表紙:バーチャルプロダクションの世界市場:コンポーネント別(ハードウェア、ソフトウェア、サービス)、タイプ別、エンドユーザー別(映画、連続TV番組、コマーシャル広告、オンラインビデオ)、地域別の市場規模、シェアおよび動向分析、セグメント別予測(2021年~2028年)
市場調査レポート
商品コード
1032420

バーチャルプロダクションの世界市場:コンポーネント別(ハードウェア、ソフトウェア、サービス)、タイプ別、エンドユーザー別(映画、連続TV番組、コマーシャル広告、オンラインビデオ)、地域別の市場規模、シェアおよび動向分析、セグメント別予測(2021年~2028年)

Virtual Production Market Size, Share & Trends Analysis Report By Component (Hardware, Software, Services), By Type, By End User (Movie, TV Series, Commercial Ads, Online Videos), By Region, And Segment Forecasts, 2021 - 2028

出版日: | 発行: Grand View Research, Inc. | ページ情報: 英文 100 Pages | 納期: 2-10営業日

価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=114.08円
バーチャルプロダクションの世界市場:コンポーネント別(ハードウェア、ソフトウェア、サービス)、タイプ別、エンドユーザー別(映画、連続TV番組、コマーシャル広告、オンラインビデオ)、地域別の市場規模、シェアおよび動向分析、セグメント別予測(2021年~2028年)
出版日: 2021年10月07日
発行: Grand View Research, Inc.
ページ情報: 英文 100 Pages
納期: 2-10営業日
  • 全表示
  • 概要
  • 図表
  • 目次
概要

世界のバーチャルプロダクションの市場規模は、2021年から2028年にかけて16.7%のCAGRで拡大し、2028年までに47億1,000万米ドルに達する見込みです。

メディア・エンタテインメント業界におけるバーチャルプロダクションの人気が高まっていることに加え、高解像度映像やリアルタイムの仮想環境を作成する機能が市場成長を促進する要因となっています。

この技術により、映画制作者は、実写映像にバーチャルな背景環境を統合することで、セット上の制作チームやクルーの必要性を削減することができ、映像制作コストを大幅に削減することができます。さらに、バーチャルプロダクションの技術的進歩は、放送局が放送室での技術者の物理的な存在を最小限に抑え、業務効率を向上させるのに役立ちます。例えば、Sky Sportsは、2020年3月にバーチャルプロダクションスイートを導入し、チームがコンテンツを作成して遠隔地でストリーミングできるようにしました。このスイートでは、48台の仮想ワークステーションと、同数のワークステーション間の直接接続がされており、リモート編集、同時進行のライブプログラミング、ソーシャルメディアプラットフォーム上でのライブクリッピングの直接配信などが可能になっています。バーチャル・プロダクションは、より優れた映像と低コストでの制作が可能ですが、一方で、業界の専門家の間でトレーニングや経験が不足しているという課題もあります。

当レポートでは、世界のバーチャルプロダクション市場について調査分析し、市場および業界展望、セグメント別・地域別市場の展望の他、競合情勢について、体系的な情報を提供しています。

目次

第1章 調査手法と範囲

第2章 エグゼクティブサマリー

第3章 バーチャルプロダクション市場の変数、動向、範囲

  • 市場細分化と範囲
  • 仮想制作-バリューチェーン分析
  • 市場力学
  • 業界分析-ポーターのファイブフォース分析
  • 主な機会-優先順位づけ
  • バーチャルプロダクション市場-主要企業分析、2020年
  • バーチャルプロダクションPEST分析

第4章 バーチャルプロダクション市場:コンポーネント別

  • コンポーネント別市場シェア、2020年および2028年
  • ソフトウェア
  • ハードウェア
  • サービス

第5章 バーチャルプロダクション市場:タイプ別

  • タイプ別市場シェア、2020年および2028年
  • プリプロダクション
  • 製造
  • ポストプロダクション

第6章 バーチャルプロダクション市場:エンドユーザー別

  • エンドユーザー別市場シェア、2020年および2028年
  • 映画
  • 連続テレビ番組
  • コマーシャル広告
  • オンラインビデオ
  • その他

