Walk the pixels, not the geometry
Swap the two loops from the previous lesson. For each pixel, construct a ray from the eye through it, and find the nearest surface that ray meets. The outer loop is now over pixels and the inner loop is over geometry.
The immediate consequence is that visibility stops being tied to the camera. A ray is just an origin and a direction, so once the machinery exists it answers the same question from anywhere: from a surface point toward a light, from a mirror in the reflected direction, from a shading point in a random direction.
That generality is the entire reason the architecture exists. Arthur Appel introduced ray casting for visibility and shadows in 1968, and Turner Whitted made it recursive in "An Improved Illumination Model for Shaded Display", Communications of the ACM, volume 23, issue 6, 1980, pages 343 to 349, spawning rays at each hit to follow reflection and refraction.

