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市場調查報告書
商品編碼
1644196

動畫生成人工智慧的全球市場

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個工作天內

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簡介目錄

到 2030 年,動畫生成人工智慧全球市場規模將達到 159 億美元

2024 年動畫生成人工智慧的全球市場規模估計為 21 億美元,預計到 2030 年將達到 159 億美元,2024-2030 年分析期間的複合年成長率為 39.8%。變壓器模型是報告中分析的細分市場,預計到分析期結束時複合年成長率將達到 39.7%,達到 70 億美元。在分析期內,生成對抗網路 (GAN) 模型部分預計將以 41.8% 的複合年成長率成長。

美國市場預計將達到 5.577 億美元,而中國市場預計將以 37.8% 的複合年成長率成長

預計 2024 年美國動畫生成人工智慧市場價值將達到 5.577 億美元。中國是世界第二大經濟體,預計到 2030 年市場規模將達到 24 億美元,2024-2030 年分析期間的複合年成長率為 37.8%。其他值得注意的區域市場包括日本和加拿大,預計在分析期間的複合年成長率分別為 36.3% 和 34.6%。在歐洲,德國的複合年成長率預計為 27.8%。

全球動畫市場中的生成人工智慧-主要趨勢和促進因素摘要

生成式人工智慧將如何改變動畫產業?

生成式AI(AI) 正在徹底改變動畫產業,使創作者能夠實現無與倫比的創造力、效率和精確度。生成式 AI 工具能夠產生逼真的角色、流暢的運動序列和沈浸式環境,重新定義了動畫過程。這些技術使動畫師能夠自動執行幀插值、紋理生成和角色組裝等重複性任務,從而騰出寶貴的時間來進行創新故事敘述。在先進的神經網路的支持下,生成式人工智慧模型可以從現有的​​動畫風格中學習,從而創造出新的情境設計,為原創提供無限的可能性。工作室擴大採用人工智慧工具來簡化生產流程、降低成本並在不影響品質的情況下滿足緊迫的期限。此外,生成式人工智慧使小型工作室和獨立創作者更容易獲得動畫,使他們能夠在曾經由大公司主導的行業中競爭。這種技術的民主化正在激發一股創新浪潮,創作者使用生成式人工智慧來創作從短片到電影長片的各種作品,改變了動畫產業的格局。

科技在推動主導動畫方面將發揮什麼作用?

技術進步一直是生成式人工智慧影響動畫的基石,提供了實現創造性願景所需的運算能力和工具。基於變壓器的架構、生成對抗網路 (GAN) 和擴散模型的發展使 AI 系統能夠生成高度詳細和逼真的動畫。高效能 GPU 和雲端處理平台進一步加速了渲染過程,使工作室能夠滿足生成式 AI 工作流程的大量運算需求。此外,人工智慧工具可與 Autodesk Maya、Blender 和 Unreal Engine 等行業標準軟體無縫整合,以增強動畫師和遊戲開發人員的工作流程。透過將動態捕捉技術與生成式人工智慧結合,我們可以即時繪製人體運動以創建逼真的角色動畫,從而大大縮短製作時間。它的突破性之處還在於它使用人工智慧來創造超逼真的面部表情和嘴唇同步,以前所未有的真實感讓角色栩栩如生。這些進步不僅加速了生成式人工智慧在動畫中的應用,而且還突破了創造性的界限並重新定義了視覺敘事的未來。

生成式人工智慧如何重塑產業實踐與消費者體驗?

生成式人工智慧正在改變動畫產業的實踐,使工作室能夠擴展其創造力,創建個人化內容,並回應不斷變化的消費者偏好。對於串流媒體平台和內容提供者來說,人工智慧驅動的工具可以創建特定地區的動畫和文化相關的故事情節,從而增加觀眾參與並擴大市場吸引力。在遊戲產業,生成式人工智慧被用於設計程式生成的世界、動態角色和自適應遊戲機制,為玩家創造更具沉浸感和互動性的體驗。在廣告業,生成式人工智慧被用於創建針對特定人群的引人注目的動畫,以最佳化行銷宣傳活動。教育和培訓也受益於人工智慧生成的動畫,互動內容使學習更具吸引力、更有效。消費者越來越要求個人化的體驗,而生成式人工智慧透過幫助創作者製作出獨特且針對其受眾的內容來幫助滿足這一需求。透過重塑動畫的製作和消費方式,生成式人工智慧正在推動模式轉移,使產業實踐與現代技術和消費者趨勢保持一致。

推動動畫生成 AI 市場成長的關鍵因素有哪些?

動畫市場中產生人工智慧的成長受到多種因素的推動,例如人工智慧演算法的進步、跨行業使用案例的擴大以及消費者需求的變化。一個關鍵促進因素是內容主導的數位經濟對高品質、視覺吸引力內容的需求日益成長。特別是,隨著對動畫系列、電影和遊戲的需求不斷成長,工作室正在轉向生成式人工智慧來幫助他們滿足緊張的生產計劃並在不犧牲品質的情況下降低成本。人工智慧與虛幻引擎 5 等即時渲染引擎的結合,使工作室能夠在更短的時限內製作出更高保真度的動畫,從而進一步加速了採用。遊戲產業正在推動程式生成的內容和動態敘事,而生成式人工智慧則提供創建廣闊遊戲世界和自適應敘事的工具。此外,元宇宙和虛擬實境 (VR) 的興起正在推動對生成式 AI 的需求,以創建沉浸式虛擬環境和動畫化身。消費者行為也在發生變化,越來越多的受眾要求個人化和互動性的體驗。總的來說,這些因素凸顯了生成式人工智慧在動畫領域的變革潛力,並使市場在未來幾年呈指數級成長。

部分

AI 模型(Transformers 模型、生成對抗網路 (GAN) 模型、變分自編碼器 (VAE) 模型、其他 AI 模型)、最終用戶(電視 (Over-the-Top) 最終用戶、廣告最終用戶、電影製作最終用戶、遊戲最終用戶、其他最終用戶)

調查企業範例(共22家企業)

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

目錄

第1章調查方法

第 2 章執行摘要

  • 市場概況
  • 主要企業
  • 市場趨勢和促進因素
  • 全球市場展望

第3章 市場分析

  • 美國
  • 加拿大
  • 日本
  • 中國
  • 歐洲
  • 法國
  • 德國
  • 義大利
  • 英國
  • 其他歐洲國家
  • 亞太地區
  • 其他地區

第4章 競賽

簡介目錄
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