第7章 バーチャルプロダクション市場:地域別

  • 北米
    • 米国
    • カナダ
    • メキシコ
  • 欧州
    • ドイツ
    • 英国
    • フランス
  • アジア太平洋地域
    • 中国
    • 日本
    • インド
  • 南米
    • ブラジル
  • 中東・アフリカ

第8章 競合情勢

  • 360 Rize
  • Adobe
  • Arashi Vision Inc.(Insta 360)
  • Autodesk Inc.
  • BORIS FX, INC
  • Epic Games, Inc.
  • HTC Corporation(VivePort)
  • HumanEyes Technologies
  • Mo-Sys Engineering Ltd.
  • NVIDIA Corporation.
  • Panocam3d.com
  • Pixar(The Walt Disney Company)
  • Side Effects Software Inc(SideFX)
  • Technicolor
  • Vicon Motion Systems Ltd
図表

List of Tables

  • Table 1 Virtual production market - Industry snapshot & key buying criteria, 2018 - 2028
  • Table 2 Global Virtual Production Market, 2018 - 2028 (USD Million)
  • Table 3 Global Virtual Production Market, by region, 2018 - 2028 (USD Million)
  • Table 4 Global Virtual Production Market, by component, 2018 - 2028 (USD Million)
  • Table 5 Global Virtual Production Market, by type, 2018 - 2028 (USD Million)
  • Table 6 Global Virtual Production Market, by end-user, 2018 - 2028 (USD Million)
  • Table 7 Key market driver impact
  • Table 8 Key market restraint impact
  • Table 9 Key market opportunity impact
  • Table 10 List of key market players
  • Table 11 Hardware Virtual Production Market, by region, 2018 - 2028 (USD Million)
  • Table 12 Software Virtual Production Market, by region, 2018 - 2028 (USD Million)
  • Table 13 Services Virtual Production Market, by region, 2018 - 2028 (USD Million)
  • Table 14 Pre-production Virtual Production Market, by region, 2018 - 2028 (USD Million)
  • Table 15 Production Virtual Production Market, by region, 2018 - 2028 (USD Million)
  • Table 16 Post-production Virtual Production Market, by region, 2018 - 2028 (USD Million)
  • Table 17 Movies Virtual Production Market, by region, 2018 - 2028 (USD Million)
  • Table 18 TV Series Virtual Production Market, by region, 2018 - 2028 (USD Million)
  • Table 19 Commercial Ads Virtual Production Market, by region, 2018 - 2028 (USD Million)
  • Table 20 Online Videos Virtual Production Market, by region, 2018 - 2028 (USD Million)
  • Table 21 Others Virtual Production Market, by region, 2018 - 2028 (USD Million)
  • Table 22 North America Virtual Production Market, by component, 2018 - 2028 (USD Million)
  • Table 23 North America Virtual Production Market, by type, 2018 - 2028 (USD Million)
  • Table 24 North America Virtual Production Market, by end-user, 2018 - 2028 (USD Million)
  • Table 25 U.S. Virtual Production Market, by component, 2018 - 2028 (USD Million)
  • Table 26 U.S. Virtual Production Market, by type, 2018 - 2028 (USD Million)
  • Table 27 US Virtual Production Market, by end-user, 2018 - 2028 (USD Million)
  • Table 28 Canada Virtual Production Market, by component, 2018 - 2028 (USD Million)
  • Table 29 Canada Virtual Production Market, by type, 2018 - 2028 (USD Million)
  • Table 30 Canada Virtual Production Market, by end-user, 2018 - 2028 (USD Million)
  • Table 31 Mexico Virtual Production Market, by component, 2018 - 2028 (USD Million)
