
Uniform Sampling for hemisphere, Primary rays samples 16-128, 1 glossy, 1 diffuse, 16 shadow samples and 5 bounces.

Fixed the brightness. Not sure if its the correct way of doing this but I clamped the light radiance which fixed the scene brightness. Cosine Weighted Sampling for hemisphere, Primary rays samples 16-128, 1 glossy, 1 diffuse, 16 shadow samples and 5 bounces. Also added the energy conservation for blinn material. Still getting some noise. But the result looks much more correct.

With 10 bounces it bleeds

Added emission component 16-128 primary samples, 16 shadow samples, 1 glossy sample, 1 diffuse sample 3 bounces

Something still isnt right with the attenuation

Indirect illumination with single bounce

Indirect illumination with 10 bounces With no emissive sphere