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Asia Pacific Virtual Production Market By Component (Software, Hardware and Services), By Type (Post-production, Production and Pre-production), By End User (Movie, TV Series, Commercial Ads, Online Videos and Others), By Country, Industry Analysis and Forecast, 2020 - 2026

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    Report

  • 98 Pages
  • February 2021
  • Region: Asia Pacific
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5265917
The Asia Pacific Virtual Production Market is expected to witness market growth of 14.9% CAGR during the forecast period (2020-2026).

Virtual production means the utilization and integration of visual effects (VFX) and technology during the production life cycle. This process is not precisely new; though, there are trends increasing Hollywood’s augmented interest and implementation of the process. The outbreak of COVID-19 presented unparalleled challenges to the production cycle, so it becomes necessary to learn virtual production and its capabilities could turn into a major differentiator for content creators.

Creative leaders in film and web series have proved that how virtual production can give wonderful outputs. Visualization, hybrid camera, motion capture, and LED live-action are virtual production techniques associated with the toolset of modern content creation. With every latest technology, there is an initial learning graph, but the expenses of implementation will eventually reduce over time.

With the introduction of artificial intelligence and machine learning, virtual production technology has shown significant improvements in the quality of computer-generated graphics. With the integration of advanced technologies in virtual production, filmmakers are able to create more advanced computer graphic characters by using facial-capture training data that can transform visuals into real-time characters. Moreover, AI and machine learning features are expected to further improve the quality of visual effects and streamline the design process of a 3D model. Further, the increasing applications of AI in content creation for three-dimensional texturing, action simulation, and post-process motion-capturing data are anticipated to result in the development of innovative visual effect software functions in the next few years.

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 China, Japan, India, South Korea, Singapore, Malaysia, and Rest of Asia Pacific.

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
  • China
  • Japan
  • India
  • South Korea
  • Singapore
  • Malaysia
  • Rest of Asia Pacific

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.

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  • Highest number of market tables and figures
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  • Assured post sales research support with 10% customization free

