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Mengtian Li

Publications and source records attributed to Mengtian Li.

At least 19 recordsLinked to original sources

ETPDesigner: Multi-Agent Orchestration for Interactive Multimodal Electronic Theater Program

Electronic Theater Programs (ETPs) serve as critical promotional media in the performing arts, comprising a multi-page collection of heterogeneous visual assets such as theatrical posters, performance details, and character portraits. However, existing text-to-image paradigms struggle with such complex design tasks due to their inability to comprehend long-context narratives and maintain visual consistency across multiple distinct pages. To address this, we introduce ETPDesigner, a collaborative Multi-Agent framework that directly synthesizes high-quality ETPs from raw dramatic scripts. Emulating a professional design pipeline, our framework orchestrates specialized agents for semantic script analysis, core poster synthesis, functional background generation, and the stratified composition of character assets. Central to ETPDesigner is a global style anchor mechanism that extracts visual priors from the core poster to enforce strict aesthetic uniformity across all generated components. Furthermore, we elevate the ETP from a static publication to an immersive interactive companion. By integrating portrait animation, customized speech synthesis, and persona-grounded Large Language Models (LLMs), our system enables users to engage in real-time, voice-enabled conversations with the generated virtual characters. To rigorously benchmark this task, we construct ETP-Pro, a domain-specific benchmark of professional theater posters and high-quality character portraits. Extensive evaluations demonstrate our method's superiority in producing semantically faithful, aesthetically consistent, and highly interactive program sets.

cs.CV

Balancing ASR and diarization in end-to-end LLMs for multi-talker speech recognition

Multi-talker speech recognition is often addressed by combining automatic speech recognition (ASR) and speaker diarization in a pipeline system. Recently, LLM-based approaches have shown promise by jointly modeling semantic and speaker information, but they typically require large-scale multi-talker corpora that are costly to annotate. In this paper, we investigate how to efficiently train an LLM-based system with limited real-recorded data while maintaining high accuracy in speaker attribution. We propose several strategies: (1) a dual-encoder architecture to extract semantic and speaker features, (2) a feature interleaving format to merge these features as the inputs to the LLM, (3) a length-aware speaker ID loss to enhance diarization capability, and (4) an adaptive threshold strategy for ASR loss computation to mitigate hallucinations caused by speech overlaps. These strategies balance training between ASR and diarization tasks. Our system outperforms open-source baseline approaches, achieving relative improvements of 18% on the AliMeeting corpus and 24% on the Aishell4 corpus.

eess.AS

G-STAR: End-to-End Global Speaker-Tracking Attributed Recognition

We study timestamped speaker-attributed automatic speech recognition (SA-ASR) for long-form, multi-party speech with overlap. In this setting, chunk-wise inference must preserve meeting-level speaker identity consistency while producing time-stamped, speaker-labeled transcripts. Prior Speech-LLM systems tend to prioritize either local diarization or global labeling, lacking the ability to jointly model fine-grained temporal boundaries and robust cross-chunk identity linking. We propose G-STAR, an end-to-end framework that couples a cache-conditioned speaker-tracking module with a Speech-LLM transcription backbone. The tracker provides structured speaker cues with temporal grounding, and the LLM generates attributed text conditioned on these cues. G-STAR supports component-wise optimization and joint end-to-end training, enabling flexible learning under heterogeneous supervision and domain shift. Under chunk-wise decoding protocols, experiments on both oracle-segmented local evaluation and full-meeting global evaluation show strong speaker-attributed transcription performance.

eess.AS

VERTIGO: Visual Preference Optimization for Cinematic Camera Trajectory Generation

