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Global AI Art and Animation Software Market Analysis and Forecast 2026-2032

Publisher APO Research, Inc.
Published Jan 06, 2026
Length 190 Pages
SKU # APRC20824480

Description

The global AI Art and Animation Software market is projected to grow from US$ million in 2026 to US$ million by 2032, at a Compound Annual Growth Rate (CAGR) of % during the forecast period.

The North America market for AI Art and Animation Software is estimated to increase from $ million in 2026 to reach $ million by 2032, at a CAGR of % during the forecast period of 2026 through 2032.

Europe market for AI Art and Animation Software is estimated to increase from $ million in 2026 to reach $ million by 2032, at a CAGR of % during the forecast period of 2026 through 2032.

Asia-Pacific market for AI Art and Animation Software is estimated to increase from $ million in 2026 to reach $ million by 2032, at a CAGR of % during the forecast period of 2026 through 2032.

The China market for AI Art and Animation Software is estimated to increase from $ million in 2026 to reach $ million by 2032, at a CAGR of % during the forecast period of 2026 through 2032.

The major global companies of AI Art and Animation Software include Jasper Art, Nightcafe, Stable Diffusion, Photosonic, DALL-E 2, MidJourney, Fotor, Deep Dream Generator and Artbreeder, etc. In 2025, the world's top three vendors accounted for approximately % of the revenue.

Report Includes

This report presents an overview of global market for AI Art and Animation Software, market size. Analyses of the global market trends, with historic market revenue data for 2021 - 2025, estimates for 2026, and projections of CAGR through 2032.

This report researches the key producers of AI Art and Animation Software, also provides the revenue of main regions and countries. Of the upcoming market potential for AI Art and Animation Software, and key regions or countries of focus to forecast this market into various segments and sub-segments. Country specific data and market value analysis for the U.S., Canada, Mexico, Brazil, China, Japan, South Korea, Southeast Asia, India, Germany, the U.K., Italy, Middle East, Africa, and Other Countries.

This report focuses on the AI Art and Animation Software revenue, market share and industry ranking of main manufacturers, data from 2021 to 2026. Identification of the major stakeholders in the global AI Art and Animation Software market, and analysis of their competitive landscape and market positioning based on recent developments and segmental revenues. This report will help stakeholders to understand the competitive landscape and gain more insights and position their businesses and market strategies in a better way.

This report analyzes the segments data by Type and by Application, revenue, and growth rate, from 2021 to 2032. Evaluation and forecast the market size for AI Art and Animation Software revenue, projected growth trends, production technology, application and end-user industry.

AI Art and Animation Software Segment by Company

Jasper Art
Nightcafe
Stable Diffusion
Photosonic
DALL-E 2
MidJourney
Fotor
Deep Dream Generator
Artbreeder
Big Sleep
DeepAI
StarryAI
RunwayML
Lexical Intelligence

AI Art and Animation Software Segment by Type

On-Cloud
On-Premise

AI Art and Animation Software Segment by Application

Personal
Business

AI Art and Animation Software Segment by Region

North America
United States
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Russia
Spain
Netherlands
Switzerland
Sweden
Poland
Asia-Pacific
China
Japan
South Korea
India
Australia
Taiwan
Southeast Asia
South America
Brazil
Argentina
Chile
Middle East & Africa
Egypt
South Africa
Israel
Türkiye
GCC Countries

Study Objectives

1. To analyze and research the global status and future forecast, involving growth rate (CAGR), market share, historical and forecast.
2. To present the key players, revenue, market share, and Recent Developments.
3. To split the breakdown data by regions, type, manufacturers, and Application.
4. To analyze the global and key regions market potential and advantage, opportunity and challenge, restraints, and risks.
5. To identify significant trends, drivers, influence factors in global and regions.
6. To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market.

