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市場調查報告書
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1425039

虛擬製作市場 - 2024 年至 2029 年預測

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個工作天內

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簡介目錄

虛擬製作市場預計將從2022年的1,992,493,000美元成長到2029年的7,131,401,000美元,複合年成長率為19.98%。

虛擬製作是一種將傳統電影製作技術與數位視覺相結合的技術,可以創造出更靈活、更有效率、更有吸引力的內容。團隊使用即時 3D 引擎創建逼真的場景,然後使用遊戲引擎的即時渲染功能將其顯示在物理場景後面的大型 LED 牆上。相機與遊戲馬達同步,以提高觀點真實性和深度。虛擬攝影機和 EcoScreen 即時合成充當虛擬世界的窗口,因此支持者可以準確地看到他們想要捕捉的內容。這項技術為尋求創作獨特作品的監督和製片人提供了令人興奮的可能性。虛擬製作工具正在迅速改變電影製作流程,並以前所未有的速度推動創新。

介紹

虛擬製作是電影和電視產業中一個快速成長的市場,它擴大了媒體和娛樂團隊的可能性,並減少了後製時間和成本。該技術結合了影像和虛擬影像製作技術來創建尖端媒體。虛擬製作有潛力加強實體和數位元素之間的協作,簡化製作流程並減少後製工作。虛擬創作設備和策略擴大了適應性,減少了製作時間,並將持續的 PC 生成符號 (CGI) 和專業視覺化從後期創作帶到真實場景,不斷改變媒體、娛樂和宣傳公司。隨著越來越多的工作室採用新工具來即時創造身臨其境的突破性體驗,這種流行病刺激了虛擬製作市場的擴張。

司機

  • 技術進步:即時渲染引擎、動作捕捉和虛擬實境等先進工具的出現使電影製作者能夠在片場創建身臨其境的互動式環境。新技術的發展使虛擬製作更容易實現且更具成本效益,推動了產業的採用和創新。
  • 對視覺效果的需求不斷增加:近年來,全球電影製作工作室對視覺效果 (VFX) 的需求激增。虛擬製作提供了一種更有效率且更具成本效益的視覺特效創建方式,減少了大量後製工作的需求。
  • 流行病的變化:隨著越來越多的工作室尋求遠端創建內容的方法,COVID-19 大流行加速了虛擬製作工具的採用。虛擬製作允許團隊遠端協作並即時創建內容,從而減少對實體場景和位置的需求。
  • 縮短製作時間:虛擬製作有可能簡化製作流程、減少後製工作並縮短製作時間。這將使電影製作人能夠更有效率、更具成本效益地創作內容,從而推動虛擬製作工具的採用。
  • 提高彈性:虛擬製作工具提高了電影製作過程的彈性,使電影製作人能夠嘗試不同的想法並創造獨特的內容。即時創建逼真場景和角色的能力為希望創作獨特作品的監督和製片人提供了令人興奮的可能性。

主要企業提供的產品

  • Autodesk 提供各種虛擬製作軟體,包括 Maya、ShortGrid 和 MotionBuilder,用於 3D 動畫、建模、渲染、VFX 等。
  • BORIS FX 提供 Sapphire 來幫助進行參數連結、自訂參數命名、新的和改進的預設、改進的鏡頭光暈等。

在虛擬製作市場中,電影領域呈現顯著的成長:

電影領域預計將成為虛擬製作市場的重要成長動力。由於世界各地電影製作工作室對視覺效果 (VFX) 的需求增加以及商業廣告中虛擬製作的使用增加,電影產業預計將成長。虛擬創作可以讓電影製作者直覺地想像和探索電腦化的場景,包括實用的虛擬角色、層級構造插圖以及工作室內持續的虛擬智慧環境。我會做到的。虛擬製作的進步現在允許電影製作者將動作捕捉的演員動作傳輸到數位角色上,然後可以與真人影像和虛擬場景擴展一起即時預覽。這些解決方案使電影製作者能夠以新的、更身臨其境的方式規劃和傳達他們的創造性願景。隨著越來越多的工作室採用新工具來即時提供身臨其境的突破性體驗,電影產業預計將在虛擬製作市場中繼續成長。

預計亞太地區將在虛擬製作市場中佔據主要佔有率:

預計亞太地區將在虛擬製作市場中佔據主要佔有率。該地區的娛樂和媒體產業擴大採用虛擬製作工具,預計這將推動市場成長。此外,該地區的人口成長和可支配收入的增加預計也將有助於虛擬製作市場的成長。亞太地區是中國、印度和日本等新興經濟體的所在地,預計將推動該地區虛擬製作市場的成長。該地區正在增加對開拓虛擬實境(VR)和擴增實境(AR)等身臨其境型技術的投資,這將支持虛擬製作市場的成長。隨著越來越多的工作室採用新工具來即時創造身臨其境的突破性體驗,該地區龐大且不斷成長的電影產業也將促進虛擬製作市場的成長。

主要進展:

  • 2023 年 7 月,Mo-Sys 推出了具有頂級亮點和連續攝影機追蹤能力的 StarTracker Max。
  • 2023 年 4 月,Boris FX 宣布推出最先進的設備 Silhouette 和 Mocha Pro,具有先進的繪畫、運動追蹤和動態觀察增強功能。這些不常見的編程設備旨在滿足從事視覺特效重的電影和串流媒體/廣播計劃的專業視覺化工匠、排字工和畫家/輪換印刷師的需求。

目錄

第1章簡介

  • 市場概況
  • 市場定義
  • 調查範圍
  • 市場區隔
  • 貨幣
  • 先決條件
  • 基準年和預測年時間表

第2章調查方法

  • 調查資料
  • 調查過程

第3章執行摘要

  • 研究亮點

第4章市場動態

  • 市場促進因素
  • 市場限制因素
  • 波特五力分析
  • 產業價值鏈分析

第5章 虛擬製作市場:按組成部分

  • 介紹
  • 硬體
  • 軟體
  • 服務

第6章 虛擬製作市場:依類型

  • 介紹
  • 預先製作
  • 生產
  • 後製

第7章 虛擬製作市場:依最終使用者分類

  • 介紹
  • 電影
  • 電視劇
  • 商業廣告
  • 線上影片
  • 其他

第8章虛擬製作市場:按地區

  • 介紹
  • 北美洲
    • 美國
    • 加拿大
    • 墨西哥
  • 南美洲
    • 巴西
    • 阿根廷
    • 其他
  • 歐洲
    • 英國
    • 德國
    • 法國
    • 西班牙
    • 其他
  • 中東/非洲
    • 沙烏地阿拉伯
    • 阿拉伯聯合大公國
    • 以色列
    • 其他
  • 亞太地區
    • 日本
    • 中國
    • 印度
    • 韓國
    • 印尼
    • 泰國
    • 其他

第9章競爭環境及分析

  • 主要企業及策略分析
  • 市場佔有率分析
  • 合併、收購、協議和合作

第10章 公司簡介

  • 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)
簡介目錄
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)