Cinematic camera control relies on a tight feedback loop between director and cinematographer, where camera motion and framing are continuously reviewed and refined. Recent generative camera systems can produce diverse, text-conditioned trajectories, but they lack this "director in the loop" and have no explicit supervision of whether a shot is visually desirable. This results in in-distribution camera motion but poor framing, off-screen characters, and undesirable visual aesthetics. In this paper, we introduce VERTIGO, the first framework for visual preference optimization of camera trajectory generators. Our framework leverages a real-time graphics engine (Unity) to render 2D visual previews from generated camera motion. A cinematically fine-tuned vision-language model then scores these previews using our proposed cyclic semantic similarity mechanism, which aligns renders with text prompts. This process provides the visual preference signals for Direct Preference Optimization (DPO) post-training. Both quantitative evaluations and user studies on Unity renders and diffusion-based Camera-to-Video pipelines show consistent gains in condition adherence, framing quality, and perceptual realism. Notably, VERTIGO reduces the character off-screen rate from 38% to nearly 0% while preserving the geometric fidelity of camera motion. User study participants further prefer VERTIGO over baselines across composition, consistency, prompt adherence, and aesthetic quality, confirming the perceptual benefits of our visual preference post-training.

cs.CV

SemMorph3D: Unsupervised Semantic-Aware 3D Morphing via Mesh-Guided Gaussians

We introduce METHODNAME, a novel framework for semantic-aware 3D shape and texture morphing directly from multi-view images. While 3D Gaussian Splatting (3DGS) enables photorealistic rendering, its unstructured nature often leads to catastrophic geometric fragmentation during morphing. Conversely, traditional mesh-based morphing enforces structural integrity but mandates pristine input topology and struggles with complex appearances. Our method resolves this dichotomy by employing a mesh-guided strategy where a coarse, extracted base mesh acts as a flexible geometric anchor. This anchor provides the necessary topological scaffolding to guide unstructured Gaussians, successfully compensating for mesh extraction artifacts and topological limitations. Furthermore, we propose a novel dual-domain optimization strategy that leverages this hybrid representation to establish unsupervised semantic correspondence, synergizing geodesic regularizations for shape preservation with texture-aware constraints for coherent color evolution. This integrated approach ensures stable, physically plausible transformations without requiring labeled data, specialized 3D assets, or category-specific templates. On the proposed TexMorph benchmark, METHODNAME substantially outperforms prior 2D and 3D methods, yielding fully textured, topologically robust 3D morphing while reducing color consistency error (Delta E) by 22.2% and EI by 26.2%. Project page: https://baiyunshu.github.io/GAUSSIANMORPHING.github.io/

cs.CV

FoleyDesigner: Immersive Stereo Foley Generation with Precise Spatio-Temporal Alignment for Film Clips

Foley art plays a pivotal role in enhancing immersive auditory experiences in film, yet manual creation of spatio-temporally aligned audio remains labor-intensive. We propose FoleyDesigner, a novel framework inspired by professional Foley workflows, integrating film clip analysis, spatio-temporally controllable Foley generation, and professional audio mixing capabilities. FoleyDesigner employs a multi-agent architecture for precise spatio-temporal analysis. It achieves spatio-temporal alignment through latent diffusion models trained on spatio-temporal cues extracted from video frames, combined with large language model (LLM)-driven hybrid mechanisms that emulate post-production practices in film industry. To address the lack of high-quality stereo audio datasets in film, we introduce FilmStereo, the first professional stereo audio dataset containing spatial metadata, precise timestamps, and semantic annotations for eight common Foley categories. For applications, the framework supports interactive user control while maintaining seamless integration with professional pipelines, including 5.1-channel Dolby Atmos systems compliant with ITU-R BS.775 standards, thereby offering extensive creative flexibility. Extensive experiments demonstrate that our method achieves superior spatio-temporal alignment compared to existing baselines, with seamless compatibility with professional film production standards. The project page is available at https://gekiii996.github.io/FoleyDesigner/ .

cs.CV

GardenDesigner: Encoding Aesthetic Principles into Jiangnan Garden Construction via a Chain of Agents

Jiangnan gardens, a prominent style of Chinese classical gardens, hold great potential as digital assets for film and game production and digital tourism. However, manual modeling of Jiangnan gardens heavily relies on expert experience for layout design and asset creation, making the process time-consuming. To address this gap, we propose GardenDesigner, a novel framework that encodes aesthetic principles for Jiangnan garden construction and integrates a chain of agents based on procedural modeling. The water-centric terrain and explorative pathway rules are applied by terrain distribution and road generation agents. Selection and spatial layout of garden assets follow the aesthetic and cultural constraints. Consequently, we propose asset selection and layout optimization agents to select and arrange objects for each area in the garden. Additionally, we introduce GardenVerse for Jiangnan garden construction, including expert-annotated garden knowledge to enhance the asset arrangement process. To enable interaction and editing, we develop an interactive interface and tools in Unity, in which non-expert users can construct Jiangnan gardens via text input within one minute. Experiments and human evaluations demonstrate that GardenDesigner can generate diverse and aesthetically pleasing Jiangnan gardens. Project page is available at https://monad-cube.github.io/GardenDesigner.

