Cinematize from Unreal: Agentic Choreography for Controllable World Simulation
Organizations: Tongji University · Microsoft Research Asia
Abstract
Controllable world simulation requires more than visually plausible frames: scenes must retain persistent state, coordinated actions, and editable temporal structure. Generative world models offer flexible visual synthesis, but their outputs do not always expose the objects and transitions needed for precise revision. Graphics engines provide executable state and direct control, yet translating language into valid operations requires specialized knowledge of assets, geometry, and interdependent APIs. We present CineU (Cinematize from Unreal), an agentic system for language-driven world orchestration and cinematic choreography within Unreal Engine. From a code-based world modeling perspective, an Unreal project serves as a persistent, inspectable world representation, while agent-generated code specifies operations whose effects can be executed and verified. CineU combines hierarchical orchestration, cascaded asset retrieval and geometry-constrained placement, capability-aligned code synthesis, and multi-stage verification with localized repair. Shared scene and timeline context coordinates entities, actions, camera trajectories, and shot boundaries while supporting dependency-aware revisions. Experiments on scene construction, selective editing, multi-shot cinematography, and component ablations show how specialized execution knowledge and engine feedback improve task completion and targeted recovery. CineU illustrates how executable world state can complement learned visual generation to support controllable and revisable simulated worlds.
Figures & tables
| Requirement | Implementation | Evidence |
|---|---|---|
| R1: Ground instructions | Decompose a brief into operations and dependencies; retain engine objects and runtime context. | Compound scene and camera tasks (Section 6.2 ). |
| R2: Preserve valid state | Update targeted materials, bindings, or tracks while retaining unrelated operations. | Texture, animation, and entity revisions (Section 6.3 ). |
| R3: Localize failures | Check code, trace runtime calls, inspect engine state, and repair the affected function. | Verification and repair ablations (Table 4 ). |
| R4: Synchronize controls | Share timeline references and constraints across animation, transform, and camera operations. | Multi-shot, dolly-zoom, and locomotion cases (Sections 6.2 and 6.4 ). |
| Revision target | Addressable resource | Relationship to retain | Dependent state to reconsider |
|---|---|---|---|
| Material | Material assignment or appearance parameters. | The same actor remains in the same scene and temporal sequence. | Retain geometry, transform, animation, and camera tracks when only appearance changes. |
| Animation | Animation binding and its track section. | Pose progression agrees with the actor’s displacement and action interval. | Align clip playback with the existing transform track and shared timing. |
| Entity | Actor or asset binding and placement transform. | The replacement retains the intended support and scene relationship. | Revisit bounds, support contact, and compatibility with the assigned animation. |
| Camera | Camera transform and lens channels. | In a dolly zoom, subject framing follows the distance–focal-length relation. | Update the coupled tracks together, using the subject position and common time reference. |
| Shot interval | Camera-cut segment and associated interval. | Shot ordering remains coherent with the action being shown. | Reconcile adjacent cut boundaries with the shared timeline and action timing. |
| Decision boundary | Evidence examined | Question addressed | Resulting response |
|---|---|---|---|
| Static validity | Generated syntax, argument types, and supported API signatures. | Is the proposed operation well formed for the available interface? | Revise the failing function before submitting it to the engine. |
| Runtime completion | Instrumented calls, parameters, return values, and exceptions. | Did the submitted operation complete, and where did execution fail? | Localize the failing call and provide its trace to the responsible agent. |
| State conformance | Realized actors, asset bindings, transforms, keyframes, and track timing. | Does the resulting state satisfy the represented spatial and temporal requirements? | Revise the responsible operation using engine-state feedback; retain validated operations. |
| Creative judgment | The rendered viewport and inspectable scene and timeline. | Does the realized composition serve the author’s intended expression? | Retain the result or revise the brief through language or native engine editing. |
| Configuration | Success (%) | Program (%) | Refinement Cycle |
|---|---|---|---|
| Vanilla Agent | 11.5 | 19.4 | 10 |
| w/o Knowledge | 18.4 | 22.6 | 8.7 |
| w/ Unified | 31.2 | 38.5 | 7.3 |
| w/ Specialized | 47.8 | 56.2 | 5.6 |
| w/o Verification | 16.8 | 56.2 | 9.4 |
| w/ Single-Stage | 29.5 | 56.2 | 6.9 |
Functional 3D Scene Generation
Functional 3D scene generation creates editable three-dimensional environments arranged to support specified activities, interactions, and physical constraints.
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