I developed a Monte Carlo Path Tracer for my Advanced Rendering class (CIS561). The following renders were produced using Full Lighting Integration, which utilizes Multiple Importance sampling and multiple BSDF-based ray bounces with Russian-roulette ray termination:

fullrender

Implicit Surface Sculpture

900 samples per pixel, 5 recursion depth

CSG Union

900 samples per pixel, 5 recursion depth

CSG Intersect

900 samples per pixel, 5 recursion depth

diff1

CSG Difference

900 samples per pixel, 8 recursion depth

CSG Union

400 samples per pixel, 5 recursion depth

CSG Intersect

400 samples per pixel, 5 recursion depth

difference

CSG Difference

400 samples per pixel, 8 recursion depth

jakelem_snowmanbig

Snowman

400 samples per pixel, 8 recursion depth

Cornell Box, Two Lights

100 samples per pixel, 8 recursion depth

jakelem_wetGlass

Water Droplets

400 samples per pixel, 8 recursion depth

Multiple Reflective and Refractive Surfaces

400 samples per pixel, 8 recursion depth