cs.CV

Mind-of-Director: Multi-modal Agent-Driven Film Previsualization via Collaborative Decision-Making

We present Mind-of-Director, a multi-modal agent-driven framework for film previz that models the collaborative decision-making process of a film production team. Given a creative idea, Mind-of-Director orchestrates multiple specialized agents to produce previz sequences within the game engine. The framework consists of four cooperative modules: Script Development, where agents draft and refine the screenplay iteratively; Virtual Scene Design, which transforms text into semantically aligned 3D environments; Character Behaviour Control, which determines character blocking and motion; and Camera Planning, which optimizes framing, movement, and composition for cinematic camera effects. A real-time visual editing system built in the game engine further enables interactive inspection and synchronized timeline adjustment across scenes, behaviours, and cameras. Extensive experiments and human evaluations show that Mind-of-Director generates high-quality, semantically grounded previz sequences in approximately 25 minutes per idea, demonstrating the effectiveness of agent collaboration for both automated prototyping and human-in-the-loop filmmaking.

cs.CV

SPRITE: From Static Mockups to Engine-Ready Game UI

Game UI implementation requires translating stylized mockups into interactive engine entities. However, current "Screenshot-to-Code" tools often struggle with the irregular geometries and deep visual hierarchies typical of game interfaces. To bridge this gap, we introduce SPRITE, a pipeline that transforms static screenshots into editable engine assets. By integrating Vision-Language Models (VLMs) with a structured YAML intermediate representation, SPRITE explicitly captures complex container relationships and non-rectangular layouts. We evaluated SPRITE against a curated Game UI benchmark and conducted expert reviews with professional developers to assess reconstruction fidelity and prototyping efficiency. Our findings demonstrate that SPRITE streamlines development by automating tedious coding and resolving complex nesting. By facilitating rapid in-engine iteration, SPRITE effectively blurs the boundaries between artistic design and technical implementation in game development. Project page: https://baiyunshu.github.io/sprite.github.io/

cs.HC

OmniTransfer: All-in-one Framework for Spatio-temporal Video Transfer

Videos convey richer information than images or text, capturing both spatial and temporal dynamics. However, most existing video customization methods rely on reference images or task-specific temporal priors, failing to fully exploit the rich spatio-temporal information inherent in videos, thereby limiting flexibility and generalization in video generation. To address these limitations, we propose OmniTransfer, a unified framework for spatio-temporal video transfer. It leverages multi-view information across frames to enhance appearance consistency and exploits temporal cues to enable fine-grained temporal control. To unify various video transfer tasks, OmniTransfer incorporates three key designs: Task-aware Positional Bias that adaptively leverages reference video information to improve temporal alignment or appearance consistency; Reference-decoupled Causal Learning separating reference and target branches to enable precise reference transfer while improving efficiency; and Task-adaptive Multimodal Alignment using multimodal semantic guidance to dynamically distinguish and tackle different tasks. Extensive experiments show that OmniTransfer outperforms existing methods in appearance (ID and style) and temporal transfer (camera movement and video effects), while matching pose-guided methods in motion transfer without using pose, establishing a new paradigm for flexible, high-fidelity video generation.

cs.CV

FilmSceneDesigner: Chaining Set Design for Procedural Film Scene Generation

Film set design plays a pivotal role in cinematic storytelling and shaping the visual atmosphere. However, the traditional process depends on expert-driven manual modeling, which is labor-intensive and time-consuming. To address this issue, we introduce FilmSceneDesigner, an automated scene generation system that emulates professional film set design workflow. Given a natural language description, including scene type, historical period, and style, we design an agent-based chaining framework to generate structured parameters aligned with film set design workflow, guided by prompt strategies that ensure parameter accuracy and coherence. On the other hand, we propose a procedural generation pipeline which executes a series of dedicated functions with the structured parameters for floorplan and structure generation, material assignment, door and window placement, and object retrieval and layout, ultimately constructing a complete film scene from scratch. Moreover, to enhance cinematic realism and asset diversity, we construct SetDepot-Pro, a curated dataset of 6,862 film-specific 3D assets and 733 materials. Experimental results and human evaluations demonstrate that our system produces structurally sound scenes with strong cinematic fidelity, supporting downstream tasks such as virtual previs, construction drawing and mood board creation.

