Look at the Lightwave renderer. If you were to put a floor object down, then a sphere above it and hit the render button… it renders the shpere first then continues to render the rest of the scene in a second pass.
Most renderers I’ve come across will render the scene top-down and one line at a time, that’s what I interpret as “scanline”. But it still uses ray tracing techniques. It just does so in a linear patter (left to right, top to bottom).
Don’t forget frustrum culling for optimizations (basically hidden surface removal). If it’s not visible, you don’t need to ray intersect test it. Maya’s rendering renders in blocks at a time rather than one dot at a time. Might take up more memory. The idea is you split the scene into regions then determine what objects are inside which region. When you ray trace a region you only test against the objects in that block.