Global Virtual Production Market
Global Virtual Production Market

Virtual Production Comprehensive Study by Type (Pre-production, Production, Post-production), Component (Hardware, Software, Services), End User (Movies, TV Series, Commercial Ads, Online Videos, Others) Players and Region - Global Market Outlook to 2026

Virtual Production Market Segmented into XX Submarkets. | Forecast Years: 2021- 2026 | CAGR: 16.2%  

Aug 2021 Edition 243 Pages 217 Tables & Figures
  • Summary
  • Market Segments
  • Table of Content
  • List of Tables & Figures
  • Companies Mentioned
What is Virtual Production Market Scope?
One of the most well-known methods of virtual production involves creating a real-time virtual rendered scene using a game engine surrounding physical props and actors using an LED wall. When the camera moves, the virtual environment on the LED wall shifts perspective as well, using gaming technologies to navigate a virtual landscape. The unison of movement between camera and imagery is called the parallax, creating the illusion of a physical location. Live camera tracking translates accurate camera movements into the rendering platforms where they are realized in real-time. With the advent of advanced technologies in virtual production, filmmakers can create more advanced computer graphic characters using facial-capture training data to transform visuals into real-time characters

The Virtual Production market study is being classified and major geographies with country level break-up. According to AMA, the Global Virtual Production market is expected to see growth rate of 16.2% and may see market size of USD1491.0 Million by 2026.

The competitive landscape of the market is fragmented and features the presence of several market players. The market has witnessed several mergers, acquisitions, and strategic partnerships in recent years.

360Rize (United States), Adobe (United States), Arashi Vision Inc. (Insta 360) (China), Autodesk Inc. (United States), BORIS FX, INC (United States), Epic Games, Inc. (United States), HTC Corporation (VivePort) (Taiwan), HumanEyes Technologies (United States), Mo-Sys Engineering Ltd. (United Kingdom) and NVIDIA Corporation. (United States) are some of the key players profiled in the study. Additionally, the Players which are also part of the research are Panocam3d.com (United States), Pixar (The Walt Disney Company) (United States), Side Effects Software Inc (SideFX) (United States), Technicolor (France) and Vicon Motion Systems Ltd (United Kingdom).

Segmentation Analysis
Analyst at AMA have segmented the market study of Global Virtual Production market by Type, Application and Region.

On the basis of geography, the market of Virtual Production has been segmented into South America (Brazil, Argentina, Rest of South America), Asia Pacific (China, Japan, India, South Korea, Taiwan, Australia, Rest of Asia-Pacific), Europe (Germany, France, Italy, United Kingdom, Netherlands, Rest of Europe), MEA (Middle East, Africa), North America (United States, Canada, Mexico). North America region held largest market share in the year 2020. Europe on the other hand stood as second largest market due to the presence of key companies into the region and high technological advancement.

Market Influencers and their development strategies
On 21st July, In April, the new US USD 4.3 billion, 3,500-room Resorts World Las Vegas luxury destination launched its ďStay FabulousĒ campaign with an immersive, groundbreaking short film featuring Celine Dion, Carrie Underwood, Katy Perry, Luke Bryan, TiŽsto, and Zedd.



Influencing Market Trend
  • The rising popularity of web series containing visual effects and three-dimensional graphic environments

Market Drivers
  • The increased adoption of the LED video wall technology
  • The rising trend of shifting movies broadcast from cinema halls and multiplexes to over the top (OTT) platforms

Opportunities
  • The increasing use of virtual production in advertisements along with the rising demand for visual effects (VFX) in global production studios of motion picture

Restraints
  • Virtual Production Technological Complexities


Key Target Audience
Government Research Technology, Research Organization, Private Research Organizations and Others

Customization available in this Study:
The Study can be customized to meet your requirements. Please connect with our representative, who will ensure you get a report that suits your needs.

To compete effectively, companies also require quantitative estimates of the future growth and qualitative nature of the market. AMA Research features not just specific market sizing estimates, but also include significant value-added commentary on Technological Trends and Innovations, Regulatory Policies, Market Maturity Indicators, Market Share Movements, New Entrants into the Market & Entry/Exit Barriers, Consumer Demographics, Supporting Company Financial and Cash Flow Planning, Open Up New Markets , To Seize Powerful Market Opportunities, Key Decision in Planning and to Further Expand Market Share, Identify Key Business Segments, Market Proposition & Gap Analysis.

Frequently Asked Questions (FAQ):

1. At what growth rate would the Virtual Production market expands?
The Global Virtual Production market is expected to see a growth of 16.2% during projected year 2020 to 2026.