  • Table 32 Mexico Virtual Production Market, by type, 2018 - 2028 (USD Million)
  • Table 33 Mexico Virtual Production Market, by end-user, 2018 - 2028 (USD Million)
  • Table 34 Europe Virtual Production Market, by component, 2018 - 2028 (USD Million)
  • Table 35 Europe Virtual Production Market, by type, 2018 - 2028 (USD Million)
  • Table 36 Europe Virtual Production Market, by end-user, 2018 - 2028 (USD Million)
  • Table 37 Germany Virtual Production Market, by component, 2018 - 2028 (USD Million)
  • Table 38 Germany Virtual Production Market, by type, 2018 - 2028 (USD Million)
  • Table 39 Germany Virtual Production Market, by end-user, 2018 - 2028 (USD Million)
  • Table 40 U.K. Virtual Production Market, by component, 2018 - 2028 (USD Million)
  • Table 41 U.K. Virtual Production Market, by type, 2018 - 2028 (USD Million)
  • Table 42 U.K. Virtual Production Market, by end-user, 2018 - 2028 (USD Million)
  • Table 43 France Virtual Production Market, by component, 2018 - 2028 (USD Million)
  • Table 44 France Virtual Production Market, by type, 2018 - 2028 (USD Million)
  • Table 45 France Virtual Production Market, by end-user, 2018 - 2028 (USD Million)
  • Table 46 Asia Pacific Virtual Production Market, by component, 2018 - 2028 (USD Million)
  • Table 47 Asia Pacific Virtual Production Market, by type, 2018 - 2028 (USD Million)
  • Table 48 Asia Pacific Virtual Production Market, by end-user, 2018 - 2028 (USD Million)
  • Table 49 China Virtual Production Market, by component, 2018 - 2028 (USD Million)
  • Table 50 China Virtual Production Market, by type, 2018 - 2028 (USD Million)
  • Table 51 China Virtual Production Market, by end-user, 2018 - 2028 (USD Million)
  • Table 52 Japan Virtual Production Market, by component, 2018 - 2028 (USD Million)
  • Table 53 Japan Virtual Production Market, by type, 2018 - 2028 (USD Million)
  • Table 54 Japan Virtual Production Market, by end-user, 2018 - 2028 (USD Million)
  • Table 55 India Virtual Production Market, by component, 2018 - 2028 (USD Million)
  • Table 56 India Virtual Production Market, by type, 2018 - 2028 (USD Million)
  • Table 57 India Virtual Production Market, by end-user, 2018 - 2028 (USD Million)
  • Table 58 South America Virtual Production Market, by component, 2018 - 2028 (USD Million)
  • Table 59 South America Virtual Production Market, by type, 2018 - 2028 (USD Million)
  • Table 60 South America Virtual Production Market, by end-user, 2018 - 2028 (USD Million)
  • Table 61 Brazil Virtual Production Market, by component, 2018 - 2028 (USD Million)
  • Table 62 Brazil Virtual Production Market, by type, 2018 - 2028 (USD Million)
  • Table 63 Brazil Virtual Production Market, by end-user, 2018 - 2028 (USD Million)
  • Table 64 MEA Virtual Production Market, by component, 2018 - 2028 (USD Million)
  • Table 65 MEA Virtual Production Market, by type, 2018 - 2028 (USD Million)
  • Table 66 MEA Virtual Production Market, by end-user, 2018 - 2028 (USD Million)

