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市場調查報告書
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1734784

虛擬製作市場至2032年的預測:按類型、產品、部署、技術、最終用戶和地區的全球分析

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個工作天內

價格

根據 Stratistics MRC 的資料,全球虛擬製作市場預計在2025年達到 30.6億美元,到2032年將達到 113.8億美元,預測期內的年複合成長率為20.6%。

虛擬製作是一種利用即時技術融合數位和現實世界元素的電影製作技術。它結合了動態捕捉、虛幻引擎等遊戲引擎和 CGI(電腦生成圖像)來創建身臨其境的場景。由於監督和工作人員可以即時想像場景、改變燈光和操縱背景,因此後製的需求較少。這種方法促進了更有活力的跨部門協作、更強的創新控制和更快的工作流程。虛擬製作被電影和電視節目廣泛採用,透過在製作過程中無縫融合虛擬世界和現實世界,徹底改變了故事敘述方式。

即時內容製作的需求不斷成長

它透過實現更快的決策和即時修正來提高拍攝效率。即時渲染技術可以讓立即看到場景,節省後製的金錢和時間。這種即時推動了動態敘事,使其成為實況活動和串流媒體服務不可或缺的元素。此外,它還支援遠端團隊之間的即時協作,提高創新的靈活性。因此,虛擬製作工具廣告、遊戲、電視和電影等產業迅速普及。

初始設定成本高且技術複雜

動態捕捉系統、 LED幕牆和即時渲染引擎所需的資金超出了許多中小型製作企業的承受能力。技術複雜性也是一個障礙,因為虛擬製作需要專門的工具和熟練的人員。由於學習難度較高,傳統電影製作人和技術知識較少的公司不願採用此技術。由於與當前工作流程整合的問題,導致延遲和效率低下,採用變得更加複雜。所有這些問題都阻礙了市場擴張並減緩了廣泛採用。

拓展娛樂以外的領域

虛擬製作廣泛應用於許多行業的遠端協作、演示、真實模擬等。品牌可以快速製作高品質、價格合理的廣告內容。此外,該技術還促進了虛擬會議和活動的發展,自疫情爆發以來,虛擬會議和活動變得越來越流行。隨著各行業對即時 3D 視覺化的需求不斷增加,對虛擬生產工具和基礎設施的投資也不斷增加。這種跨部門的採用加速了創新並推動了市場擴張。

技術快速發展和相容性問題

如果新工具與現有工具不相容,這些頻繁的變更可能會擾亂工作流程。對於小型工作室來說,跟上最新發展的成本和技術負擔可能會過高。此外,培訓員工使用新系統所需的時間和費用可能會延遲生產。不相容的系統可能會導致整合過程延遲,甚至資料遺失。這些挑戰阻礙了虛擬生產解決方案的順利採用和擴充性。

COVID-19的影響

由於封鎖和社交隔離措施導致傳統拍攝面臨中斷,新冠疫情顯著加速了虛擬製作技術的採用。工作室採用虛擬場景、即時渲染和遠端協作工具來維持內容創作工作流程。這種轉變刺激了對 LED 顯示器等尖端技術和虛幻引擎等遊戲引擎的投資。對經濟高效、靈活的製作解決方案的需求激增,虛擬製作成為後疫情時代一種有彈性、創新的電影製作方法。

預計在預測期內,預生產區隔將佔最大佔有率

由於能夠實現高效的規劃和視覺化,預計預生產區隔將在預測期內佔據最大的市場佔有率。這使得創作者能夠在拍攝開始之前設計虛擬環境、分鏡和動畫,減少昂貴的現場修改。前期製作期間的即時協作工具簡化了導演、設計師和視覺特效團隊之間的溝通。該區隔提供更大的創新控制和更快的決策,提高整體生產品質。隨著對身臨其境型內容的需求不斷成長,預製作工具對於以經濟高效的方式提供高階影像體驗非常重要。