2. Who are the prominent players of the Global Virtual Production market?
The prominent players of Global Virtual Production market are 360Rize (United States), Adobe (United States), Arashi Vision Inc. (Insta 360) (China), Autodesk Inc. (United States), BORIS FX, INC (United States), Epic Games, Inc. (United States), HTC Corporation (VivePort) (Taiwan), HumanEyes Technologies (United States), Mo-Sys Engineering Ltd. (United Kingdom) and NVIDIA Corporation. (United States), to name a few.

3. What are the top priorities to focus for Virtual Production marketís growth?
In this highly competitive & fast evolving Virtual Production industry, the top strategic priorities would remain consistent like innovation, R&D and M&A.
Report Objectives / Segmentation Covered
By Type
  • Pre-production
  • Production
  • Post-production

By Component
  • Hardware
  • Software
  • Services

By End User
  • Movies
  • TV Series
  • Commercial Ads
  • Online Videos
  • Others

By Regions
  • South America
    • Brazil
    • Argentina
    • Rest of South America
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Taiwan
    • Australia
    • Rest of Asia-Pacific
  • Europe
    • Germany
    • France
    • Italy
    • United Kingdom
    • Netherlands
    • Rest of Europe
  • MEA
    • Middle East
    • Africa
  • North America
    • United States
    • Canada
    • Mexico
  • 1. Market Overview
    • 1.1. Introduction
    • 1.2. Scope/Objective of the Study
      • 1.2.1. Research Objective
  • 2. Executive Summary
    • 2.1. Introduction
  • 3. Market Dynamics
    • 3.1. Introduction
    • 3.2. Market Drivers
      • 3.2.1. The increased adoption of the LED video wall technology
      • 3.2.2. The rising trend of shifting movies broadcast from cinema halls and multiplexes to over the top (OTT) platforms
    • 3.3. Market Trends
      • 3.3.1. The rising popularity of web series containing visual effects and three-dimensional graphic environments
  • 4. Market Factor Analysis
    • 4.1. Porters Five Forces
    • 4.2. Supply/Value Chain
    • 4.3. PESTEL analysis
    • 4.4. Market Entropy
    • 4.5. Patent/Trademark Analysis
  • 5. Global Virtual Production, by Type, Component, End User and Region (value and price ) (2015-2020)
    • 5.1. Introduction
    • 5.2. Global Virtual Production (Value)
      • 5.2.1. Global Virtual Production by: Type (Value)
        • 5.2.1.1. Pre-production
        • 5.2.1.2. Production
        • 5.2.1.3. Post-production
      • 5.2.2. Global Virtual Production by: Type (Value)
        • 5.2.2.1. Pre-production
        • 5.2.2.2. Production
        • 5.2.2.3. Post-production
      • 5.2.3. Global Virtual Production by: Component (Value)
        • 5.2.3.1. Hardware
        • 5.2.3.2. Software
        • 5.2.3.3. Services
      • 5.2.4. Global Virtual Production by: End User (Value)
        • 5.2.4.1. Movies
        • 5.2.4.2. TV Series
        • 5.2.4.3. Commercial Ads
        • 5.2.4.4. Online Videos
        • 5.2.4.5. Others
      • 5.2.5. Global Virtual Production Region
        • 5.2.5.1. South America
          • 5.2.5.1.1. Brazil
          • 5.2.5.1.2. Argentina
          • 5.2.5.1.3. Rest of South America
        • 5.2.5.2. Asia Pacific
          • 5.2.5.2.1. China
          • 5.2.5.2.2. Japan
          • 5.2.5.2.3. India
          • 5.2.5.2.4. South Korea
          • 5.2.5.2.5. Taiwan
          • 5.2.5.2.6. Australia
          • 5.2.5.2.7. Rest of Asia-Pacific
        • 5.2.5.3. Europe
          • 5.2.5.3.1. Germany
          • 5.2.5.3.2. France
          • 5.2.5.3.3. Italy
          • 5.2.5.3.4. United Kingdom
          • 5.2.5.3.5. Netherlands
          • 5.2.5.3.6. Rest of Europe
        • 5.2.5.4. MEA
          • 5.2.5.4.1. Middle East
          • 5.2.5.4.2. Africa
        • 5.2.5.5. North America
          • 5.2.5.5.1. United States
          • 5.2.5.5.2. Canada
          • 5.2.5.5.3. Mexico
    • 5.3. Global Virtual Production (Price)
  • 6. Virtual Production: Manufacturers/Players Analysis
    • 6.1. Competitive Landscape
      • 6.1.1. Market Share Analysis
        • 6.1.1.1. Top 3
        • 6.1.1.2. Top 5
    • 6.2. Peer Group Analysis (2020)
    • 6.3. BCG Matrix
    • 6.4. Company Profile
