시장보고서
상품코드
1644196

세계의 애니메이션 분야 생성형 AI 시장

Generative Artificial Intelligence in Animation

발행일: | 리서치사: Market Glass, Inc. (Formerly Global Industry Analysts, Inc.) | 페이지 정보: 영문 128 Pages | 배송안내 : 1-2일 (영업일 기준)

    
    
    



※ 본 상품은 영문 자료로 한글과 영문 목차에 불일치하는 내용이 있을 경우 영문을 우선합니다. 정확한 검토를 위해 영문 목차를 참고해주시기 바랍니다.

애니메이션 분야 생성형 AI 세계 시장은 2030년까지 159억 달러에 달할 것으로 예상

2024년에 21억 달러로 추정되는 애니메이션 분야의 세계 생성형 AI 시장은 2024-2030년간 39.8%의 연평균 복합 성장률(CAGR)로 성장하여 2030년에는 159억 달러에 달할 것으로 예상됩니다. 본 보고서에서 분석한 부문 중 하나인 변압기 모델은 CAGR 39.7%를 기록하며 분석 기간 동안 70억 달러에 이를 것으로 예상되며, GANs(Generative Adversarial Networks) 모델 부문의 성장률은 분석 기간 동안 CAGR 41.8%로 추정됩니다.8%로 추정됩니다.

미국 시장 5억 5,770만 달러, 중국은 CAGR 37.8%로 성장 전망

미국 애니메이션 분야 생성형 AI 시장 규모는 2024년 5억 5,770만 달러로 추정됩니다. 세계 2위의 경제 대국인 중국은 2030년까지 24억 달러 규모에 도달할 것으로 예상되며, 2024-2030년의 분석 기간 동안 37.8%의 연평균 복합 성장률(CAGR)을 나타낼 전망입니다. 다른 주목할 만한 지역 시장으로는 일본과 캐나다가 분석 기간 동안 각각 36.3%와 34.6%의 연평균 복합 성장률(CAGR)을 나타낼 전망입니다. 유럽에서는 독일이 CAGR 27.8%로 성장할 것으로 예상됩니다.

세계 애니메이션 분야 생성형 AI 시장 - 주요 동향 및 촉진요인 정리

생성형 AI가 애니메이션 산업을 어떻게 변화시킬 것인가?

생성 인공지능(AI)은 크리에이터들이 독보적인 수준의 창의성, 효율성, 정확성을 달성할 수 있게 함으로써 애니메이션 업계에 혁명을 일으키고 있습니다. 생동감 넘치는 캐릭터, 흐르는 듯한 모션 시퀀싱, 몰입감 넘치는 배경을 생성할 수 있는 생성형 AI 툴은 애니메이션 프로세스를 재정의하고 있습니다. 이러한 기술을 통해 애니메이터는 프레임 보간, 텍스처 생성, 캐릭터 리깅과 같은 반복적인 작업을 자동화하여 창의적인 스토리텔링에 더 많은 시간을 할애할 수 있습니다. 고급 신경망 기반의 생성형 AI 모델은 기존 애니메이션 스타일에서 학습하여 맥락에 맞는 새로운 디자인을 생성할 수 있어 무한한 독창성의 가능성을 제공합니다. 스튜디오들은 제작 파이프라인을 간소화하고, 비용을 절감하며, 품질 저하 없이 촉박한 납기를 맞추기 위해 AI 기반 툴을 점점 더 많이 도입하고 있습니다. 또한, 생성형 AI는 소규모 스튜디오와 독립 제작자들에게 애니메이션을 보다 친숙하게 만들고, 대기업이 독점하고 있던 업계에서 경쟁할 수 있는 기회를 제공합니다. 이러한 기술의 민주화로 인해 크리에이터들은 단편 영화부터 초대형 장편 영화까지 제작하는 데 생성형 AI를 활용하며 애니메이션 산업의 판도를 바꾸는 혁신의 물결에 박차를 가하고 있습니다.

AI 기반 애니메이션을 추진하는 데 있어 기술의 역할은 무엇인가?