Reasons to Buy This Report

1. This report will help the readers to understand the competition within the industries and strategies for the competitive environment to enhance the potential profit. The report also focuses on the competitive landscape of the global AI Art and Animation Software market, and introduces in detail the market share, industry ranking, competitor ecosystem, market performance, new product development, operation situation, expansion, and acquisition. etc. of the main players, which helps the readers to identify the main competitors and deeply understand the competition pattern of the market.
2. This report will help stakeholders to understand the global industry status and trends of AI Art and Animation Software and provides them with information on key market drivers, restraints, challenges, and opportunities.
3. This report will help stakeholders to understand competitors better and gain more insights to strengthen their position in their businesses. The competitive landscape section includes the market share and rank (in market size), competitor ecosystem, new product development, expansion, and acquisition.
4. This report stays updated with novel technology integration, features, and the latest developments in the market.
5. This report helps stakeholders to gain insights into which regions to target globally.
6. This report helps stakeholders to gain insights into the end-user perception concerning the adoption of AI Art and Animation Software.
7. This report helps stakeholders to identify some of the key players in the market and understand their valuable contribution.

Chapter Outline

Chapter 1: Introduces the report scope of the report, executive summary of different market segments (product type, application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Revenue of AI Art and Animation Software in global and regional level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.
Chapter 4: Detailed analysis of AI Art and Animation Software company competitive landscape, revenue, market share and industry ranking, latest development plan, merger, and acquisition information, etc.
Chapter 5: Provides the analysis of various market segments by type, covering the revenue, and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 6: Provides the analysis of various market segments by application, covering the revenue, and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 7: Provides profiles of key companies, introducing the basic situation of the main companies in the market in detail, including product descriptions and specifications, AI Art and Animation Software revenue, gross margin, and recent development, etc.
Chapter 8: North America by type, by application and by country, revenue for each segment.
Chapter 9: Europe by type, by application and by country, revenue for each segment.
Chapter 10: China type, by application, revenue for each segment.
Chapter 11: Asia (excluding China) type, by application and by region, revenue for each segment.
Chapter 12: South America, Middle East and Africa by type, by application and by country, revenue for each segment.
Chapter 13: The main concluding insights of the report.

Please Note: Single-User license will be delivered via PDF from the publisher without the rights to print or to edit.