      • 6.4.1. 360Rize (United States)
        • 6.4.1.1. Business Overview
        • 6.4.1.2. Products/Services Offerings
        • 6.4.1.3. Financial Analysis
        • 6.4.1.4. SWOT Analysis
      • 6.4.2. Adobe (United States)
        • 6.4.2.1. Business Overview
        • 6.4.2.2. Products/Services Offerings
        • 6.4.2.3. Financial Analysis
        • 6.4.2.4. SWOT Analysis
      • 6.4.3. Arashi Vision Inc. (Insta 360) (China)
        • 6.4.3.1. Business Overview
        • 6.4.3.2. Products/Services Offerings
        • 6.4.3.3. Financial Analysis
        • 6.4.3.4. SWOT Analysis
      • 6.4.4. Autodesk Inc. (United States)
        • 6.4.4.1. Business Overview
        • 6.4.4.2. Products/Services Offerings
        • 6.4.4.3. Financial Analysis
        • 6.4.4.4. SWOT Analysis
      • 6.4.5. BORIS FX, INC (United States)
        • 6.4.5.1. Business Overview
        • 6.4.5.2. Products/Services Offerings
        • 6.4.5.3. Financial Analysis
        • 6.4.5.4. SWOT Analysis
      • 6.4.6. Epic Games, Inc. (United States)
        • 6.4.6.1. Business Overview
        • 6.4.6.2. Products/Services Offerings
        • 6.4.6.3. Financial Analysis
        • 6.4.6.4. SWOT Analysis
      • 6.4.7. HTC Corporation (VivePort) (Taiwan)
        • 6.4.7.1. Business Overview
        • 6.4.7.2. Products/Services Offerings
        • 6.4.7.3. Financial Analysis
        • 6.4.7.4. SWOT Analysis
      • 6.4.8. HumanEyes Technologies (United States)
        • 6.4.8.1. Business Overview
        • 6.4.8.2. Products/Services Offerings
        • 6.4.8.3. Financial Analysis
        • 6.4.8.4. SWOT Analysis
      • 6.4.9. Mo-Sys Engineering Ltd. (United Kingdom)
        • 6.4.9.1. Business Overview
        • 6.4.9.2. Products/Services Offerings
        • 6.4.9.3. Financial Analysis
        • 6.4.9.4. SWOT Analysis
      • 6.4.10. NVIDIA Corporation. (United States)
        • 6.4.10.1. Business Overview
        • 6.4.10.2. Products/Services Offerings
        • 6.4.10.3. Financial Analysis
        • 6.4.10.4. SWOT Analysis
  • 7. Global Virtual Production Sale, by Type, Component, End User and Region (value and price ) (2021-2026)
    • 7.1. Introduction
    • 7.2. Global Virtual Production (Value)
      • 7.2.1. Global Virtual Production by: Type (Value)
        • 7.2.1.1. Pre-production
        • 7.2.1.2. Production
        • 7.2.1.3. Post-production
      • 7.2.2. Global Virtual Production by: Type (Value)
        • 7.2.2.1. Pre-production
        • 7.2.2.2. Production
        • 7.2.2.3. Post-production
      • 7.2.3. Global Virtual Production by: Component (Value)
        • 7.2.3.1. Hardware
        • 7.2.3.2. Software
        • 7.2.3.3. Services
      • 7.2.4. Global Virtual Production by: End User (Value)
        • 7.2.4.1. Movies
        • 7.2.4.2. TV Series
        • 7.2.4.3. Commercial Ads
        • 7.2.4.4. Online Videos
        • 7.2.4.5. Others
      • 7.2.5. Global Virtual Production Region
        • 7.2.5.1. South America
          • 7.2.5.1.1. Brazil
          • 7.2.5.1.2. Argentina
          • 7.2.5.1.3. Rest of South America
        • 7.2.5.2. Asia Pacific
          • 7.2.5.2.1. China
          • 7.2.5.2.2. Japan
          • 7.2.5.2.3. India
          • 7.2.5.2.4. South Korea
          • 7.2.5.2.5. Taiwan
          • 7.2.5.2.6. Australia
          • 7.2.5.2.7. Rest of Asia-Pacific
        • 7.2.5.3. Europe
          • 7.2.5.3.1. Germany
          • 7.2.5.3.2. France
          • 7.2.5.3.3. Italy
          • 7.2.5.3.4. United Kingdom
          • 7.2.5.3.5. Netherlands
          • 7.2.5.3.6. Rest of Europe
        • 7.2.5.4. MEA
          • 7.2.5.4.1. Middle East
          • 7.2.5.4.2. Africa
        • 7.2.5.5. North America
          • 7.2.5.5.1. United States
          • 7.2.5.5.2. Canada
          • 7.2.5.5.3. Mexico
    • 7.3. Global Virtual Production (Price)
  • 8. Appendix
    • 8.1. Acronyms
  • 9. Methodology and Data Source
    • 9.1. Methodology/Research Approach
      • 9.1.1. Research Programs/Design
      • 9.1.2. Market Size Estimation
      • 9.1.3. Market Breakdown and Data Triangulation
    • 9.2. Data Source
      • 9.2.1. Secondary Sources
      • 9.2.2. Primary Sources
