> Raster will die in the long run, it's pretty obvious.
Care to elaborate why you think this is the case?
Even when doing raytracing, the fastest way to do the first pass is to rasterize your triangles and output hit data to textures (similarly to deferred rendering).
Additionally, triangle rasterizerization can be used for vector graphics, etc while raytracing is inherently only for 3d content.
I think that in the future we will have some kind of hardware acceleration for raytracing along with traditional triangle rasterization and they will be used together.