This is a modern path tracer that implements various BRDFs (Cosine, Phong, Microfacet), PDF sampling, area lights and light sampling, importance sampling, and russian roulette. This project was extended to incorporate basic homogenous volume rendering; see here. Made as part of CSE 168 at UCSD, and therefore I cannot share source code. I can share some renders, though!
Basic "Cornell Box" room rendered with next event estimation, without importance sampling. Phong BRDF. 64 samples per pixel.
Stanford dragon rendered with BRDF importance sampling and russian roulette. GGX microfacet BRDF. 128 samples per pixel.
Scene to demonstrate GGX microfacet BRDF, with balls of various textures. BRDF importance sampling and Russian Roulette. 64 samples per pixel.