    • 9.3. Disclaimer
List of Tables
  • Table 1. Virtual Production: by Type(USD Million)
  • Table 2. Virtual Production Pre-production , by Region USD Million (2015-2020)
  • Table 3. Virtual Production Production , by Region USD Million (2015-2020)
  • Table 4. Virtual Production Post-production , by Region USD Million (2015-2020)
  • Table 5. Virtual Production: by Type(USD Million)
  • Table 6. Virtual Production Pre-production , by Region USD Million (2015-2020)
  • Table 7. Virtual Production Production , by Region USD Million (2015-2020)
  • Table 8. Virtual Production Post-production , by Region USD Million (2015-2020)
  • Table 9. Virtual Production: by Component(USD Million)
  • Table 10. Virtual Production Hardware , by Region USD Million (2015-2020)
  • Table 11. Virtual Production Software , by Region USD Million (2015-2020)
  • Table 12. Virtual Production Services , by Region USD Million (2015-2020)
  • Table 13. Virtual Production: by End User(USD Million)
  • Table 14. Virtual Production Movies , by Region USD Million (2015-2020)
  • Table 15. Virtual Production TV Series , by Region USD Million (2015-2020)
  • Table 16. Virtual Production Commercial Ads , by Region USD Million (2015-2020)
  • Table 17. Virtual Production Online Videos , by Region USD Million (2015-2020)
  • Table 18. Virtual Production Others , by Region USD Million (2015-2020)
  • Table 19. South America Virtual Production, by Country USD Million (2015-2020)
  • Table 20. South America Virtual Production, by Type USD Million (2015-2020)
  • Table 21. South America Virtual Production, by Component USD Million (2015-2020)
  • Table 22. South America Virtual Production, by End User USD Million (2015-2020)
  • Table 23. Brazil Virtual Production, by Type USD Million (2015-2020)
  • Table 24. Brazil Virtual Production, by Component USD Million (2015-2020)
  • Table 25. Brazil Virtual Production, by End User USD Million (2015-2020)
  • Table 26. Argentina Virtual Production, by Type USD Million (2015-2020)
  • Table 27. Argentina Virtual Production, by Component USD Million (2015-2020)
  • Table 28. Argentina Virtual Production, by End User USD Million (2015-2020)
  • Table 29. Rest of South America Virtual Production, by Type USD Million (2015-2020)
  • Table 30. Rest of South America Virtual Production, by Component USD Million (2015-2020)
  • Table 31. Rest of South America Virtual Production, by End User USD Million (2015-2020)
  • Table 32. Asia Pacific Virtual Production, by Country USD Million (2015-2020)
  • Table 33. Asia Pacific Virtual Production, by Type USD Million (2015-2020)
  • Table 34. Asia Pacific Virtual Production, by Component USD Million (2015-2020)
  • Table 35. Asia Pacific Virtual Production, by End User USD Million (2015-2020)
  • Table 36. China Virtual Production, by Type USD Million (2015-2020)
  • Table 37. China Virtual Production, by Component USD Million (2015-2020)
  • Table 38. China Virtual Production, by End User USD Million (2015-2020)
  • Table 39. Japan Virtual Production, by Type USD Million (2015-2020)
  • Table 40. Japan Virtual Production, by Component USD Million (2015-2020)
  • Table 41. Japan Virtual Production, by End User USD Million (2015-2020)
  • Table 42. India Virtual Production, by Type USD Million (2015-2020)
  • Table 43. India Virtual Production, by Component USD Million (2015-2020)
  • Table 44. India Virtual Production, by End User USD Million (2015-2020)
  • Table 45. South Korea Virtual Production, by Type USD Million (2015-2020)
  • Table 46. South Korea Virtual Production, by Component USD Million (2015-2020)
  • Table 47. South Korea Virtual Production, by End User USD Million (2015-2020)
  • Table 48. Taiwan Virtual Production, by Type USD Million (2015-2020)
  • Table 49. Taiwan Virtual Production, by Component USD Million (2015-2020)
  • Table 50. Taiwan Virtual Production, by End User USD Million (2015-2020)
  • Table 51. Australia Virtual Production, by Type USD Million (2015-2020)
  • Table 52. Australia Virtual Production, by Component USD Million (2015-2020)
  • Table 53. Australia Virtual Production, by End User USD Million (2015-2020)