기술의 발전은 생성형 AI가 애니메이션에 미치는 영향의 초석으로, 창의적인 비전을 실현하는 데 필요한 계산 능력과 도구를 제공했습니다. 트랜스포머 기반 아키텍처, 생성적 적대적 네트워크(GAN) 및 확산 모델의 개발로 AI 시스템은 매우 상세하고 사실적인 애니메이션을 생성할 수 있게 되었습니다. 고성능 GPU와 클라우드 컴퓨팅 플랫폼은 렌더링 처리 속도를 더욱 가속화하여 스튜디오가 생성형 AI 워크플로우의 방대한 컴퓨팅 요구 사항을 처리할 수 있도록 지원했습니다. 또한, AI 기반 툴은 Autodesk Maya, Blender, Unreal Engine과 같은 업계 표준 소프트웨어와 원활하게 통합되어 애니메이터와 게임 개발자의 워크플로우를 향상시키고 있습니다. 모션 캡처 기술과 생성형 AI를 결합해 인간의 움직임을 실시간으로 매핑하여 사실적인 캐릭터 애니메이션을 생성하고, 제작 기간을 대폭 단축합니다. 또한, AI를 활용해 초현실적인 표정과 립싱크를 구현함으로써 캐릭터에 생동감을 불어넣는 데 있어 획기적인 발전을 이루었습니다. 이러한 발전은 애니메이션에서 생성형 AI의 채택을 촉진할 뿐만 아니라, 창의적 가능성의 경계를 넓히고 시각적 스토리텔링의 미래를 재정의하고 있습니다.

생성형 AI는 산업 관행과 소비자 경험을 어떻게 재구성하고 있는가?

생성형 AI는 스튜디오가 제작 역량을 확장하고, 개인화된 컨텐츠를 제작하며, 진화하는 소비자 취향에 대응할 수 있도록 함으로써 애니메이션 업계의 관행을 변화시키고 있습니다. 스트리밍 플랫폼과 컨텐츠 제공업체는 AI 기반 툴을 통해 지역별로 특화된 애니메이션과 문화 관련 스토리를 제작할 수 있게 되어 시청자 참여를 높이고 시장 공략을 확대할 수 있습니다. 게임 업계에서는 생성형 AI가 절차적으로 생성된 세계, 역동적인 캐릭터, 적응형 게임플레이 메커니즘을 설계하는 데 활용되어 기업에게 보다 몰입감 있고 인터랙티브한 경험을 제공합니다. 광고 업계에서는 광고 캠페인을 최적화하기 위해 특정 타겟층에 맞는 눈길을 끄는 애니메이션을 제작하는 데 생성형 AI를 활용하고 있습니다. 교육 및 훈련 분야도 AI 생성 애니메이션의 혜택을 누리고 있으며, 인터랙티브 컨텐츠는 학습을 더욱 매력적이고 효과적으로 만들고 있습니다. 소비자들은 점점 더 개인화된 경험을 원하고 있으며, 생성형 AI는 크리에이터가 시청자 맞춤형 컨텐츠를 제작할 수 있게 함으로써 이러한 수요를 충족시키고 있습니다. 생성형 AI는 애니메이션 제작 및 소비 방식을 재구성함으로써 업계 관행을 현대의 기술 및 소비자 트렌드와 일치시키는 패러다임의 전환을 주도하고 있습니다.

애니메이션 분야의 생성형 AI 시장의 주요 성장 동력은 무엇인가?

애니메이션 분야의 생성형 AI 시장의 성장은 AI 알고리즘의 발전, 산업 간 이용 사례의 확대, 소비자 수요의 변화 등 여러 가지 요인에 의해 이루어지고 있습니다. 중요한 원동력은 컨텐츠 중심의 디지털 경제에서 고품질의 시각적으로 매력적인 컨텐츠에 대한 수요가 증가하고 있다는 점입니다. 특히 애니메이션 시리즈, 영화, 게임에 대한 수요가 지속적으로 증가함에 따라, 스튜디오들은 엄격한 제작 일정을 지키고 품질을 희생하지 않고 비용을 절감하기 위해 생성형 AI에 주목하고 있습니다. 언리얼 엔진 5와 같은 실시간 렌더링 엔진과 AI의 통합으로 스튜디오는 더 짧은 시간 내에 높은 충실도의 애니메이션을 제작할 수 있게 되면서 도입이 더욱 가속화되고 있습니다. 게임 업계는 절차적 생성 컨텐츠와 역동적인 스토리텔링을 추진하고 있으며, 생성형 AI는 방대한 게임 세계와 적응형 내러티브를 생성할 수 있는 툴을 제공합니다. 또한, 메타버스와 가상현실(VR)의 부상으로 인해 몰입감 있는 가상 환경과 애니메이션 아바타를 생성하는 데 있어 생성형 AI에 대한 수요가 증가하고 있습니다. 소비자 행동도 변화하고 있으며, 개인화된 인터랙티브 경험을 원하는 시청자가 증가하고 있습니다. 이러한 요인들을 종합적으로 고려하면, 애니메이션 분야에서 생성형 AI의 혁신적 잠재력이 부각되고 있으며, 향후 몇 년동안 시장이 급성장할 수 있는 여건이 조성되고 있습니다.