cs.CV

DreamStyle: A Unified Framework for Video Stylization

Video stylization, an important downstream task of video generation models, has not yet been thoroughly explored. Its input style conditions typically include text, style image, and stylized first frame. Each condition has a characteristic advantage: text is more flexible, style image provides a more accurate visual anchor, and stylized first frame makes long-video stylization feasible. However, existing methods are largely confined to a single type of style condition, which limits their scope of application. Additionally, their lack of high-quality datasets leads to style inconsistency and temporal flicker. To address these limitations, we introduce DreamStyle, a unified framework for video stylization, supporting (1) text-guided, (2) style-image-guided, and (3) first-frame-guided video stylization, accompanied by a well-designed data curation pipeline to acquire high-quality paired video data. DreamStyle is built on a vanilla Image-to-Video (I2V) model and trained using a Low-Rank Adaptation (LoRA) with token-specific up matrices that reduces the confusion among different condition tokens. Both qualitative and quantitative evaluations demonstrate that DreamStyle is competent in all three video stylization tasks, and outperforms the competitors in style consistency and video quality.

cs.CV

DreamO: A Unified Framework for Image Customization

Recently, extensive research on image customization (e.g., identity, subject, style, background, etc.) demonstrates strong customization capabilities in large-scale generative models. However, most approaches are designed for specific tasks, restricting their generalizability to combine different types of condition. Developing a unified framework for image customization remains an open challenge. In this paper, we present DreamO, an image customization framework designed to support a wide range of tasks while facilitating seamless integration of multiple conditions. Specifically, DreamO utilizes a diffusion transformer (DiT) framework to uniformly process input of different types. During training, we construct a large-scale training dataset that includes various customization tasks, and we introduce a feature routing constraint to facilitate the precise querying of relevant information from reference images. Additionally, we design a placeholder strategy that associates specific placeholders with conditions at particular positions, enabling control over the placement of conditions in the generated results. Moreover, we employ a progressive training strategy consisting of three stages: an initial stage focused on simple tasks with limited data to establish baseline consistency, a full-scale training stage to comprehensively enhance the customization capabilities, and a final quality alignment stage to correct quality biases introduced by low-quality data. Extensive experiments demonstrate that the proposed DreamO can effectively perform various image customization tasks with high quality and flexibly integrate different types of control conditions.

cs.CV

AvatarBrush: Monocular Reconstruction of Gaussian Avatars with Intuitive Local Editing

The efficient reconstruction of high-quality and intuitively editable human avatars presents a pressing challenge in the field of computer vision. Recent advancements, such as 3DGS, have demonstrated impressive reconstruction efficiency and rapid rendering speeds. However, intuitive local editing of these representations remains a significant challenge. In this work, we propose AvatarBrush, a framework that reconstructs fully animatable and locally editable avatars using only a monocular video input. We propose a three-layer model to represent the avatar and, inspired by mesh morphing techniques, design a framework to generate the Gaussian model from local information of the parametric body model. Compared to previous methods that require scanned meshes or multi-view captures as input, our approach reduces costs and enhances editing capabilities such as body shape adjustment, local texture modification, and geometry transfer. Our experimental results demonstrate superior quality across two datasets and emphasize the enhanced, user-friendly, and localized editing capabilities of our method.

cs.GR

GTAD: Global Temporal Aggregation Denoising Learning for 3D Semantic Occupancy Prediction