  • Table 54. Rest of Asia-Pacific Virtual Production, by Type USD Million (2015-2020)
  • Table 55. Rest of Asia-Pacific Virtual Production, by Component USD Million (2015-2020)
  • Table 56. Rest of Asia-Pacific Virtual Production, by End User USD Million (2015-2020)
  • Table 57. Europe Virtual Production, by Country USD Million (2015-2020)
  • Table 58. Europe Virtual Production, by Type USD Million (2015-2020)
  • Table 59. Europe Virtual Production, by Component USD Million (2015-2020)
  • Table 60. Europe Virtual Production, by End User USD Million (2015-2020)
  • Table 61. Germany Virtual Production, by Type USD Million (2015-2020)
  • Table 62. Germany Virtual Production, by Component USD Million (2015-2020)
  • Table 63. Germany Virtual Production, by End User USD Million (2015-2020)
  • Table 64. France Virtual Production, by Type USD Million (2015-2020)
  • Table 65. France Virtual Production, by Component USD Million (2015-2020)
  • Table 66. France Virtual Production, by End User USD Million (2015-2020)
  • Table 67. Italy Virtual Production, by Type USD Million (2015-2020)
  • Table 68. Italy Virtual Production, by Component USD Million (2015-2020)
  • Table 69. Italy Virtual Production, by End User USD Million (2015-2020)
  • Table 70. United Kingdom Virtual Production, by Type USD Million (2015-2020)
  • Table 71. United Kingdom Virtual Production, by Component USD Million (2015-2020)
  • Table 72. United Kingdom Virtual Production, by End User USD Million (2015-2020)
  • Table 73. Netherlands Virtual Production, by Type USD Million (2015-2020)
  • Table 74. Netherlands Virtual Production, by Component USD Million (2015-2020)
  • Table 75. Netherlands Virtual Production, by End User USD Million (2015-2020)
  • Table 76. Rest of Europe Virtual Production, by Type USD Million (2015-2020)
  • Table 77. Rest of Europe Virtual Production, by Component USD Million (2015-2020)
  • Table 78. Rest of Europe Virtual Production, by End User USD Million (2015-2020)
  • Table 79. MEA Virtual Production, by Country USD Million (2015-2020)
  • Table 80. MEA Virtual Production, by Type USD Million (2015-2020)
  • Table 81. MEA Virtual Production, by Component USD Million (2015-2020)
  • Table 82. MEA Virtual Production, by End User USD Million (2015-2020)
  • Table 83. Middle East Virtual Production, by Type USD Million (2015-2020)
  • Table 84. Middle East Virtual Production, by Component USD Million (2015-2020)
  • Table 85. Middle East Virtual Production, by End User USD Million (2015-2020)
  • Table 86. Africa Virtual Production, by Type USD Million (2015-2020)
  • Table 87. Africa Virtual Production, by Component USD Million (2015-2020)
  • Table 88. Africa Virtual Production, by End User USD Million (2015-2020)
  • Table 89. North America Virtual Production, by Country USD Million (2015-2020)
  • Table 90. North America Virtual Production, by Type USD Million (2015-2020)
  • Table 91. North America Virtual Production, by Component USD Million (2015-2020)
  • Table 92. North America Virtual Production, by End User USD Million (2015-2020)
  • Table 93. United States Virtual Production, by Type USD Million (2015-2020)
  • Table 94. United States Virtual Production, by Component USD Million (2015-2020)
  • Table 95. United States Virtual Production, by End User USD Million (2015-2020)
  • Table 96. Canada Virtual Production, by Type USD Million (2015-2020)
  • Table 97. Canada Virtual Production, by Component USD Million (2015-2020)
  • Table 98. Canada Virtual Production, by End User USD Million (2015-2020)
  • Table 99. Mexico Virtual Production, by Type USD Million (2015-2020)
  • Table 100. Mexico Virtual Production, by Component USD Million (2015-2020)
  • Table 101. Mexico Virtual Production, by End User USD Million (2015-2020)
  • Table 102. Company Basic Information, Sales Area and Its Competitors
  • Table 103. Company Basic Information, Sales Area and Its Competitors
  • Table 104. Company Basic Information, Sales Area and Its Competitors
  • Table 105. Company Basic Information, Sales Area and Its Competitors
  • Table 106. Company Basic Information, Sales Area and Its Competitors
