
Maybe removing geometry term for refractive worked for me

Still figuring out the black outline for refractive sphere! The biggest bug in my code was that I was applying attenuation twice in my light sampling, secondly i was using max of rgb to calculate the probabilities in GenerateSample and I was using gray values in GetSample, There was also bug in refraction/transmittance part were I was wrongly calculating cosTheta term for refraction direction I was using shade Normal instead of the half vector which was making the blinn term cosTheta^alpha underflow

Not a lot of improvement

brightness issues and specular issues and yet to add transmission to path tracing loop