Table of Contents

190 Pages
1 Market Overview
1.1 Product Definition
1.2 AI Art and Animation Software Market by Type
1.2.1 Global AI Art and Animation Software Market Size by Type, 2021 VS 2025 VS 2032
1.2.2 On-Cloud
1.2.3 On-Premise
1.3 AI Art and Animation Software Market by Application
1.3.1 Global AI Art and Animation Software Market Size by Application, 2021 VS 2025 VS 2032
1.3.2 Personal
1.3.3 Business
1.4 Assumptions and Limitations
1.5 Study Goals and Objectives
2 AI Art and Animation Software Market Dynamics
2.1 AI Art and Animation Software Industry Trends
2.2 AI Art and Animation Software Industry Drivers
2.3 AI Art and Animation Software Industry Opportunities and Challenges
2.4 AI Art and Animation Software Industry Restraints
3 Global Growth Perspective
3.1 Global AI Art and Animation Software Market Perspective (2021-2032)
3.2 Global AI Art and Animation Software Growth Trends by Region
3.2.1 Global AI Art and Animation Software Market Size by Region: 2021 VS 2025 VS 2032
3.2.2 Global AI Art and Animation Software Market Size by Region (2021-2026)
3.2.3 Global AI Art and Animation Software Market Size by Region (2027-2032)
4 Competitive Landscape by Players
4.1 Global AI Art and Animation Software Revenue by Players
4.1.1 Global AI Art and Animation Software Revenue by Players (2021-2026)
4.1.2 Global AI Art and Animation Software Revenue Market Share by Players (2021-2026)
4.1.3 Global AI Art and Animation Software Players Revenue Share Top 10 and Top 5 in 2025
4.2 Global AI Art and Animation Software Key Players Ranking, 2024 VS 2025 VS 2026
4.3 Global AI Art and Animation Software Key Players Headquarters & Area Served
4.4 Global AI Art and Animation Software Players, Product Type & Application
4.5 Global AI Art and Animation Software Players Establishment Date
4.6 Market Competitive Analysis
4.6.1 Global AI Art and Animation Software Market CR5 and HHI
4.6.3 2025 AI Art and Animation Software Tier 1, Tier 2, and Tier 3
5 AI Art and Animation Software Market Size by Type
5.1 Global AI Art and Animation Software Revenue by Type (2021 VS 2025 VS 2032)
5.2 Global AI Art and Animation Software Revenue by Type (2021-2032)
5.3 Global AI Art and Animation Software Revenue Market Share by Type (2021-2032)
6 AI Art and Animation Software Market Size by Application
6.1 Global AI Art and Animation Software Revenue by Application (2021 VS 2025 VS 2032)
6.2 Global AI Art and Animation Software Revenue by Application (2021-2032)
6.3 Global AI Art and Animation Software Revenue Market Share by Application (2021-2032)
7 Company Profiles
7.1 Jasper Art
7.1.1 Jasper Art Company Information
7.1.2 Jasper Art Business Overview
7.1.3 Jasper Art AI Art and Animation Software Revenue and Gross Margin (2021-2026)
7.1.4 Jasper Art AI Art and Animation Software Product Portfolio
7.1.5 Jasper Art Recent Developments
7.2 Nightcafe
7.2.1 Nightcafe Company Information
7.2.2 Nightcafe Business Overview
7.2.3 Nightcafe AI Art and Animation Software Revenue and Gross Margin (2021-2026)
7.2.4 Nightcafe AI Art and Animation Software Product Portfolio
7.2.5 Nightcafe Recent Developments
7.3 Stable Diffusion
7.3.1 Stable Diffusion Company Information
7.3.2 Stable Diffusion Business Overview
7.3.3 Stable Diffusion AI Art and Animation Software Revenue and Gross Margin (2021-2026)
7.3.4 Stable Diffusion AI Art and Animation Software Product Portfolio
7.3.5 Stable Diffusion Recent Developments
7.4 Photosonic
7.4.1 Photosonic Company Information
7.4.2 Photosonic Business Overview
7.4.3 Photosonic AI Art and Animation Software Revenue and Gross Margin (2021-2026)
7.4.4 Photosonic AI Art and Animation Software Product Portfolio
7.4.5 Photosonic Recent Developments
7.5 DALL-E 2
7.5.1 DALL-E 2 Company Information
7.5.2 DALL-E 2 Business Overview
7.5.3 DALL-E 2 AI Art and Animation Software Revenue and Gross Margin (2021-2026)
7.5.4 DALL-E 2 AI Art and Animation Software Product Portfolio
7.5.5 DALL-E 2 Recent Developments
