The final comparison asks a practical question: when does ReSTIR reach a useful image sooner than conventional path tracing? No single scene answers it, and visual inspection alone cannot distinguish lower variance from a fortunate random seed.

This chapter compares CPU and GPU pipelines across several scenes using independent high-sample HDR references, fixed render seeds, noise measurements, RMSE, and equal-time outputs. It closes the series by identifying where temporal reuse helps, where it does not, and which limitations still dominate.

Convergence comparison across CPU and GPU rendering pipelines

Read the full convergence article →