Accurately perceiving dynamic environments is a fundamental task for autonomous driving and robotic systems. Existing methods inadequately utilize temporal information, relying mainly on local temporal interactions between adjacent frames and failing to leverage global sequence information effectively. To address this limitation, we investigate how to effectively aggregate global temporal features from temporal sequences, aiming to achieve occupancy representations that efficiently utilize global temporal information from historical observations. For this purpose, we propose a global temporal aggregation denoising network named GTAD, introducing a global temporal information aggregation framework as a new paradigm for holistic 3D scene understanding. Our method employs an in-model latent denoising network to aggregate local temporal features from the current moment and global temporal features from historical sequences. This approach enables the effective perception of both fine-grained temporal information from adjacent frames and global temporal patterns from historical observations. As a result, it provides a more coherent and comprehensive understanding of the environment. Extensive experiments on the nuScenes and Occ3D-nuScenes benchmark and ablation studies demonstrate the superiority of our method.

cs.CV

MeerKAT HI observations of Low Surface Brightness/Ultradiffuse Galaxy Candidates Projected around Two Southern Loose Groups

A large catalogue of low surface brightness galaxies (LSBGs) from the Dark Energy Survey showed significant clustering around nearby galaxy groups and clusters. Using the HIPASS survey, we tried to determine the redshift of a sub-sample of these LSBGs and determine whether they were members of the groups they were projected near, but this was hampered by HIPASS's high spectral rms. This letter reports on MeerKAT H I observations to determine the redshifts of 52 LSBG candidates projected in the vicinity of two groups from our previous HIPASS study. The main goal is to investigate and ascertain whether these LSBGs are genuine group members. H I was detected with MeerKAT and redshifts were determined for only five of the 52 candidates within a velocity range of $\pm$ 2500 km/s of their respective group velocities. All five H I detections were blue LSBGs and two of them were confirmed to be ultradiffuse galaxies (UDGs). Both these UDGs were group members, while the other three detections were either foreground or background galaxies. In this letter we explore scenarios that can explain the 90% non-detection. MeerKAT's excellent sensitivity allows us to conclude that the majority of the non-detected candidates, particularly the blue galaxies, are not group members but lie at higher redshifts. However, this still leaves the open question as why Tanoglidis LSBG candidates, in particular the red ones, appear to be clustered in projection around nearby groups.

astro-ph.CO

HyperLoRA: Parameter-Efficient Adaptive Generation for Portrait Synthesis

Personalized portrait synthesis, essential in domains like social entertainment, has recently made significant progress. Person-wise fine-tuning based methods, such as LoRA and DreamBooth, can produce photorealistic outputs but need training on individual samples, consuming time and resources and posing an unstable risk. Adapter based techniques such as IP-Adapter freeze the foundational model parameters and employ a plug-in architecture to enable zero-shot inference, but they often exhibit a lack of naturalness and authenticity, which are not to be overlooked in portrait synthesis tasks. In this paper, we introduce a parameter-efficient adaptive generation method, namely HyperLoRA, that uses an adaptive plug-in network to generate LoRA weights, merging the superior performance of LoRA with the zero-shot capability of adapter scheme. Through our carefully designed network structure and training strategy, we achieve zero-shot personalized portrait generation (supporting both single and multiple image inputs) with high photorealism, fidelity, and editability.

cs.CV

FilmComposer: LLM-Driven Music Production for Silent Film Clips

In this work, we implement music production for silent film clips using LLM-driven method. Given the strong professional demands of film music production, we propose the FilmComposer, simulating the actual workflows of professional musicians. FilmComposer is the first to combine large generative models with a multi-agent approach, leveraging the advantages of both waveform music and symbolic music generation. Additionally, FilmComposer is the first to focus on the three core elements of music production for film-audio quality, musicality, and musical development-and introduces various controls, such as rhythm, semantics, and visuals, to enhance these key aspects. Specifically, FilmComposer consists of the visual processing module, rhythm-controllable MusicGen, and multi-agent assessment, arrangement and mix. In addition, our framework can seamlessly integrate into the actual music production pipeline and allows user intervention in every step, providing strong interactivity and a high degree of creative freedom. Furthermore, we propose MusicPro-7k which includes 7,418 film clips, music, description, rhythm spots and main melody, considering the lack of a professional and high-quality film music dataset. Finally, both the standard metrics and the new specialized metrics we propose demonstrate that the music generated by our model achieves state-of-the-art performance in terms of quality, consistency with video, diversity, musicality, and musical development. Project page: https://apple-jun.github.io/FilmComposer.github.io/

cs.CV