Kristof Beets

Kristof Beets

Kristof Beets is VP of Technology Insights at Imagination, where he drives the alignment of the technology roadmaps with market trends and customer needs as part of the IMG Labs Research organisation. He has a background in electrical engineering and received a master’s degree in artificial intelligence. Prior to joining the Labs Team he was part of the Business Development and Product Management Teams. Before this he worked on SDKs and tools for both PC and mobile products and ran the Competitive Analysis and Demo Teams as a member of the PowerVR Developer Relations and Ecosystem Teams. Kristof has written numerous articles and whitepapers which have been published in the ShaderX and GPU Pro Series of books and online by the Khronos Group, Beyond3D, 3Dfx Interactive and of course Imagination. Kristof has spoken at GDC, SIGGRAPH, Embedded Technology and MWC among others.

Fast, thin, and light: the real scoop on power-efficient GPUs for laptops

If you’ve bought a laptop recently, the chances are that your system is architected differently now than it was even a couple of years ago and designs are.

Why portable gaming doesn’t feel quite next gen yet

With the global market for portable gaming consoles set to reach $17bn by 2023, a new opportunity arises for manufacturers to pick up the metaphorical.

The role of the GPU in experiencing the Metaverse

How we’re harnessing the power of GPUs for both virtual immersion and large-scale data processing.

Why benchmarks are the missing piece of the ray tracing puzzle

The real-time graphics pipeline, as modelled by today’s GPUs and its associated stack of drivers, compilers and API, accrues features at a rapid clip. The.

Coherency gathering in ray tracing: the benefits of hardware ray tracking

Despite the theoretically infinite ways to implement a modern GPU, the truly efficient ways to make one come to life in silicon tend to force the hands of.

Introducing Furian: the architectural changes

Update: We have now announced our first Furian-based core: the PowerVR Series8XT GT8525: find out more details here.

A look at the PowerVR graphics architecture: Deferred rendering

In my previous article, I wrote about how our GPU architecture works. It’s a novel architecture which works unlike any other, and we call it a tile-based.

Imagination’s smart, efficient approach to mobile compute

Imagination designed its PowerVR Tile-Based Deferred Rendering (TBDR) graphics architecture more than 20 years ago with a focus on efficiency across.

A look at the PowerVR graphics architecture: Tile-based rendering

I’m fond of telling the story about why I joined Imagination. It goes along the lines of: despite offers to go work on graphics in much sunnier climes, I.