Q

Qi Gan

Total Citations
21
h-index
2
Papers
2

Publications

#1 2604.25318v1 Apr 28, 2026

Cutscene Agent: An LLM Agent Framework for Automated 3D Cutscene Generation

Cutscenes are carefully choreographed cinematic sequences embedded in video games and interactive media, serving as the primary vehicle for narrative delivery, character development, and emotional engagement. Producing cutscenes is inherently complex: it demands seamless coordination across screenwriting, cinematography, character animation, voice acting, and technical direction, often requiring days to weeks of collaborative effort from multidisciplinary teams to produce minutes of polished content. In this work, we present Cutscene Agent, an LLM agent framework for automated end-to-end cutscene generation. The framework makes three contributions: (1)~a Cutscene Toolkit built on the Model Context Protocol (MCP) that establishes \emph{bidirectional} integration between LLM agents and the game engine -- agents not only invoke engine operations but continuously observe real-time scene state, enabling closed-loop generation of editable engine-native cinematic assets; (2)~a multi-agent system where a director agent orchestrates specialist subagents for animation, cinematography, and sound design, augmented by a visual reasoning feedback loop for perception-driven refinement; and (3)~CutsceneBench, a hierarchical evaluation benchmark for cutscene generation. Unlike typical tool-use benchmarks that evaluate short, isolated function calls, cutscene generation requires long-horizon, multi-step orchestration of dozens of interdependent tool invocations with strict ordering constraints -- a capability dimension that existing benchmarks do not cover. We evaluate a range of LLMs on CutsceneBench and analyze their performance across this challenging task.

Qi Gan Haozhou Pang Xingpei Shen Gang Fang Bo Liu +10
1 Citations
#2 2603.19643v1 Mar 20, 2026

OmniDiT: Extending Diffusion Transformer to Omni-VTON Framework

Despite the rapid advancement of Virtual Try-On (VTON) and Try-Off (VTOFF) technologies, existing VTON methods face challenges with fine-grained detail preservation, generalization to complex scenes, complicated pipeline, and efficient inference. To tackle these problems, we propose OmniDiT, an omni Virtual Try-On framework based on the Diffusion Transformer, which combines try-on and try-off tasks into one unified model. Specifically, we first establish a self-evolving data curation pipeline to continuously produce data, and construct a large VTON dataset Omni-TryOn, which contains over 380k diverse and high-quality garment-model-tryon image pairs and detailed text prompts. Then, we employ the token concatenation and design an adaptive position encoding to effectively incorporate multiple reference conditions. To relieve the bottleneck of long sequence computation, we are the first to introduce Shifted Window Attention into the diffusion model, thus achieving a linear complexity. To remedy the performance degradation caused by local window attention, we utilize multiple timestep prediction and an alignment loss to improve generation fidelity. Experiments reveal that, under various complex scenes, our method achieves the best performance in both the model-free VTON and VTOFF tasks and a performance comparable to current SOTA methods in the model-based VTON task.

Wei Zeng Pengcheng Wei Huaiqing Wang Boheng Zhang Jia Sun +6
0 Citations