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PUBLISHER: Knowledge Sourcing Intelligence | PRODUCT CODE: 1425039

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PUBLISHER: Knowledge Sourcing Intelligence | PRODUCT CODE: 1425039

Virtual Production Market - Forecasts from 2024 to 2029

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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
Product Code: KSI061616131

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)
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