Titanium Rose is a rendering engine developed to explore decoupling shading from rendering. Modern real-time applications need to provide more and more graphical fidelity, but hardware does not become faster at the same rate. However, if we could shade surfaces once every N frames instead of every frame, we could use the extra time to perform more complex computations or shade more meshes in the same amount of time.
This engine is used to investigate how various materials behave under such an implementation. The technique used by the engine is inspired by the REYES renderer, but works in real-time. This repository includes materials for matte plastic, glossy fabric, chrome and a mirror.
The project started out as a very old fork of Hazel an engine developed primarily by Yan Chernikov. While the scope and purpose of the engine has heavily diverged since then, and the renderer is completely different you can still find some familiar layouts and code, especially on the application layer. As such, a huge thank you goes out to the original engine and the community around it!