預計預測期內建築和設計領域將以最高的年複合成長率成長。

預計建築和設計領域在預測期內將實現最高的成長率。這是因為可以在施工開始之前真實地想像建築概念。建築師和設計師可以為客戶演示和設計核准創建身臨其境型3D 環境。虛擬生產工具透過實現相關人員之間的即時變更和回饋來增強協作。這些技術減少了對實體模型的需求,節省了設計過程中的時間和成本。此外,擴增實境的結合可以幫助更早發現設計缺陷,提高整個計劃的準確性和效率。

佔有率最大的地區

在預測期內,由於電影、電視和遊戲產業對高品質內容的需求,預計亞太地區將佔據最大的市場佔有率。中國、印度、日本和韓國等國家正透過對虛擬製作基礎設施和人才發展進行大量投資,主導這項擴張。尤其是中國,大力投資虛擬製作,以滿足電影院和線上串流平台對數位內容日益成長的需求。該地區政府也加強推動本地電影產業發展,促進先進製作技術的引進。因此,預計亞太地區將對全球市場的擴張做出重大貢獻。

年複合成長率最高的地區:

在預測期內,由於LED幕牆、即時渲染和運動捕捉等技術進步,預計北美將呈現最高的年複合成長率。各大工作室和製作公司電影、電視和遊戲中採用虛擬製作技術。這一趨勢進一步受到對高品質內容、高成本效益的製作方法和更多創新可能性日益成長的需求的推動。北美市場擁有成熟的娛樂產業、技術創新中心和強大的研發投入,使其成為全球虛擬製作市場的重要參與者。

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訂閱此報告的客戶可享有以下免費自訂選項之1:

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  • 地理細分
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    • 根據產品系列、地理分佈和策略聯盟對主要企業基準化分析

目錄

第1章 執行摘要

第2章 前言

  • 概述
  • 相關利益者
  • 研究範圍
  • 調查方法
    • 資料探勘
    • 資料分析
    • 資料檢驗
    • 研究途徑
  • 研究材料
    • 主要研究資料
    • 次級研究資訊來源
    • 先決條件

第3章 市場走勢分析

  • 促進因素
  • 限制因素
  • 機會
  • 威脅
  • 最終用戶分析
  • 新興市場
  • COVID-19的影響

第4章 波特五力分析

  • 供應商的議價能力
  • 買家的議價能力
  • 替代品的威脅
  • 新進入者的威脅
  • 競爭敵對

第5章 全球虛擬製作市場類型

  • 前期製作
  • 製作
  • 後製

第6章 全球虛擬製作市場(依組件)

  • 硬體
    • 相機
    • 感應器
    • 追蹤系統
    • 伺服器
    • 工作站
    • LED電視牆
  • 軟體
    • 即時引擎
    • 編輯軟體
    • 模擬軟體
  • 服務
    • 諮詢
    • 整合與部署
    • 支援和維護

第7章 全球虛擬製作市場(依部署)

  • 本地
  • 雲端基礎

第8章 全球虛擬製作市場(依技術)

  • 動作捕捉
  • 虛擬攝影系統
  • 即時渲染
  • 擴增實境(XR)
  • 3D建模
  • 視覺效果(VFX)
  • 其他技術

第9章 全球虛擬製作市場(依最終用戶)

  • 電影
  • 電視劇和廣告
  • 實況活動
  • 廣播
  • 遊戲
  • 廣告
  • 教育和培訓
  • 建築與設計
  • 模擬與訓練
  • 其他最終用戶

第10章 全球虛擬製作市場(依地區)

  • 北美洲
    • 美國
    • 加拿大
    • 墨西哥
  • 歐洲
    • 德國
    • 英國
    • 義大利
    • 法國
    • 西班牙
    • 其他歐洲國家
  • 亞太地區
    • 日本
    • 中國
    • 印度
    • 澳洲
    • 紐西蘭
    • 韓國
    • 其他亞太地區
  • 南美洲
    • 阿根廷
    • 巴西
    • 智利
    • 南美洲其他地區
  • 中東和非洲
    • 沙烏地阿拉伯
    • 阿拉伯聯合大公國
    • 卡達
    • 南非
    • 其他中東和非洲地區

第11章 重大進展

  • 協議、夥伴關係、合作和合資企業
  • 收購與合併
  • 新產品發布
  • 業務擴展
  • 其他關鍵策略

第12章 公司概況

  • 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.