  • Table 107. Company Basic Information, Sales Area and Its Competitors
  • Table 108. Company Basic Information, Sales Area and Its Competitors
  • Table 109. Company Basic Information, Sales Area and Its Competitors
  • Table 110. Company Basic Information, Sales Area and Its Competitors
  • Table 111. Company Basic Information, Sales Area and Its Competitors
  • Table 112. Virtual Production: by Type(USD Million)
  • Table 113. Virtual Production Pre-production , by Region USD Million (2021-2026)
  • Table 114. Virtual Production Production , by Region USD Million (2021-2026)
  • Table 115. Virtual Production Post-production , by Region USD Million (2021-2026)
  • Table 116. Virtual Production: by Type(USD Million)
  • Table 117. Virtual Production Pre-production , by Region USD Million (2021-2026)
  • Table 118. Virtual Production Production , by Region USD Million (2021-2026)
  • Table 119. Virtual Production Post-production , by Region USD Million (2021-2026)
  • Table 120. Virtual Production: by Component(USD Million)
  • Table 121. Virtual Production Hardware , by Region USD Million (2021-2026)
  • Table 122. Virtual Production Software , by Region USD Million (2021-2026)
  • Table 123. Virtual Production Services , by Region USD Million (2021-2026)
  • Table 124. Virtual Production: by End User(USD Million)
  • Table 125. Virtual Production Movies , by Region USD Million (2021-2026)
  • Table 126. Virtual Production TV Series , by Region USD Million (2021-2026)
  • Table 127. Virtual Production Commercial Ads , by Region USD Million (2021-2026)
  • Table 128. Virtual Production Online Videos , by Region USD Million (2021-2026)
  • Table 129. Virtual Production Others , by Region USD Million (2021-2026)
  • Table 130. South America Virtual Production, by Country USD Million (2021-2026)
  • Table 131. South America Virtual Production, by Type USD Million (2021-2026)
  • Table 132. South America Virtual Production, by Component USD Million (2021-2026)
  • Table 133. South America Virtual Production, by End User USD Million (2021-2026)
  • Table 134. Brazil Virtual Production, by Type USD Million (2021-2026)
  • Table 135. Brazil Virtual Production, by Component USD Million (2021-2026)
  • Table 136. Brazil Virtual Production, by End User USD Million (2021-2026)
  • Table 137. Argentina Virtual Production, by Type USD Million (2021-2026)
  • Table 138. Argentina Virtual Production, by Component USD Million (2021-2026)
  • Table 139. Argentina Virtual Production, by End User USD Million (2021-2026)
  • Table 140. Rest of South America Virtual Production, by Type USD Million (2021-2026)
  • Table 141. Rest of South America Virtual Production, by Component USD Million (2021-2026)
  • Table 142. Rest of South America Virtual Production, by End User USD Million (2021-2026)
  • Table 143. Asia Pacific Virtual Production, by Country USD Million (2021-2026)
  • Table 144. Asia Pacific Virtual Production, by Type USD Million (2021-2026)
  • Table 145. Asia Pacific Virtual Production, by Component USD Million (2021-2026)
  • Table 146. Asia Pacific Virtual Production, by End User USD Million (2021-2026)
  • Table 147. China Virtual Production, by Type USD Million (2021-2026)
  • Table 148. China Virtual Production, by Component USD Million (2021-2026)
  • Table 149. China Virtual Production, by End User USD Million (2021-2026)
  • Table 150. Japan Virtual Production, by Type USD Million (2021-2026)
  • Table 151. Japan Virtual Production, by Component USD Million (2021-2026)
  • Table 152. Japan Virtual Production, by End User USD Million (2021-2026)
  • Table 153. India Virtual Production, by Type USD Million (2021-2026)
  • Table 154. India Virtual Production, by Component USD Million (2021-2026)
  • Table 155. India Virtual Production, by End User USD Million (2021-2026)
  • Table 156. South Korea Virtual Production, by Type USD Million (2021-2026)
  • Table 157. South Korea Virtual Production, by Component USD Million (2021-2026)
  • Table 158. South Korea Virtual Production, by End User USD Million (2021-2026)
  • Table 159. Taiwan Virtual Production, by Type USD Million (2021-2026)
  • Table 160. Taiwan Virtual Production, by Component USD Million (2021-2026)
