Posts by Kristof Beets


About Kristof Beets

Kristof Beets is Senior Business Development Manager for PowerVR Graphics at Imagination Technologies where he leads the in-house demo development team and works on product messaging. He has a background in electrical engineering and received a master's degree in artificial intelligence. Prior to joining the Business Development Group he worked on SDKs and tools for both PC and mobile products as a member of the PowerVR Developer Relations Team. Previous work has been published in ShaderX2, X5 & X6, ARM IQ Magazine, and online by the Khronos Group, Beyond3D and 3Dfx Interactive. Kristof has spoken at GDC, SIGGRAPH, Embedded Technology, MWC and too many other conferences to remember.

Imagination designed its PowerVR Tile-Based Deferred Rendering (TBDR) graphics architecture more than 20 years ago with a focus on efficiency across performance, power consumption and system level integration. This approach has equally been applied to our integration of compute functionality in our GPU architecture; PowerVR Rogue is the most recent version of our GPU architecture and it fully supports mobile … Continued

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Compute APIs are a new evolution in the mobile and embedded market space, and are subject to quite a range of different conceptual approaches compared to the evolution of 3D graphics API. The mobile-optimised OpenGL ES API for 3D graphics evolved from a market-tested and well-proven OpenGL API for desktop PCs; this allowed a rapid API evolution with fairly little … Continued

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Compute APIs are a new evolution in the mobile and embedded market space, and are subject to quite a range of different conceptual approaches compared to the evolution of 3D graphics API. The mobile-optimised OpenGL ES API for 3D graphics evolved from a market-tested and well-proven OpenGL API for desktop PCs; this allowed a rapid API evolution with fairly little … Continued

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Mobile GPU computing, just like any other technology domain, is subject to buzz and hype words. When marketing teams get a bit overexcited, it is easy to assume that something is a lot more important than it really is. I believe that a couple of areas require some comments, including: coherency, heterogeneous compute and, again, FP64. Coherency Coherency is the … Continued

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When designing our PowerVR ‘Rogue’ architecture, all components were reworked and optimised for efficiency (more on this in a future article). Part of that effort came from a deeper consideration of the GPU compute angle. Therefore, in this article, I will focus on just two highlighted key features of the PowerVR Series6 GPU design that is linked to this effort. … Continued

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As discussed in my previous blog posts and articles, Imagination’s engineering force is dedicated to efficiency. The PowerVR ‘Rogue’ architecture is our first architecture designed for compute. Of course, efficiency and common sense were liberally applied to the design process of this functionality. This approach helps us to deliver solutions that match true market requirements, while keeping in mind that … Continued

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Now that we’ve discussed topics such as essential market requirement support, stunning hardware features and optimal driver software, the last (but definitely not least) cornerstone of any successful graphics core is application support. No matter how efficient the hardware is, if there aren’t applications to take advantage of it, it loses its meaning and relevance. The growing, dynamic PowerVR Insider … Continued

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Ultimately, no matter how good your hardware design is in terms of spot-on feature set, flexibility and scalability, it can all be let down by poor and inefficient driver software or a lack of compatible content. But again this is an area where Imagination can fall back on many years of solid experience and an impeccable track record of delivering … Continued

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