부문

AI Model (Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model, Other AI Models); End-Use (Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use, Other End-Uses)

조사 대상 기업 예시(총 22개사 게재)

  • Autodesk, Inc.
  • DreamWorks Animation
  • Google LLC
  • InVideo
  • Kartoon Studios, Inc.
  • NVIDIA Corporation
  • ServiceNow, Inc.
  • The Walt Disney Company

목차

제1장 조사 방법

제2장 주요 요약

  • 시장 개요
  • 주요 기업
  • 시장 동향과 촉진요인
  • 세계 시장 전망

제3장 시장 분석

  • 미국
  • 캐나다
  • 일본
  • 중국
  • 유럽
  • 프랑스
  • 독일
  • 이탈리아
  • 영국
  • 기타 유럽
  • 아시아태평양
  • 기타 지역

제4장 경쟁

LSH 25.02.19

Global Generative Artificial Intelligence in Animation Market to Reach US$15.9 Billion by 2030

The global market for Generative Artificial Intelligence in Animation estimated at US$2.1 Billion in the year 2024, is expected to reach US$15.9 Billion by 2030, growing at a CAGR of 39.8% over the analysis period 2024-2030. Transformers Model, one of the segments analyzed in the report, is expected to record a 39.7% CAGR and reach US$7.0 Billion by the end of the analysis period. Growth in the Generative Adversarial Networks (GANs) Model segment is estimated at 41.8% CAGR over the analysis period.

The U.S. Market is Estimated at US$557.7 Million While China is Forecast to Grow at 37.8% CAGR

The Generative Artificial Intelligence in Animation market in the U.S. is estimated at US$557.7 Million in the year 2024. China, the world's second largest economy, is forecast to reach a projected market size of US$2.4 Billion by the year 2030 trailing a CAGR of 37.8% over the analysis period 2024-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 36.3% and 34.6% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 27.8% CAGR.

Global Generative Artificial Intelligence in Animation Market - Key Trends & Drivers Summarized

How Is Generative AI Transforming the Animation Industry?

Generative Artificial Intelligence (AI) is revolutionizing the animation industry by enabling creators to achieve unparalleled levels of creativity, efficiency, and precision. With the ability to generate lifelike characters, fluid motion sequences, and immersive backgrounds, generative AI tools have redefined the animation process. These technologies allow animators to automate repetitive tasks such as frame interpolation, texture generation, and character rigging, freeing up valuable time for creative storytelling. Generative AI models, powered by advanced neural networks, can learn from existing animation styles to create new, contextually relevant designs, offering limitless possibilities for originality. Studios are increasingly adopting AI-driven tools to streamline production pipelines, reduce costs, and meet tight deadlines without compromising on quality. Furthermore, generative AI is making animation more accessible to smaller studios and independent creators, enabling them to compete in an industry once dominated by major players. This democratization of technology has spurred a wave of innovation, with creators leveraging generative AI to produce everything from short films to blockbuster features, reshaping the landscape of the animation industry.

What Role Does Technology Play in Advancing AI-Driven Animation?

Technological advancements have been the cornerstone of generative AI's impact on animation, providing the computational power and tools necessary to bring creative visions to life. The development of transformer-based architectures, generative adversarial networks (GANs), and diffusion models has enabled AI systems to generate highly detailed and realistic animations. High-performance GPUs and cloud computing platforms have further accelerated rendering processes, allowing studios to handle the vast computational demands of generative AI workflows. Additionally, AI-powered tools now integrate seamlessly with industry-standard software such as Autodesk Maya, Blender, and Unreal Engine, enhancing the workflow for animators and game developers. Motion capture technologies combined with generative AI are creating realistic character animations by mapping human movements in real-time, significantly reducing production timelines. Another breakthrough is the use of AI in creating hyper-realistic facial expressions and lip-syncing, bringing characters to life with unprecedented realism. These advancements are not only driving the adoption of generative AI in animation but are also expanding the boundaries of what is creatively possible, redefining the future of visual storytelling.

How Is Generative AI Reshaping Industry Practices and Consumer Experiences?

