LynnReal-Omni: Native multi-modal Video Generation for Agentic Visual Workflows
Xiaofeng Mao, Peijia Lin, Shaohao Rui, Yibo Zhang, Haibin Wan, Weijie Ma
LynnReal AI
Published September 14, 2026 · on the feed September 15, 2026 · ▲ 34 · arXiv 2609.15863
The abstract
Video diffusion models are stochastic and hard to control: precise content often requires repeated sampling without guaranteed success, and long-horizon scenes drift in appearance, interactions, and temporal coherence. Agentic visual creation provides explicit references, editable 3D scenes, or executable game states for stable control, but does not by itself guarantee high object or character fidelity. Combining the two can enable stable, high-quality generation. To realize this combination, we present LynnReal-Omni, a native multimodal video generation framework built on a 32B shared multimodal diffusion transformer that unifies text-to-video, image-conditioned generation, reference-guided generation, structural control, editing, degraded video restoration, and long-video generation. It accepts heterogeneous visual inputs, including appearance references, editable 3D renders, and game recordings, allowing agents to compose visual conditions within a unified model. We also train a dedicated 27B Flash shared multimodal diffusion transformer for real-time rendering. We build a systematic data pipeline for video cleaning, subject association, multimodal annotation, and aligned control construction, yielding a curated corpus of multi-shot audiovisual segments, and introduce MSAVP, a 100-prompt, 20-metric evaluation design that separates instruction following, generating plausibility, visual quality, temporal behavior, and audio coordination. LynnReal-Omni-Flash further reduces inference cost through model and decoding acceleration, including a lightweight VAE decoder; on one H100, warm generation and decoding of a 22-frame 540p video take 843 ms with LynnReal-Omni and 377 ms with Flash. These results provide a foundation for real-time streaming video generation, making LynnReal-Omni a unified, controllable, and efficient basis for agentic visual creation.
The Brief
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Transcript
LynnReal-Omni. Native multi-modal Video Generation for Agentic Visual Workflows. By Xiaofeng Mao and five others, from LynnReal AI. Published on the fourteenth of September. Its code repository is worked out: about one hundred and forty source files, with a readme and a licence.
Video diffusion models are stochastic and hard to control. Getting precise content often requires repeated sampling with no guarantee of success, and long-horizon scenes drift in appearance, in interactions, and in temporal coherence. Agentic visual creation provides stable control, through explicit references, editable 3D scenes, or executable game states, but on its own it does not guarantee high fidelity for objects or characters. Each side has what the other lacks, and combining the two could enable generation that is both stable and high in quality. Diffusion brings the fidelity but not the control. The agentic tools bring the control but not the fidelity.
LynnReal-Omni is built to realize that combination. It is a native multimodal video generation framework on a thirty-two billion parameter shared multimodal diffusion transformer. One model unifies text-to-video, image-conditioned generation, reference-guided generation, structural control, editing, restoration of degraded video, and long-video generation. Seven kinds of task share one set of weights.
It accepts heterogeneous visual inputs, including appearance references, editable 3D renders, and game recordings, which lets agents compose visual conditions within a unified model. The agent supplies the scene; the model renders it. For real-time rendering, the authors also train a dedicated Flash model, a twenty-seven billion parameter shared multimodal diffusion transformer. LynnReal-Omni-Flash further reduces inference cost through model and decoding acceleration, including a lightweight VAE decoder. In practice, an agent can build a scene in 3D, record a game, or gather reference images, and pass any of these to the same model as conditions.
Behind both models is a systematic data pipeline covering video cleaning, subject association, multimodal annotation, and construction of aligned controls, which yields a curated corpus of multi-shot audiovisual segments. For evaluation, the authors introduce MSAVP, a design of one hundred prompts and twenty metrics that separates instruction following, generating plausibility, visual quality, temporal behavior, and audio coordination. The evaluation design is meant to keep these qualities apart, so that a model strong in visual quality but weak in audio coordination, say, shows up as such.
The speed figures are given for one H100. Warm generation and decoding of a twenty-two frame video at five hundred forty p takes eight hundred forty-three milliseconds with LynnReal-Omni, and three hundred seventy-seven milliseconds with Flash. The Flash model is more than twice as fast on this measurement, which is what makes it the option for real-time rendering.
The authors present these results as a foundation for real-time streaming video generation. The division of labour is the design: agents provide the references, scenes and game states that make control stable, and one unified, controllable model provides the fidelity, fast enough in its Flash form for rendering in real time. Stability from the agent, fidelity from the model, and speed from the Flash variant: those are the three pieces the abstract assembles.
Paper Quest · 7 chapters · about 40 min
Play this paper
Learn it by doing: make the calls the authors made, guess the result before you see it, and defend it in a viva graded on your own words. Chapter 1 is right here.
Chapter 1 🧩 · The problem
Every quest starts with a wall. Here it is a generator that looks great but will not take orders.
You are building a tool where an agent makes video. A diffusion-based video generator gives beautiful frames, but it is stochastic: exact content takes repeated sampling with no guarantee, and long scenes drift in appearance.
The road ahead
- 1 · The problem ~7 min Diffusion video generators look great but are hard to steer, while agent-made scenes are easy to steer but lack fidelity, and every task has its own pipeline.
- 2 · What came before ~3 min
- 3 · The key idea ~8 min The agent supplies control as conditions, and one shared diffusion transformer turns them into high-fidelity video, keeping every input's role clear with token tags.
- 4 · Choose your own research ~3 min
- 5 · Build the method ~8 min Clean and link footage, annotate it with aligned controls, train one shared model on it, then feed it agent-made conditions.
- 6 · The experiment ~6 min You’ll guess: On one H100, how did LynnReal-Omni-Flash's warm generation and decoding time for a short 540p video compare with the full LynnReal-Omni model's?
- 7 · The viva ~5 min Three questions from the examiners, answered in your own words. Win it for the paper’s trophy.
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