List of Figures

  • Fig. 1 Research process
  • Fig. 2 Market formulation
  • Fig. 3 Market segmentation and scope
  • Fig. 4 Virtual production market, 2018 - 2028
  • Fig. 5 Key opportunities analysis
  • Fig. 6 Virtual production - Value chain analysis
  • Fig. 7 Virtual production market dynamics
  • Fig. 8 Industry analysis - Porter's five forces analysis
  • Fig. 9 Virtual production - PEST analysis
  • Fig. 10 Virtual production market share by component, 2020 & 2028
  • Fig. 11 Virtual production market share by type, 2020 & 2028
  • Fig. 12 Virtual production market share by end-user, 2020 & 2028
  • Fig. 13 Virtual production market share by region, 2020 & 2028
  • Fig. 14 North America market place: Key take aways
  • Fig. 15 Europe market place: Key take aways
  • Fig. 16 Asia Pacific market place: Key take aways
  • Fig. 17 South America market place: Key take aways
  • Fig. 18 MEA market place: Key take aways
目次
Product Code: GVR-4-68039-317-3

Virtual Production Market Growth & Trends:

The global virtual production market size is expected to reach USD 4.71 billion by 2028, according to a new report by Grand View Research, Inc. The market is anticipated to register a CAGR of 16.7% from 2021 to 2028. The rising popularity of virtual production in the media and entertainment industry, combined with its capabilities to create high definition visuals and real-time virtual environments, is the key factor propelling the growth of the market.

The technology enables filmmakers to reduce the demand for on-set production teams and crew members by integrating virtual background environments with live-action footage. This allows for a significant reduction in video production costs. Furthermore, technological advancements in virtual production help broadcasters improve their operational efficiency with the least physical presence of technicians in the broadcasting room. For instance, in March 2020, Sky Sports implemented a virtual production suite, which has enabled its teams to create content and stream it remotely. The suite connected 48 virtual workstations and an equal number of direct-to-workstation connections for remote editing, simultaneous live programming, and the distribution of live clippings directly on social media platforms. Although virtual production can produce a film with better visuals and low production costs, it also poses some challenges, especially arising from the lack of training and experience among industry professionals.

With the advent of artificial intelligence, virtual production technology has witnessed significant improvements in the quality of its computer-generated graphics. Design and visualization of all complex scenes in a three-dimensional model have also become convenient, which can be further edited and reviewed in a real-time environment. The technology is positively impacting the market by reducing the burden of transportation and logistics costs of crew members and equipment. It enables filmmakers to capture on-set live-action scenes through simul-cams or virtual cameras and seamlessly merge computer-generated 3D graphic elements with the film's live shooting footage to conclude with the final visual effects.

Artificial intelligence facilitates pre-production support that helps to accelerate video production work. In the previous decade, pre-production works heavily relied on unstructured box office data and limited demographic information related to viewers, leading to the development of less engaging video content. However, now artificial intelligence can generate insights from large data sets collected from various platforms to understand the proposed content's acceptance and interest. For example, Netflix creates video content based on accurate, personalized recommendations, and observations of its users' behavior, such as surfing history, interest, and data action like pausing or rewinding videos. The company has invested USD 15 billion to create a dedicated database to develop original content based on its platform's collected data. Artificial intelligence technology can also help understand scripts and screenplays to recognize the locations described in them and suggest real-world locations where directors

can imagine and create realistic computer graphic imagery locations.

The growing implementation of virtual production in the gaming industry is also working well for the market. Factors such as leveraging a three-dimensional environment increased the focus of companies on developing compact and comfortable virtual gaming devices, and constant technological innovation on virtual production platforms, such as 3D audio, untethered virtual reality headsets, and cloud scalability, are expected to drive market growth across gaming application. Furthermore, the introduction of immersive experience allows for 360° views of graphic content and a new level of gaming interaction, enabling players to control and modify the gaming environment through their senses. Hence the increased application of virtual production technology in games is expected to propel the growth of the market.

