In raytracing, at least if you want it realtime, you have to understand that modern machines, even if you're coding a rtrt using shaders on the GPU, high-poly scenes are simply out of the question.
I'd be willing to bet with modern technology that 60fps can't be acheived rendering 100 spheres or more. Which is why any kind of scene-dividing scheme, such a kd-trees or octrees, is out of the question.
If anyone can prove this wrong, I'd like to see some evidence, because I think I'm underestimating hardware today.