  • Table 161. Taiwan Virtual Production, by End User USD Million (2021-2026)
  • Table 162. Australia Virtual Production, by Type USD Million (2021-2026)
  • Table 163. Australia Virtual Production, by Component USD Million (2021-2026)
  • Table 164. Australia Virtual Production, by End User USD Million (2021-2026)
  • Table 165. Rest of Asia-Pacific Virtual Production, by Type USD Million (2021-2026)
  • Table 166. Rest of Asia-Pacific Virtual Production, by Component USD Million (2021-2026)
  • Table 167. Rest of Asia-Pacific Virtual Production, by End User USD Million (2021-2026)
  • Table 168. Europe Virtual Production, by Country USD Million (2021-2026)
  • Table 169. Europe Virtual Production, by Type USD Million (2021-2026)
  • Table 170. Europe Virtual Production, by Component USD Million (2021-2026)
  • Table 171. Europe Virtual Production, by End User USD Million (2021-2026)
  • Table 172. Germany Virtual Production, by Type USD Million (2021-2026)
  • Table 173. Germany Virtual Production, by Component USD Million (2021-2026)
  • Table 174. Germany Virtual Production, by End User USD Million (2021-2026)
  • Table 175. France Virtual Production, by Type USD Million (2021-2026)
  • Table 176. France Virtual Production, by Component USD Million (2021-2026)
  • Table 177. France Virtual Production, by End User USD Million (2021-2026)
  • Table 178. Italy Virtual Production, by Type USD Million (2021-2026)
  • Table 179. Italy Virtual Production, by Component USD Million (2021-2026)
  • Table 180. Italy Virtual Production, by End User USD Million (2021-2026)
  • Table 181. United Kingdom Virtual Production, by Type USD Million (2021-2026)
  • Table 182. United Kingdom Virtual Production, by Component USD Million (2021-2026)
  • Table 183. United Kingdom Virtual Production, by End User USD Million (2021-2026)
  • Table 184. Netherlands Virtual Production, by Type USD Million (2021-2026)
  • Table 185. Netherlands Virtual Production, by Component USD Million (2021-2026)
  • Table 186. Netherlands Virtual Production, by End User USD Million (2021-2026)
  • Table 187. Rest of Europe Virtual Production, by Type USD Million (2021-2026)
  • Table 188. Rest of Europe Virtual Production, by Component USD Million (2021-2026)
  • Table 189. Rest of Europe Virtual Production, by End User USD Million (2021-2026)
  • Table 190. MEA Virtual Production, by Country USD Million (2021-2026)
  • Table 191. MEA Virtual Production, by Type USD Million (2021-2026)
  • Table 192. MEA Virtual Production, by Component USD Million (2021-2026)
  • Table 193. MEA Virtual Production, by End User USD Million (2021-2026)
  • Table 194. Middle East Virtual Production, by Type USD Million (2021-2026)
  • Table 195. Middle East Virtual Production, by Component USD Million (2021-2026)
  • Table 196. Middle East Virtual Production, by End User USD Million (2021-2026)
  • Table 197. Africa Virtual Production, by Type USD Million (2021-2026)
  • Table 198. Africa Virtual Production, by Component USD Million (2021-2026)
  • Table 199. Africa Virtual Production, by End User USD Million (2021-2026)
  • Table 200. North America Virtual Production, by Country USD Million (2021-2026)
  • Table 201. North America Virtual Production, by Type USD Million (2021-2026)
  • Table 202. North America Virtual Production, by Component USD Million (2021-2026)
  • Table 203. North America Virtual Production, by End User USD Million (2021-2026)
  • Table 204. United States Virtual Production, by Type USD Million (2021-2026)
  • Table 205. United States Virtual Production, by Component USD Million (2021-2026)
  • Table 206. United States Virtual Production, by End User USD Million (2021-2026)
  • Table 207. Canada Virtual Production, by Type USD Million (2021-2026)
  • Table 208. Canada Virtual Production, by Component USD Million (2021-2026)
  • Table 209. Canada Virtual Production, by End User USD Million (2021-2026)
  • Table 210. Mexico Virtual Production, by Type USD Million (2021-2026)
  • Table 211. Mexico Virtual Production, by Component USD Million (2021-2026)
  • Table 212. Mexico Virtual Production, by End User USD Million (2021-2026)
