Global Virtual Production Market Report 2021: Focus on Post-production, Production and Pre-production - ResearchAndMarkets.com

DUBLIN--()--The "Global 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 Region, Industry Analysis and Forecast, 2020 - 2026" report has been added to ResearchAndMarkets.com's offering.

The Global Virtual Production Market size is expected to reach $3.1 billion by 2026, rising at a market growth of 14.3% CAGR during the forecast period.

Virtual production (VP) is considered as the distinctive intersection of physical and digital filmmaking. With the help of virtual production, video game technology is blended with filmmaking techniques into the pre and post-production process. The initial use and iterations of this technology is based on innovations and advancements in filmmaking technologies.

Virtual production (VP) has the ability to fuse computer graphics and live footage instantly, to acquire real-time feedback, and to take some crucial decisions on set regarding VFX and animation. Its real-time computer graphics on set can direct your decisions as a filmmaker.

VP refers to the method of developing the digital world, starts with the inception of the movie and ending with the last VFX, revolves around the real-time interaction on set. Like earlier, VFX is no longer a matter of post-production and also the order of production doesn't matter in the filming industry now The order of production has changed.

The rising adoption of the LED video wall technology leads to the augmented implementation of virtual production in the media and entertainment industry. LED video wall present computer-generated graphics in the background and support filmmakers to capture visual effects in real-time. LED video wall screens deliver a realistic background visual that substitutes a real shoot location and saves travel expenses as well as the time of the entire crew.

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 Geography

  • North America
  • US
  • Canada
  • Mexico
  • Rest of North America
  • Europe
  • Germany
  • UK
  • France
  • Russia
  • Spain
  • Italy
  • Rest of Europe
  • Asia Pacific
  • China
  • Japan
  • India
  • South Korea
  • Singapore
  • Malaysia
  • Rest of Asia Pacific
  • LAMEA
  • Brazil
  • Argentina
  • UAE
  • Saudi Arabia
  • South Africa
  • Nigeria
  • Rest of LAMEA

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.

For more information about this report visit https://www.researchandmarkets.com/r/bxh9q8

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Contacts

ResearchAndMarkets.com
Laura Wood, Senior Press Manager
press@researchandmarkets.com

For E.S.T Office Hours Call 1-917-300-0470
For U.S./CAN Toll Free Call 1-800-526-8630
For GMT Office Hours Call +353-1-416-8900