Table of Contents

Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Asia Pacific Virtual Production Market, by Component
1.4.2 Asia Pacific Virtual Production Market, by Type
1.4.3 Asia Pacific Virtual Production Market, by End User
1.4.4 Asia Pacific Virtual Production Market, by Country
1.5 Methodology for the research
Chapter 2. Market Overview
2.1 Introduction
2.1.1 Overview
2.1.2 Market Composition and Scenario
2.2 Key Factors Impacting the Market
2.2.1 Market Drivers
2.2.2 Market Restraints
Chapter 3. Competition Analysis - Global
3.1 Cardinal Matrix
3.2 Recent Industry Wide Strategic Developments
3.2.1 Partnerships, Collaborations and Agreements
3.2.2 Product Launches and Product Expansions
3.2.3 Geographical Expansions
3.2.4 Acquisition and Mergers
3.3 Top Winning Strategies
3.3.1 Key Leading Strategies: Percentage Distribution (2016-2020)
3.3.2 Key Strategic Move: (Partnerships, Collaborations, and Agreements : 2016, Aug - 2020, Dec) Leading Players
3.3.3 Key Strategic Move: (Product Launches and Product Expansions : 2017, Apr - 2020, Nov) Leading Players
Chapter 4. Asia Pacific Virtual Production Market by Component
4.1 Asia Pacific Software Virtual Production Market by Country
4.2 Asia Pacific Hardware Virtual Production Market by Country
4.3 Asia Pacific Services Virtual Production Market by Country
Chapter 5. Asia Pacific Virtual Production Market by Type
5.1 Asia Pacific Post-production Virtual Production Market by Country
5.2 Asia Pacific Production Virtual Production Market by Country
5.3 Asia Pacific Pre-production Virtual Production Market by Country
Chapter 6. Asia Pacific Virtual Production Market by End User
6.1 Asia Pacific Movie Virtual Production Market by Country
6.2 Asia Pacific TV Series Virtual Production Market by Country
6.3 Asia Pacific Commercial Ads Virtual Production Market by Country
6.4 Asia Pacific Online Videos Virtual Production Market by Country
6.5 Asia Pacific Others Virtual Production Market by Country
Chapter 7. Asia Pacific Virtual Production Market by Country
7.1 China Virtual Production Market
7.1.1 China Virtual Production Market by Component
7.1.2 China Virtual Production Market by Type
7.1.3 China Virtual Production Market by End User
7.2 Japan Virtual Production Market
7.2.1 Japan Virtual Production Market by Component
7.2.2 Japan Virtual Production Market by Type
7.2.3 Japan Virtual Production Market by End User
7.3 India Virtual Production Market
7.3.1 India Virtual Production Market by Component
7.3.2 India Virtual Production Market by Type
7.3.3 India Virtual Production Market by End User
7.4 South Korea Virtual Production Market
7.4.1 South Korea Virtual Production Market by Component
7.4.2 South Korea Virtual Production Market by Type
7.4.3 South Korea Virtual Production Market by End User
7.5 Singapore Virtual Production Market
7.5.1 Singapore Virtual Production Market by Component
7.5.2 Singapore Virtual Production Market by Type
7.5.3 Singapore Virtual Production Market by End User
7.6 Malaysia Virtual Production Market
7.6.1 Malaysia Virtual Production Market by Component
7.6.2 Malaysia Virtual Production Market by Type
7.6.3 Malaysia Virtual Production Market by End User
7.7 Rest of Asia Pacific Virtual Production Market
7.7.1 Rest of Asia Pacific Virtual Production Market by Component
7.7.2 Rest of Asia Pacific Virtual Production Market by Type
7.7.3 Rest of Asia Pacific Virtual Production Market by End User
Chapter 8. Company Profiles
8.1 Adobe, Inc.
8.1.1 Company Overview
8.1.2 Financial Analysis
8.1.3 Segmental and Regional Analysis
8.1.4 Research & Development Expense
8.1.5 Recent strategies and developments:
8.1.5.1 Partnerships, Collaborations, and Agreements:
8.1.5.2 Acquisitions and Mergers:
8.1.6 SWOT Analysis
8.2 Autodesk, Inc.
8.2.1 Company Overview
8.2.2 Financial Analysis
8.2.3 Regional Analysis
8.2.4 Research & Development Expenses
8.2.5 Recent strategies and developments:
8.2.5.1 Partnerships, Collaborations, and Agreements:
8.2.5.2 Product Launches and Product Expansions:
8.2.6 SWOT Analysis
8.3 HTC Corporation
8.3.1 Company Overview
8.3.2 Financial Analysis
8.3.3 Research & Development Expense
8.3.4 Recent strategies and developments:
8.3.4.1 Partnerships, Collaborations, and Agreements:
8.3.4.2 Product Launches and Product Expansions:
8.4 NVIDIA Corporation
8.4.1 Company Overview
8.4.2 Financial Analysis
8.4.3 Segmental and Regional Analysis
8.4.4 Research & Development Expense
8.4.5 Recent strategies and developments:
8.4.5.1 Product Launches and Product Expansions:
8.4.6 SWOT Analysis
8.5 360Rize
8.5.1 Company Overview
8.6 Arashi Vision, Inc. (Insta360)
8.6.1 Company Overview
8.7 Epic Games, Inc.
8.7.1 Company Overview
8.7.2 Recent strategies and developments:
8.7.2.1 Partnerships, Collaborations, and Agreements:
8.7.2.2 Acquisitions and Mergers:
8.7.2.3 Product Launches and Product Expansions:
8.7.2.4 Geographical Expansions:
8.8 HumanEyes Technologies, Ltd. (Vuze Camera)
8.8.1 Company Overview
8.8.2 Recent strategies and developments:
8.8.2.1 Partnerships, Collaborations, and Agreements:
8.8.2.2 Product Launches and Product Expansions:
8.9 Mo-Sys Engineering, Ltd.
8.9.1 Company Overview
8.9.2 Recent strategies and developments:
8.9.2.1 Partnerships, Collaborations, and Agreements:
8.9.2.2 Product Launches and Product Expansions:
8.10. Boris FX, Inc.
8.10.1 Company Overview
8.10.2 Recent strategies and developments:
8.10.2.1 Acquisitions and Mergers:
8.10.2.2 Product Launches and Product Expansions:

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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