Generative AI is transforming industry practices in animation by enabling studios to scale production capabilities, create personalized content, and cater to evolving consumer preferences. For streaming platforms and content providers, AI-driven tools allow the creation of region-specific animations and culturally relevant storylines, enhancing viewer engagement and broadening market appeal. In the gaming industry, generative AI is being used to design procedurally generated worlds, dynamic characters, and adaptive gameplay mechanics, creating more immersive and interactive experiences for players. The advertising sector is leveraging generative AI to produce eye-catching animations tailored to specific demographics, optimizing marketing campaigns. Education and training are also benefiting from AI-generated animations, with interactive content making learning more engaging and effective. Consumers are increasingly seeking personalized experiences, and generative AI is fulfilling this demand by enabling creators to craft unique, audience-specific content. By reshaping how animation is produced and consumed, generative AI is driving a paradigm shift that aligns industry practices with modern technological and consumer trends.

What Are the Key Growth Drivers in the Generative AI in Animation Market?

The growth in the generative artificial intelligence in animation market is driven by several factors, including advancements in AI algorithms, expanding use cases across industries, and changing consumer demands. A critical driver is the increasing demand for high-quality, visually appealing content in a content-driven digital economy. Studios are turning to generative AI to meet tight production timelines and reduce costs without sacrificing quality, particularly as the demand for animated series, films, and games continues to grow. The integration of AI with real-time rendering engines, such as Unreal Engine 5, is enabling studios to produce high-fidelity animations in shorter timeframes, further accelerating adoption. The gaming industry’s push for procedurally generated content and dynamic storytelling is another significant driver, with generative AI providing the tools to create expansive game worlds and adaptive narratives. Additionally, the rise of the metaverse and virtual reality (VR) is fueling demand for generative AI in creating immersive virtual environments and animated avatars. Consumer behavior is also shifting, with audiences seeking personalized and interactive experiences, which generative AI can deliver at scale. These factors collectively highlight the transformative potential of generative AI in animation, positioning the market for exponential growth in the coming years.

SCOPE OF STUDY:

The report analyzes the Generative Artificial Intelligence in Animation market in terms of units by the following Segments, and Geographic Regions/Countries:

Segments:

AI Model (Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model, Other AI Models); End-Use (Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use, Other End-Uses)

Geographic Regions/Countries:

World; United States; Canada; Japan; China; Europe (France; Germany; Italy; United Kingdom; and Rest of Europe); Asia-Pacific; Rest of World.

Select Competitors (Total 22 Featured) -

  • Autodesk, Inc.
  • DreamWorks Animation
  • Google LLC
  • InVideo
  • Kartoon Studios, Inc.
  • NVIDIA Corporation
  • ServiceNow, Inc.
  • The Walt Disney Company