7.6 MidJourney
7.6.1 MidJourney Company Information
7.6.2 MidJourney Business Overview
7.6.3 MidJourney AI Art and Animation Software Revenue and Gross Margin (2021-2026)
7.6.4 MidJourney AI Art and Animation Software Product Portfolio
7.6.5 MidJourney Recent Developments
7.7 Fotor
7.7.1 Fotor Company Information
7.7.2 Fotor Business Overview
7.7.3 Fotor AI Art and Animation Software Revenue and Gross Margin (2021-2026)
7.7.4 Fotor AI Art and Animation Software Product Portfolio
7.7.5 Fotor Recent Developments
7.8 Deep Dream Generator
7.8.1 Deep Dream Generator Company Information
7.8.2 Deep Dream Generator Business Overview
7.8.3 Deep Dream Generator AI Art and Animation Software Revenue and Gross Margin (2021-2026)
7.8.4 Deep Dream Generator AI Art and Animation Software Product Portfolio
7.8.5 Deep Dream Generator Recent Developments
7.9 Artbreeder
7.9.1 Artbreeder Company Information
7.9.2 Artbreeder Business Overview
7.9.3 Artbreeder AI Art and Animation Software Revenue and Gross Margin (2021-2026)
7.9.4 Artbreeder AI Art and Animation Software Product Portfolio
7.9.5 Artbreeder Recent Developments
7.10 Big Sleep
7.10.1 Big Sleep Company Information
7.10.2 Big Sleep Business Overview
7.10.3 Big Sleep AI Art and Animation Software Revenue and Gross Margin (2021-2026)
7.10.4 Big Sleep AI Art and Animation Software Product Portfolio
7.10.5 Big Sleep Recent Developments
7.11 DeepAI
7.11.1 DeepAI Company Information
7.11.2 DeepAI Business Overview
7.11.3 DeepAI AI Art and Animation Software Revenue and Gross Margin (2021-2026)
7.11.4 DeepAI AI Art and Animation Software Product Portfolio
7.11.5 DeepAI Recent Developments
7.12 StarryAI
7.12.1 StarryAI Company Information
7.12.2 StarryAI Business Overview
7.12.3 StarryAI AI Art and Animation Software Revenue and Gross Margin (2021-2026)
7.12.4 StarryAI AI Art and Animation Software Product Portfolio
7.12.5 StarryAI Recent Developments
7.13 RunwayML
7.13.1 RunwayML Company Information
7.13.2 RunwayML Business Overview
7.13.3 RunwayML AI Art and Animation Software Revenue and Gross Margin (2021-2026)
7.13.4 RunwayML AI Art and Animation Software Product Portfolio
7.13.5 RunwayML Recent Developments
7.14 Lexical Intelligence
7.14.1 Lexical Intelligence Company Information
7.14.2 Lexical Intelligence Business Overview
7.14.3 Lexical Intelligence AI Art and Animation Software Revenue and Gross Margin (2021-2026)
7.14.4 Lexical Intelligence AI Art and Animation Software Product Portfolio
7.14.5 Lexical Intelligence Recent Developments
8 North America
8.1 North America AI Art and Animation Software Revenue (2021-2032)
8.2 North America AI Art and Animation Software Revenue by Type (2021-2032)
8.2.1 North America AI Art and Animation Software Revenue by Type (2021-2026)
8.2.2 North America AI Art and Animation Software Revenue by Type (2027-2032)
8.3 North America AI Art and Animation Software Revenue Share by Type (2021-2032)
8.4 North America AI Art and Animation Software Revenue by Application (2021-2032)
8.4.1 North America AI Art and Animation Software Revenue by Application (2021-2026)
8.4.2 North America AI Art and Animation Software Revenue by Application (2027-2032)
8.5 North America AI Art and Animation Software Revenue Share by Application (2021-2032)
8.6 North America AI Art and Animation Software Revenue by Country
8.6.1 North America AI Art and Animation Software Revenue by Country (2021 VS 2025 VS 2032)
8.6.2 North America AI Art and Animation Software Revenue by Country (2021-2026)
8.6.3 North America AI Art and Animation Software Revenue by Country (2027-2032)
8.6.4 United States
8.6.5 Canada
8.6.6 Mexico
9 Europe
9.1 Europe AI Art and Animation Software Revenue (2021-2032)
9.2 Europe AI Art and Animation Software Revenue by Type (2021-2032)
9.2.1 Europe AI Art and Animation Software Revenue by Type (2021-2026)
9.2.2 Europe AI Art and Animation Software Revenue by Type (2027-2032)