  • Table 213. Research Programs/Design for This Report
  • Table 214. Key Data Information from Secondary Sources
  • Table 215. Key Data Information from Primary Sources
List of Figures
  • Figure 1. Porters Five Forces
  • Figure 2. Supply/Value Chain
  • Figure 3. PESTEL analysis
  • Figure 4. Global Virtual Production: by Type USD Million (2015-2020)
  • Figure 5. Global Virtual Production: by Type USD Million (2015-2020)
  • Figure 6. Global Virtual Production: by Component USD Million (2015-2020)
  • Figure 7. Global Virtual Production: by End User USD Million (2015-2020)
  • Figure 8. South America Virtual Production Share (%), by Country
  • Figure 9. Asia Pacific Virtual Production Share (%), by Country
  • Figure 10. Europe Virtual Production Share (%), by Country
  • Figure 11. MEA Virtual Production Share (%), by Country
  • Figure 12. North America Virtual Production Share (%), by Country
  • Figure 13. Global Virtual Production share by Players 2020 (%)
  • Figure 14. Global Virtual Production share by Players (Top 3) 2020(%)
  • Figure 15. Global Virtual Production share by Players (Top 5) 2020(%)
  • Figure 16. BCG Matrix for key Companies
  • Figure 17. 360Rize (United States) Revenue, Net Income and Gross profit
  • Figure 18. 360Rize (United States) Revenue: by Geography 2020
  • Figure 19. Adobe (United States) Revenue, Net Income and Gross profit
  • Figure 20. Adobe (United States) Revenue: by Geography 2020
  • Figure 21. Arashi Vision Inc. (Insta 360) (China) Revenue, Net Income and Gross profit
  • Figure 22. Arashi Vision Inc. (Insta 360) (China) Revenue: by Geography 2020
  • Figure 23. Autodesk Inc. (United States) Revenue, Net Income and Gross profit
  • Figure 24. Autodesk Inc. (United States) Revenue: by Geography 2020
  • Figure 25. BORIS FX, INC (United States) Revenue, Net Income and Gross profit
  • Figure 26. BORIS FX, INC (United States) Revenue: by Geography 2020
  • Figure 27. Epic Games, Inc. (United States) Revenue, Net Income and Gross profit
  • Figure 28. Epic Games, Inc. (United States) Revenue: by Geography 2020
  • Figure 29. HTC Corporation (VivePort) (Taiwan) Revenue, Net Income and Gross profit
  • Figure 30. HTC Corporation (VivePort) (Taiwan) Revenue: by Geography 2020
  • Figure 31. HumanEyes Technologies (United States) Revenue, Net Income and Gross profit
  • Figure 32. HumanEyes Technologies (United States) Revenue: by Geography 2020
  • Figure 33. Mo-Sys Engineering Ltd. (United Kingdom) Revenue, Net Income and Gross profit
  • Figure 34. Mo-Sys Engineering Ltd. (United Kingdom) Revenue: by Geography 2020
  • Figure 35. NVIDIA Corporation. (United States) Revenue, Net Income and Gross profit
  • Figure 36. NVIDIA Corporation. (United States) Revenue: by Geography 2020
  • Figure 37. Global Virtual Production: by Type USD Million (2021-2026)
  • Figure 38. Global Virtual Production: by Type USD Million (2021-2026)
  • Figure 39. Global Virtual Production: by Component USD Million (2021-2026)
  • Figure 40. Global Virtual Production: by End User USD Million (2021-2026)
  • Figure 41. South America Virtual Production Share (%), by Country
  • Figure 42. Asia Pacific Virtual Production Share (%), by Country
  • Figure 43. Europe Virtual Production Share (%), by Country
  • Figure 44. MEA Virtual Production Share (%), by Country
  • Figure 45. North America Virtual Production Share (%), by Country
Some of the key companies/manufacturers profiled in the report
  • 360Rize (United States)
  • Adobe (United States)
  • Arashi Vision Inc. (Insta 360) (China)
  • Autodesk Inc. (United States)
  • BORIS FX, INC (United States)
  • Epic Games, Inc. (United States)
  • HTC Corporation (VivePort) (Taiwan)
  • HumanEyes Technologies (United States)
  • Mo-Sys Engineering Ltd. (United Kingdom)
  • NVIDIA Corporation. (United States)
Additional players considered in the study are as follows:
Panocam3d.com (United States) , Pixar (The Walt Disney Company) (United States) , Side Effects Software Inc (SideFX) (United States) , Technicolor (France) , Vicon Motion Systems Ltd (United Kingdom)
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