Virtual Production Market Report Highlights:

  • In terms of end-user, the movie segment is expected to contribute a significant amount of revenue to the market over the forecast period. The growth can be attributed to the rising demand for visual effects and a three-dimensional model in movies
  • In terms of component, the software segment is expected to grow at a significant CAGR owing to the inclusion of artificial intelligence. The inclusion is expected to improve the performance of animation and graphics quality
  • The key players in the market are 360Rize; Adobe; Arashi Vision Inc. (Insta 360); Autodesk Inc.; BORIS FX, INC; Epic Games, Inc.; HumanEyes Technologies; Mo-Sys Engineering Ltd.; NVIDIA Corporation.; Panocam3d.com; Pixar (The Walt Disney Company); Side Effects Software Inc (SideFX); Technicolor; and Vicon Motion Systems Ltd

Table of Contents

Chapter 1. Methodology and Scope

  • 1.1 Information Procurement and Research Scope
  • 1.2 Information Analysis
  • 1.3 Market formulation & data visualization
  • 1.4 Market Scope and Assumptions
    • 1.4.1 Secondary Sources
    • 1.4.2 Primary Sources

Chapter 2. Executive Summary

  • 2.1 Market Outlook
  • 2.2 Global
    • 2.2.1 Global Virtual Production Market, 2018 - 2028
    • 2.2.2 Global Virtual Production Market, By Region, 2018 - 2028
    • 2.2.3 Global Virtual Production Market, By Component, 2018 - 2028
    • 2.2.4 Global Virtual Production Market, By Type, 2018 - 2028
    • 2.2.5 Global Virtual Production Market, By End - User, 2018 - 2028
  • 2.3 Segmental Trends

Chapter 3. Virtual Production Market Variables, Trends & Scope

  • 3.1 Market Segmentation & Scope
  • 3.2 Virtual Production - Value Chain Analysis
  • 3.3 Market Dynamics
    • 3.3.1 Market Drivers
      • 3.3.1.1 Rising demand of visual effects in movie production across the globe
      • 3.3.1.2 Growing implementation of LED wall technology
      • 3.3.1.3 Increasing application of virtual production in commercial ads
    • 3.3.2 Market Restraints
      • 3.3.2.1 Lack of skilled professionals
      • 3.3.2.2 High capital expenditure for initial set-up
  • 3.4 Industry Analysis - Porter's
    • 3.4.1 Supplier Power
    • 3.4.2 Buyer Power
    • 3.4.3 Substitution Threat
    • 3.4.4 Threat From New Entrant
    • 3.4.5 Competitive Rivalry
  • 3.5 Key Opportunities -Prioritized
  • 3.6 Virtual Production Market-Key Company Analysis, 2020
    • 3.6.1 key company analysis, 2019
    • 3.6.2 list of key market players
  • 3.7 Virtual Production - PEST Analysis
    • 3.7.1 Political
    • 3.7.2 Economic
    • 3.7.3 Social
    • 3.7.4 Technological

Chapter 4. Virtual Production: Component Outlook

  • 4.1 Virtual Production Market Share by Component, 2020 & 2028
  • 4.2 Software
    • 4.2.1 Software virtual Production Market, By Region, 2018 - 2028
  • 4.3 Hardware
    • 4.3.1 Hardware virtual Production Market, By Region, 2018 - 2028
  • 4.4 Services
    • 4.4.1 Services virtual Production Market, By Region, 2018 - 2028

Chapter 5. Virtual Production: Type Outlook

  • 5.1 Virtual Production Market Share by Type, 2020 & 2028
  • 5.2 Pre-production
    • 5.2.1 Pre-Production virtual Production Market, By Region, 2018 - 2028
  • 5.3 Production
    • 5.3.1 Productionvirtual Production Market, By Region, 2018 - 2028
  • 5.4 Post-production
    • 5.4.1 Post Production virtual Production Market, By Region, 2018 - 2028

