I don't know if using Xeon Phi for rendering makes that much sense. It's sort of the problem it's least competitive to solve on a raw performance, performance per watt or development cost basis. > However, ‘smaller’ is a relative term as current visualizations can occur on a machine that contains less than a terabyte of RAM. Traditional raster-based rendering would have greatly increased the memory consumption as the…
1. With the mess of overlapping lines they've got, you'd suffer from severe overdraw (which is where raytracing really shines in terms of efficiency) as you can't efficiently cull lines (without clipping them)
2. You wouldn't get the ambient occlusion look where lines close to each other occlude / darken.
As someone who's previously compared Embree and OptiX (and we were given free hardware and support from Nvidia), Embree stacks up really well, and a dual Xeon can match a single top-of-the-line GPU fairly easily for pure ray-intersection performance.
Once you start putting complex shaders and layered materials on top, GPUs start to really suffer: there's a reason a lot of the GPU renders are mostly being used for clean renders like archvis / product design / car renders - they're simple to render. As soon as you stick dirt layers on top, their efficiency really starts to plummet.