Abstract. The given paper is devoted to the application of the original approach of Light Meshes to the recursiveraytracing 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 eŞects of diŞuse interreŞections, d to omit the ambient term. In order to obtain the goals listed abovewe introduce the notion of space light meshes. A light mesh is a pointset mesh points in 3D space of a scene. Ateachmesh pointwecompute illuminance, whichc haracterizes some kind of "lightŞeldin tensity" 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 andŠor an image has a large resolution.