Chapter 6. Virtual Production: End-User Outlook

  • 6.1 Virtual Production Market Share by End-User, 2020 & 2028
  • 6.2 Movies
    • 6.2.1 Movies virtual Production Market, By Region, 2018 - 2028
  • 6.3 TV Series
    • 6.3.1 Tv Series virtual Production Market, By Region, 2018 - 2028
  • 6.4 Commercial Ads
    • 6.4.1 Commercial Ads virtual Production Market, By Region, 2018 - 2028
  • 6.5 Online Videos
    • 6.5.1 Online Videos virtual Production Market, By Region, 2018 - 2028
  • 6.6 Others
    • 6.6.1 Others Video Platform Market, By Region, 2018 - 2028

Chapter 7. Virtual Production: Regional Outlook

  • 7.1 North America
    • 7.1.1 North America Virtual Production Market, By Component, 2018 - 2028
    • 7.1.2 North America Virtual Production Market, By Type, 2018 - 2028
    • 7.1.3 North America Virtual Production Market, By End-User, 2018 - 2028
    • 7.1.4 U.S.
      • 7.1.4.1 U.S. Virtual Production Market, by component, 2018 - 2028
      • 7.1.4.2 U.S. Virtual Production Market, by type, 2018 - 2028
      • 7.1.4.3 U.S. Virtual Production Market, by end-user, 2018 - 2028
    • 7.1.5 Canada
      • 7.1.5.1 Canada Virtual Production Market, by component, 2018 - 2028
      • 7.1.5.2 Canada Virtual Production Market, by type, 2018 - 2028
      • 7.1.5.3 Canada Virtual Production Market, by end-user, 2018 - 2028
    • 7.1.6 Mexico
      • 7.1.6.1 Mexico Virtual Production Market, by component, 2018 - 2028
      • 7.1.6.2 Mexico Virtual Production Market, by type, 2018 - 2028
      • 7.1.7.3 Mexico Virtual Production Market, by end-user, 2018 - 2028
  • 7.2 Europe
    • 7.2.1 Europe Virtual Production Market, By Component, 2018 - 2028
    • 7.2.2 Europe Virtual Production Market, By Type, 2018 - 2028
    • 7.2.3 Europe Virtual Production Market, By End-User, 2018 - 2028
    • 7.2.4 Germany
      • 7.2.4.1 Germany Virtual Production Market, by component, 2018 - 2028
      • 7.2.4.2 Germany Virtual Production Market, by type, 2018 - 2028
      • 7.2.4.3 Germany Virtual Production Market, by end-user, 2018 - 2028
    • 7.2.5 U.K.
      • 7.2.5.1 U.K. Virtual Production Market, by component, 2018 - 2028
      • 7.2.5.2 U.K. Virtual Production Market, by type, 2018 - 2028
      • 7.2.5.3 U.K. Virtual Production Market, by end-user, 2018 - 2028
    • 7.2.6 France
      • 7.2.6.1 France Virtual Production Market, by component, 2018 - 2028
      • 7.2.6.2 France Virtual Production Market, by type, 2018 - 2028
      • 7.2.6.3 France Virtual Production Market, by end-user, 2018 - 2028
  • 7.3 Asia Pacific
    • 7.3.1 Asia Pacific Virtual Production Market, By Component, 2018 - 2028
    • 7.3.2 Asia Pacific Virtual Production Market, By Type, 2018 - 2028
    • 7.3.3 Asia Pacific Virtual Production Market, BY End-User, 2018 - 2028
    • 7.3.4 China
      • 7.3.4.1 China Virtual Production Market, by component, 2018 - 2028
      • 7.3.4.2 China Virtual Production Market, by type, 2018 - 2028
      • 7.3.4.3 China Virtual Production Market, by end-user, 2018 - 2028
    • 7.3.5 Japan
      • 7.3.5.1 Japan Virtual Production Market, by component, 2018 - 2028
      • 7.3.5.2 Japan Virtual Production Market, by type, 2018 - 2028
      • 7.3.5.3 Japan Virtual Production Market, by end-user, 2018 - 2028
    • 7.3.6 India
      • 7.3.6.1 India Virtual Production Market, by component, 2018 - 2028
      • 7.3.6.2 India Virtual Production Market, by type, 2018 - 2028
      • 7.3.6.3 India Virtual Production Market, by end-user, 2018 - 2028
  • 7.4 South America
    • 7.4.1 South America Virtual Production Market, By Component, 2018 - 2028
    • 7.4.2 South America Virtual Production Market, By Type, 2018 - 2028
    • 7.4.3 South America Virtual Production Market, By End-User, 2018 - 2028
    • 7.4.4 Brazil
      • 7.4.4.1 Brazil Virtual Production Market, by component, 2018 - 2028
      • 7.4.4.2 Brazil Virtual Production Market, by type, 2018 - 2028
      • 7.4.4.3 Brazil Virtual Production Market, by end-user, 2018 - 2028
  • 7.5 MEA
    • 7.5.1 MEA Virtual Production Market, By Component, 2018 - 2028
    • 7.5.2 MEA Virtual Production Market, By Type, 2018 - 2028
    • 7.5.3 MEA Virtual Production Market, By End-User, 2018 - 2028

