This is a screenshot from a static ray-tracer I am developing. It is written using Visual C++ and OpenGL. Basically, a ray is fired through each pixel of the screen. When an object is hit, direct lighting and reflection/refraction rays are fired to add a contribution to the pixel. The scene above is rendered to a ray depth of 10.
It is currently unfinished, but a demo and source is available here. The project will eventually include texture mapping, first-hit speed up due to hidden surface removal, BSP tree and an active edge list for polygon ordering. Check out my website to see this and other games and programs I've developed.