TABLE OF CONTENTS

I. METHODOLOGY

II. EXECUTIVE SUMMARY

  • 1. MARKET OVERVIEW
    • Influencer Market Insights
    • World Market Trajectories
    • Economic Frontiers: Trends, Trials & Transformations
    • Generative Artificial Intelligence in Animation - Global Key Competitors Percentage Market Share in 2024 (E)
    • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2024 (E)
  • 2. FOCUS ON SELECT PLAYERS
  • 3. MARKET TRENDS & DRIVERS
    • Rising Demand for Hyper-Realistic Visual Effects Drives Adoption of Generative AI in Animation
    • Advancements in AI-Driven Character Modeling Propel Innovation in Animation Workflows
    • Automation of Labor-Intensive Animation Processes Expands Market Adoption Opportunities
    • Growing Use of AI for Real-Time Rendering Strengthens Business Case for Generative AI Tools
    • Increased Focus on Personalized Content Creation Fuels Demand for AI in Animation
    • Integration of AI Animation Tools with Popular Creative Software Spurs Growth
    • Generative AI-Powered Storyboarding Expands Creative Possibilities for Animators
    • Demand for Cost-Effective Production Methods Sustains Growth in AI-Driven Animation Solutions
    • Regulatory Concerns Over AI-Generated Content Ethics Shape Market Dynamics
    • Enhanced Capabilities in AI Lip-Syncing and Voice Animation Drive New Opportunities
    • Generative AI's Role in Creating Virtual Worlds Generates Demand Across Entertainment Sectors
    • Adoption by Independent Studios Expands Addressable Market for Generative AI Animation Tools
    • Advancements in AI Motion Capture Enhance Realism and Streamline Production Workflows
    • Emerging Demand for AI-Assisted 3D Animation Creates New Growth Avenues for Technology Providers
  • 4. GLOBAL MARKET PERSPECTIVE
    • TABLE 1: World Generative Artificial Intelligence in Animation Market Analysis of Annual Sales in US$ Thousand for Years 2015 through 2030
    • TABLE 2: World Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
    • TABLE 3: World 6-Year Perspective for Generative Artificial Intelligence in Animation by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets for Years 2025 & 2030
    • TABLE 4: World Recent Past, Current & Future Analysis for Transformers Model by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
    • TABLE 5: World 6-Year Perspective for Transformers Model by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 6: World Recent Past, Current & Future Analysis for Generative Adversarial Networks (GANs) Model by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
    • TABLE 7: World 6-Year Perspective for Generative Adversarial Networks (GANs) Model by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 8: World Recent Past, Current & Future Analysis for Variational Autoencoders (VAEs) Model by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
    • TABLE 9: World 6-Year Perspective for Variational Autoencoders (VAEs) Model by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 10: World Recent Past, Current & Future Analysis for Other AI Models by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
    • TABLE 11: World 6-Year Perspective for Other AI Models by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 12: World Recent Past, Current & Future Analysis for Televisions (Over-the-Top) End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
    • TABLE 13: World 6-Year Perspective for Televisions (Over-the-Top) End-Use by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 14: World Recent Past, Current & Future Analysis for Advertising End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
    • TABLE 15: World 6-Year Perspective for Advertising End-Use by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 16: World Recent Past, Current & Future Analysis for Movie Production End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
    • TABLE 17: World 6-Year Perspective for Movie Production End-Use by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 18: World Recent Past, Current & Future Analysis for Gaming End-Use by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
    • TABLE 19: World 6-Year Perspective for Gaming End-Use by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 20: World Recent Past, Current & Future Analysis for Other End-Uses by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
    • TABLE 21: World 6-Year Perspective for Other End-Uses by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030