Chapter 8. Competitive Landscape

  • 8.1 360 Rize
    • 8.1.1 Company Overview
    • 8.1.2 Financial Performance
    • 8.1.3 Product Benchmarking
    • 8.1.4 Recent Developments
  • 8.2 Adobe
    • 8.2.1 Company Overview
    • 8.2.2 Financial Performance
    • 8.2.3 Product Benchmarking
    • 8.2.4 Recent Developments
  • 8.3 Arashi Vision Inc. ( Insta 360)
    • 8.3.1 Company Overview
    • 8.3.2 Financial Performance
    • 8.3.3 Product Benchmarking
    • 8.3.4 Recent Developments
  • 8.4 Autodesk Inc.
    • 8.4.1 Company Overview
    • 8.4.2 Financial Performance
    • 8.4.3 Product Benchmarking
    • 8.4.4 Recent Developments
  • 8.5 BORIS FX, INC
    • 8.5.1 Company Overview
    • 8.5.2 Product Benchmarking
    • 8.5.3 Recent Developments
  • 8.6 Epic Games, Inc.
    • 8.6.1 Company Overview
    • 8.6.2 Product Benchmarking
    • 8.6.3 Recent Developments
  • 8.7 HTC Corporation (VivePort)
    • 8.7.1 Company Overview
    • 8.7.2 Financial Performance
    • 8.7.3 Product Benchmarking
    • 8.7.4 Recent Developments
  • 8.8 HumanEyes Technologies
    • 8.8.1 Company Overview
    • 8.8.2 Financial Performance
    • 8.8.3 Product Benchmarking
    • 8.8.4 Recent Developments
  • 8.9 Mo-Sys Engineering Ltd.
    • 8.9.1 Company Overview
    • 8.9.2 Product Benchmarking
    • 8.9.3 Recent Developments
  • 8.10 NVIDIA Corporation.
    • 8.10.1 Company Overview
    • 8.10.2 Product Benchmarking
    • 8.10.3 Recent Developments
  • 8.11 Panocam3d.com
    • 8.11.1 Company Overview
    • 8.11.2 Product Benchmarking
    • 8.11.3 Recent Developments
  • 8.12 Pixar (The Walt Disney Company)
    • 8.12.1 Company Overview
    • 8.12.2 Product Benchmarking
    • 8.12.3 Recent Developments
  • 8.13 Side Effects Software Inc (SideFX)
    • 8.13.1 Company Overview
    • 8.13.2 Product Benchmarking
    • 8.13.3 Recent Developments
  • 8.14 Technicolor
    • 8.14.1 Company Overview
    • 8.14.2 Product Benchmarking
    • 8.14.3 Recent Developments
  • 8.15 Vicon Motion Systems Ltd
    • 8.15.1 Company Overview
    • 8.15.2 Product Benchmarking
    • 8.15.3 Recent Developments