9.3 Europe AI Art and Animation Software Revenue Share by Type (2021-2032)
9.4 Europe AI Art and Animation Software Revenue by Application (2021-2032)
9.4.1 Europe AI Art and Animation Software Revenue by Application (2021-2026)
9.4.2 Europe AI Art and Animation Software Revenue by Application (2027-2032)
9.5 Europe AI Art and Animation Software Revenue Share by Application (2021-2032)
9.6 Europe AI Art and Animation Software Revenue by Country
9.6.1 Europe AI Art and Animation Software Revenue by Country (2021 VS 2025 VS 2032)
9.6.2 Europe AI Art and Animation Software Revenue by Country (2021-2026)
9.6.3 Europe AI Art and Animation Software Revenue by Country (2027-2032)
9.6.4 Germany
9.6.5 France
9.6.6 U.K.
9.6.7 Italy
9.6.8 Russia
9.6.9 Spain
9.6.10 Netherlands
9.6.11 Switzerland
9.6.12 Sweden
9.6.13 Poland
10 China
10.1 China AI Art and Animation Software Revenue (2021-2032)
10.2 China AI Art and Animation Software Revenue by Type (2021-2032)
10.2.1 China AI Art and Animation Software Revenue by Type (2021-2026)
10.2.2 China AI Art and Animation Software Revenue by Type (2027-2032)
10.3 China AI Art and Animation Software Revenue Share by Type (2021-2032)
10.4 China AI Art and Animation Software Revenue by Application (2021-2032)
10.4.1 China AI Art and Animation Software Revenue by Application (2021-2026)
10.4.2 China AI Art and Animation Software Revenue by Application (2027-2032)
10.5 China AI Art and Animation Software Revenue Share by Application (2021-2032)
11 Asia (Excluding China)
11.1 Asia AI Art and Animation Software Revenue (2021-2032)
11.2 Asia AI Art and Animation Software Revenue by Type (2021-2032)
11.2.1 Asia AI Art and Animation Software Revenue by Type (2021-2026)
11.2.2 Asia AI Art and Animation Software Revenue by Type (2027-2032)
11.3 Asia AI Art and Animation Software Revenue Share by Type (2021-2032)
11.4 Asia AI Art and Animation Software Revenue by Application (2021-2032)
11.4.1 Asia AI Art and Animation Software Revenue by Application (2021-2026)
11.4.2 Asia AI Art and Animation Software Revenue by Application (2027-2032)
11.5 Asia AI Art and Animation Software Revenue Share by Application (2021-2032)
11.6 Asia AI Art and Animation Software Revenue by Country
11.6.1 Asia AI Art and Animation Software Revenue by Country (2021 VS 2025 VS 2032)
11.6.2 Asia AI Art and Animation Software Revenue by Country (2021-2026)
11.6.3 Asia AI Art and Animation Software Revenue by Country (2027-2032)
11.6.4 Japan
11.6.5 South Korea
11.6.6 India
11.6.7 Australia
11.6.8 Taiwan
11.6.9 Southeast Asia
12 South America, Middle East and Africa
12.1 SAMEA AI Art and Animation Software Revenue (2021-2032)
12.2 SAMEA AI Art and Animation Software Revenue by Type (2021-2032)
12.2.1 SAMEA AI Art and Animation Software Revenue by Type (2021-2026)
12.2.2 SAMEA AI Art and Animation Software Revenue by Type (2027-2032)
12.3 SAMEA AI Art and Animation Software Revenue Share by Type (2021-2032)
12.4 SAMEA AI Art and Animation Software Revenue by Application (2021-2032)
12.4.1 SAMEA AI Art and Animation Software Revenue by Application (2021-2026)
12.4.2 SAMEA AI Art and Animation Software Revenue by Application (2027-2032)
12.5 SAMEA AI Art and Animation Software Revenue Share by Application (2021-2032)
12.6 SAMEA AI Art and Animation Software Revenue by Country
12.6.1 SAMEA AI Art and Animation Software Revenue by Country (2021 VS 2025 VS 2032)
12.6.2 SAMEA AI Art and Animation Software Revenue by Country (2021-2026)
12.6.3 SAMEA AI Art and Animation Software Revenue by Country (2027-2032)
12.6.4 Brazil
12.6.5 Argentina
12.6.6 Chile
12.6.7 Colombia
12.6.8 Peru
12.6.9 Saudi Arabia
12.6.10 Israel
12.6.11 UAE
12.6.12 Turkey
12.6.13 Iran
12.6.14 Egypt
13 Concluding Insights
14 Appendix
14.1 Reasons for Doing This Study
14.2 Research Methodology
14.3 Research Process
14.4 Authors List of This Report
14.5 Data Source
14.5.1 Secondary Sources
14.5.2 Primary Sources
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