I had considered making a ray tracer that worked that way, but with the slight difference that rays didn't have to hit the camera, but would just have to hit a point within line of sight of the camera. Obviously there would be massive gaps between pixels, but I would fill it in with a Voronoi diagram [0], or perhaps shaded with Delaunay Triangulation [1]. This renderer would be nothing more than a toy or proof-of-concept, and not intended for real usage.
The classic FOSS ray tracer, POV-Ray, can actually do this. You can define a light and define an object, and it will shoot rays from the light to the object and trace each ray through refraction and reflection. With this, you can simulate the way ripples in a pool concentrate light on the floor of the pool [2] or bending and refracting [3], without manually calculating it and adding extra light sources.
[0] https://en.wikipedia.org/wiki/Voronoi_diagram
[1] https://en.wikipedia.org/wiki/Delaunay_triangulation
[2] http://www.antoniosiber.org/bruno_pauns_caustic_en.html
[3] http://www.povray.org/documentation/view/3.6.2/424/