The given paper is devoted to the application of the original approach of Light Meshes to the recursive ray tracing algorithm.
It is a sort of a simulation of a solution for the global illumination problem. It consumes not so much extra computational
time and, nevertheless, allows: a) to speedup a process of shadow calculations, b) to build soft shadows, c) to simulate main
effects of diffuse interreflections, d) to omit the ambient term. In order to obtain the goals listed above we introduce the
notion of space light meshes. A light mesh is a point set (mesh points) in 3D space of a scene. At each mesh point we compute
illuminance, which characterizes some kind of “light field intensity” in the scene. Then important part of resulting illumination
of a scene object point (object point) is obtained via interpolation of stored values of nearby mesh points. Our experiments
show that the suggested approach reduces computational time with respect to ray tracing algorithm if a scene contains a lot
of light sources and/or an image has a large resolution.