Market Outlook, By 3D Modeling (2024-2032) ($MN)
  • Table 31 Global Virtual Production Market Outlook, By Visual Effects (VFX) (2024-2032) ($MN)
  • Table 32 Global Virtual Production Market Outlook, By Other Technologies (2024-2032) ($MN)
  • Table 33 Global Virtual Production Market Outlook, By End User (2024-2032) ($MN)
  • Table 34 Global Virtual Production Market Outlook, By Movies (2024-2032) ($MN)
  • Table 35 Global Virtual Production Market Outlook, By TV Series & Commercials (2024-2032) ($MN)
  • Table 36 Global Virtual Production Market Outlook, By Live Events (2024-2032) ($MN)
  • Table 37 Global Virtual Production Market Outlook, By Broadcasting (2024-2032) ($MN)
  • Table 38 Global Virtual Production Market Outlook, By Gaming (2024-2032) ($MN)
  • Table 39 Global Virtual Production Market Outlook, By Advertising (2024-2032) ($MN)
  • Table 40 Global Virtual Production Market Outlook, By Education & Training (2024-2032) ($MN)
  • Table 41 Global Virtual Production Market Outlook, By Architecture & Design (2024-2032) ($MN)
  • Table 42 Global Virtual Production Market Outlook, By Simulation & Training (2024-2032) ($MN)
  • Table 43 Global Virtual Production Market Outlook, By Other End Users (2024-2032) ($MN)

Note: Tables for North America, Europe, APAC, South America, and Middle East & Africa Regions are also represented in the same manner as above.