The paper presents an effective method for calculating global illumination of scenes with a voxel representation of geometry, based on the Path Tracing method. The method is aimed to obtain a fast and reliable estimate of the luminance of global illumination in scenes obtained as a result of three-dimensional real-world scanning. To further increase the calculation efficiency, the method can be transferred to the GPU. The article discusses the main works on the visualization of volumetric geometry. The octree was chosen as the main representation of the geometry in memory, which allows accelerating ray tracing in the scene and reducing the amount of memory required. Optimizations of the ray tracing algorithm in octree and voxel matrix representations are described and applied. A method for estimating the calculation accuracy by evaluating the mean square error over the entire image is presented. Testing and comparison of the method results on two representations of geometry in memory: octree and three-dimensional matrix, as well as a comparison of the method with the original Path Tracing method, which revealed a twofold acceleration of the calculation, were carried out. Optimizations are proposed to further improve the efficiency of the method.
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