The light process is very simple, I've used two MR area light, one omni for backlight and a spot for the key light. So I created one sphere with visible to camera turn off and used it like my environment. To bounce the light to the model, I turned on the final gather parameter.
To get better reflections, I created two planes in front of the eyes.
For the render process, I've used MR sample pixels in 16 to improve the quality of anti-aliasing, and to the post process I rendered a pass of ambient occlusion and Z-depth information.