The Europe Virtual Production Market is expected to witness market growth of 14.1% CAGR during the forecast period (2020-2026).
With the introduction of artificial intelligence, virtual production technology has registered considerable developments in the quality of its computer-generated graphics. Design and visualization of all intricate scenes in a 3D model have also become favourable, that has a scope of further editing and reviewing in a real-time environment. The technology certainly has a positive impact on the market as it reduces the burden of logistics and transportation expenses of crew members and equipment. It allows filmmakers to shoot on-set live-action scenes using simul-cams or virtual cameras and smoothly combine computer-generated 3D graphic elements with the live shooting footage of the film to wind up the final visual effects.
Moreover, artificial intelligence enables pre-production support and helps them to speed up video production work. In the last decade, pre-production works largely dependent on unstructured box office data and restricted demographic information regarding viewers, resulting in the production of less engaging video content. Though, the implementation of artificial intelligence makes it possible to generate insights from large data sets that were gathered from several platforms to comprehend the acceptance and interest of proposed content. For instance, Netflix makes video content on the basis of precise, customized recommendations, and observations of its users' behaviour, like interest, surfing history, and data action such as pausing or rewinding videos.
Based on Component, the market is segmented into Software, Hardware and Services. Based on Type, the market is segmented into Post-production, Production and Pre-production. Based on End User, the market is segmented into Movie, TV Series, Commercial Ads, Online Videos and Others. Based on countries, the market is segmented into Germany, UK, France, Russia, Spain, Italy, and Rest of Europe.
The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Adobe, Inc., Autodesk, Inc., HTC Corporation, NVIDIA Corporation, 360Rize, Arashi Vision, Inc. (Insta360), Epic Games, Inc., HumanEyes Technologies, Ltd. (Vuze Camera), Mo-Sys Engineering, Ltd., and Boris FX, Inc.
Scope of the Study
Market Segments covered in the Report:
By Component
By Type
By End User
By Country
Companies Profiled
Unique Offerings from the Publisher
With the introduction of artificial intelligence, virtual production technology has registered considerable developments in the quality of its computer-generated graphics. Design and visualization of all intricate scenes in a 3D model have also become favourable, that has a scope of further editing and reviewing in a real-time environment. The technology certainly has a positive impact on the market as it reduces the burden of logistics and transportation expenses of crew members and equipment. It allows filmmakers to shoot on-set live-action scenes using simul-cams or virtual cameras and smoothly combine computer-generated 3D graphic elements with the live shooting footage of the film to wind up the final visual effects.
Moreover, artificial intelligence enables pre-production support and helps them to speed up video production work. In the last decade, pre-production works largely dependent on unstructured box office data and restricted demographic information regarding viewers, resulting in the production of less engaging video content. Though, the implementation of artificial intelligence makes it possible to generate insights from large data sets that were gathered from several platforms to comprehend the acceptance and interest of proposed content. For instance, Netflix makes video content on the basis of precise, customized recommendations, and observations of its users' behaviour, like interest, surfing history, and data action such as pausing or rewinding videos.
Based on Component, the market is segmented into Software, Hardware and Services. Based on Type, the market is segmented into Post-production, Production and Pre-production. Based on End User, the market is segmented into Movie, TV Series, Commercial Ads, Online Videos and Others. Based on countries, the market is segmented into Germany, UK, France, Russia, Spain, Italy, and Rest of Europe.
The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Adobe, Inc., Autodesk, Inc., HTC Corporation, NVIDIA Corporation, 360Rize, Arashi Vision, Inc. (Insta360), Epic Games, Inc., HumanEyes Technologies, Ltd. (Vuze Camera), Mo-Sys Engineering, Ltd., and Boris FX, Inc.
Scope of the Study
Market Segments covered in the Report:
By Component
- Software
- Hardware
- Services
By Type
- Post-production
- Production
- Pre-production
By End User
- Movie
- TV Series
- Commercial Ads
- Online Videos
- Others
By Country
- Germany
- UK
- France
- Russia
- Spain
- Italy
- Rest of Europe
Companies Profiled
- Adobe, Inc.
- Autodesk, Inc.
- HTC Corporation
- NVIDIA Corporation
- 360Rize
- Arashi Vision, Inc. (Insta360)
- Epic Games, Inc.
- HumanEyes Technologies, Ltd. (Vuze Camera)
- Mo-Sys Engineering, Ltd.
- Boris FX, Inc.
Unique Offerings from the Publisher
- Exhaustive coverage
- Highest number of market tables and figures
- Subscription based model available
- Guaranteed best price
- Assured post sales research support with 10% customization free
Table of Contents
Chapter 1. Market Scope & Methodology
Chapter 2. Market Overview
Chapter 3. Competition Analysis - Global
Chapter 4. Europe Virtual Production Market by Component
Chapter 5. Europe Virtual Production Market by Type
Chapter 6. Europe Virtual Production Market by End User
Chapter 7. Europe Virtual Production Market by Country
Chapter 8. Company Profiles
Companies Mentioned
- Adobe, Inc.
- Autodesk, Inc.
- HTC Corporation
- NVIDIA Corporation
- 360Rize
- Arashi Vision, Inc. (Insta360)
- Epic Games, Inc.
- HumanEyes Technologies, Ltd. (Vuze Camera)
- Mo-Sys Engineering, Ltd.
- Boris FX, Inc.
Methodology
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