Titan 2.0 Graphics Engine
Lead Graphics Programmer: Greg Seegert
Technical Artists: Jeff De Puy
Mark Rochefort

All examples below were created and R&D'd by me.

TERRAIN

ENGINE
Stages of Quality Terrain Blending Normal Mapping
Rim Light Progressive Mesh VIDEO Height Maps
       

FLORA
SYSTEM
(Flora System programmed by   Jamie Gotch)
  Flora System Flora VIDEO  

Ambient Occlusion

Sun Occlusion

LIGHTING
Bloom Effect
  HDRI Lighting Radiosity
 
Shadow System
 

SHADERS
Progression
Normal Map
Per-Pixel Specular
 
  Rim Light Vertex- based Specular Vertex Color
                   
Water Shader  

EFFECTS
Sun Refraction VIDEO
Water Refraction VIDEO
Water Refraction   VIDEO2
   
  Map to Terrain Effects Weather Effects VIDEO  
       

WORLD OBJECTS

  Modular Building Design VIDEO Physics-based Animation VIDEO Traditional Hand- Animation VIDEO