III. MARKET ANALYSIS

  • UNITED STATES
    • Generative Artificial Intelligence in Animation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2025 (E)
    • TABLE 22: USA Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by AI Model - Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 23: USA 6-Year Perspective for Generative Artificial Intelligence in Animation by AI Model - Percentage Breakdown of Value Sales for Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models for the Years 2025 & 2030
    • TABLE 24: USA Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by End-Use - Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 25: USA 6-Year Perspective for Generative Artificial Intelligence in Animation by End-Use - Percentage Breakdown of Value Sales for Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses for the Years 2025 & 2030
  • CANADA
    • TABLE 26: Canada Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by AI Model - Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 27: Canada 6-Year Perspective for Generative Artificial Intelligence in Animation by AI Model - Percentage Breakdown of Value Sales for Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models for the Years 2025 & 2030
    • TABLE 28: Canada Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by End-Use - Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 29: Canada 6-Year Perspective for Generative Artificial Intelligence in Animation by End-Use - Percentage Breakdown of Value Sales for Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses for the Years 2025 & 2030
  • JAPAN
    • Generative Artificial Intelligence in Animation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2025 (E)
    • TABLE 30: Japan Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by AI Model - Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 31: Japan 6-Year Perspective for Generative Artificial Intelligence in Animation by AI Model - Percentage Breakdown of Value Sales for Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models for the Years 2025 & 2030
    • TABLE 32: Japan Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by End-Use - Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 33: Japan 6-Year Perspective for Generative Artificial Intelligence in Animation by End-Use - Percentage Breakdown of Value Sales for Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses for the Years 2025 & 2030
  • CHINA
    • Generative Artificial Intelligence in Animation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2025 (E)
    • TABLE 34: China Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by AI Model - Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 35: China 6-Year Perspective for Generative Artificial Intelligence in Animation by AI Model - Percentage Breakdown of Value Sales for Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models for the Years 2025 & 2030
    • TABLE 36: China Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by End-Use - Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 37: China 6-Year Perspective for Generative Artificial Intelligence in Animation by End-Use - Percentage Breakdown of Value Sales for Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses for the Years 2025 & 2030
  • EUROPE
    • Generative Artificial Intelligence in Animation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2025 (E)
    • TABLE 38: Europe Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by Geographic Region - France, Germany, Italy, UK and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Thousand for Years 2024 through 2030 and % CAGR
    • TABLE 39: Europe 6-Year Perspective for Generative Artificial Intelligence in Animation by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK and Rest of Europe Markets for Years 2025 & 2030
    • TABLE 40: Europe Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by AI Model - Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 41: Europe 6-Year Perspective for Generative Artificial Intelligence in Animation by AI Model - Percentage Breakdown of Value Sales for Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models for the Years 2025 & 2030
    • TABLE 42: Europe Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by End-Use - Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 43: Europe 6-Year Perspective for Generative Artificial Intelligence in Animation by End-Use - Percentage Breakdown of Value Sales for Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses for the Years 2025 & 2030
  • FRANCE
    • Generative Artificial Intelligence in Animation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2025 (E)
    • TABLE 44: France Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by AI Model - Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 45: France 6-Year Perspective for Generative Artificial Intelligence in Animation by AI Model - Percentage Breakdown of Value Sales for Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models for the Years 2025 & 2030
    • TABLE 46: France Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by End-Use - Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 47: France 6-Year Perspective for Generative Artificial Intelligence in Animation by End-Use - Percentage Breakdown of Value Sales for Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses for the Years 2025 & 2030
  • GERMANY
    • Generative Artificial Intelligence in Animation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2025 (E)
    • TABLE 48: Germany Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by AI Model - Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 49: Germany 6-Year Perspective for Generative Artificial Intelligence in Animation by AI Model - Percentage Breakdown of Value Sales for Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models for the Years 2025 & 2030
    • TABLE 50: Germany Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by End-Use - Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 51: Germany 6-Year Perspective for Generative Artificial Intelligence in Animation by End-Use - Percentage Breakdown of Value Sales for Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses for the Years 2025 & 2030
  • ITALY
    • TABLE 52: Italy Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by AI Model - Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 53: Italy 6-Year Perspective for Generative Artificial Intelligence in Animation by AI Model - Percentage Breakdown of Value Sales for Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models for the Years 2025 & 2030
    • TABLE 54: Italy Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by End-Use - Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 55: Italy 6-Year Perspective for Generative Artificial Intelligence in Animation by End-Use - Percentage Breakdown of Value Sales for Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses for the Years 2025 & 2030
  • UNITED KINGDOM
    • Generative Artificial Intelligence in Animation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2025 (E)
    • TABLE 56: UK Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by AI Model - Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 57: UK 6-Year Perspective for Generative Artificial Intelligence in Animation by AI Model - Percentage Breakdown of Value Sales for Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models for the Years 2025 & 2030
    • TABLE 58: UK Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by End-Use - Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 59: UK 6-Year Perspective for Generative Artificial Intelligence in Animation by End-Use - Percentage Breakdown of Value Sales for Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses for the Years 2025 & 2030
  • REST OF EUROPE
    • TABLE 60: Rest of Europe Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by AI Model - Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 61: Rest of Europe 6-Year Perspective for Generative Artificial Intelligence in Animation by AI Model - Percentage Breakdown of Value Sales for Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models for the Years 2025 & 2030
    • TABLE 62: Rest of Europe Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by End-Use - Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 63: Rest of Europe 6-Year Perspective for Generative Artificial Intelligence in Animation by End-Use - Percentage Breakdown of Value Sales for Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses for the Years 2025 & 2030
  • ASIA-PACIFIC
    • Generative Artificial Intelligence in Animation Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2025 (E)
    • TABLE 64: Asia-Pacific Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by AI Model - Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 65: Asia-Pacific 6-Year Perspective for Generative Artificial Intelligence in Animation by AI Model - Percentage Breakdown of Value Sales for Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models for the Years 2025 & 2030
    • TABLE 66: Asia-Pacific Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by End-Use - Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 67: Asia-Pacific 6-Year Perspective for Generative Artificial Intelligence in Animation by End-Use - Percentage Breakdown of Value Sales for Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses for the Years 2025 & 2030
  • REST OF WORLD
    • TABLE 68: Rest of World Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by AI Model - Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 69: Rest of World 6-Year Perspective for Generative Artificial Intelligence in Animation by AI Model - Percentage Breakdown of Value Sales for Transformers Model, Generative Adversarial Networks (GANs) Model, Variational Autoencoders (VAEs) Model and Other AI Models for the Years 2025 & 2030
    • TABLE 70: Rest of World Recent Past, Current & Future Analysis for Generative Artificial Intelligence in Animation by End-Use - Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses - Independent Analysis of Annual Sales in US$ Thousand for the Years 2024 through 2030 and % CAGR
    • TABLE 71: Rest of World 6-Year Perspective for Generative Artificial Intelligence in Animation by End-Use - Percentage Breakdown of Value Sales for Televisions (Over-the-Top) End-Use, Advertising End-Use, Movie Production End-Use, Gaming End-Use and Other End-Uses for the Years 2025 & 2030

IV. COMPETITION

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