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市場調查報告書
商品編碼
1544812

虛擬製作市場、機會、成長動力、產業趨勢分析與預測,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個工作天內

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簡介目錄

在科技不斷推出和進步的推動下,虛擬製作市場規模預計從 2024 年到 2032 年複合年成長率將超過 15%。

該公司正在採用即時渲染引擎和高解析度 LED 螢幕等尖端工具來創建身臨其境的動態影視環境。這些技術創新正在增強製作團隊的靈活性和創造力,並允許更有效率、更真實的場景創建。例如,2024 年 6 月,XR Stories 推出了一個新的虛擬生產測試階段,該階段採用尖端技術,旨在增強沉浸式環境的創建。這項進步正在簡化製作流程並擴大電影製作人和內容創作者的創作可能性。

整個市場分為組件、類型、最終用途和地區。

就組件而言,由於需要擴大虛擬製作的創意可能性和效率,到2032年,虛擬製作市場的硬體部分可能會顯著成長。高解析度 LED 螢幕、即時渲染引擎和運動追蹤系統等先進硬體被用來創造身臨其境的環境和逼真的視覺效果。多個硬體組件也增強了即時製作複雜場景的能力,減少了大量後製工作的需求。

從最終用途來看,由於電影製片人對創建高度逼真和身臨其境的環境的需求不斷成長,預計從 2024 年到 2032 年,電影領域的虛擬製作行業價值將會上升。導演和製片人正在利用虛擬製作技術即時設計精緻的佈景和背景,以減少對實體方法的需求。這種方法可以提供更大的創意靈活性和更快的周轉時間。此外,虛擬製作隨著技術的進步而不斷發展,帶來了更複雜和互動的環境。

從地區來看,在現場活動和廣播中擴大使用虛擬製作的推動下,亞太地區虛擬製作市場規模預計將在 2024 年至 2032 年間呈現強勁的複合年成長率。活動組織者和廣播公司正在整合虛擬製作技術,透過沉浸式圖形和動態環境來增強現場表演、體育賽事和電視廣播。對高品質互動式廣播的需求不斷成長也將推動虛擬製作技術的發展,使其成為整個地區現場活動和廣播體驗發展的關鍵組成部分。

目錄

第 1 章:方法與範圍

第 2 章:執行摘要

第 3 章:產業洞察

  • 產業生態系統分析
  • 供應商矩陣
  • 利潤率分析
  • 技術與創新格局
  • 專利分析
  • 重要新聞和舉措
  • 監管環境
  • 衝擊力
    • 成長動力
      • 電影製作工作室對視覺效果 (VFX) 的需求不斷增加
      • 虛擬製作在商業廣告中的應用程式不斷增加
      • LED牆技術的日益普及
      • 人工智慧在虛擬生產的應用不斷增多
      • 遊戲虛擬製作的需求不斷成長
    • 產業陷阱與挑戰
      • 缺乏熟練的專業人員
      • 初始設定資本支出高
  • 成長潛力分析
  • 波特的分析
  • PESTEL分析

第 4 章:競爭格局

  • 介紹
  • 公司市佔率分析
  • 競爭定位矩陣
  • 戰略展望矩陣

第 5 章:市場估計與預測:按組成部分,2021 - 2032 年

  • 主要趨勢
  • 硬體
  • 軟體
  • 服務

第 6 章:市場估計與預測:按類型,2021 - 2032

  • 主要趨勢
  • 視覺化
    • 皮奇維斯
    • 預覽
    • 虛擬偵察
    • 科技視覺
    • 特技表演
    • 後視
  • 表演捕捉
  • 混合綠幕直播
  • 全LED直播牆

第 7 章:市場估計與預測:按最終用途,2021 - 2032 年

  • 主要趨勢
  • 電影
  • 電視劇
  • 商業廣告
  • 線上影片
  • 其他

第 8 章:市場估計與預測:按地區,2021 - 2032

  • 主要趨勢
  • 北美洲
    • 美國
    • 加拿大
  • 歐洲
    • 英國
    • 德國
    • 法國
    • 義大利
    • 西班牙
    • 歐洲其他地區
  • 亞太地區
    • 中國
    • 印度
    • 日本
    • 韓國
    • 澳新銀行
    • 亞太地區其他地區
  • 拉丁美洲
    • 巴西
    • 墨西哥
    • 拉丁美洲其他地區
  • MEA
    • 阿拉伯聯合大公國
    • 南非
    • 沙烏地阿拉伯
    • 我的其餘部分

第 9 章:公司簡介

  • 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
簡介目錄
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