> Naive question: how do you draw graphics in Rust? (Or "go"?) Some wrapper on top of OpenGL?
The beauty of raytracers is that you don't need any graphics support at all. The output of a raytracer is a frame. The simplest way is just an array. Compute your color values, save them to array positions.
Of course, you eventually will want to see the result. You can save an image to a file then. One of the simplest formats is PPM. The PPM format requires a header, afterwards you just push RGB values. Which means you don't even need a library (http://rosettacode.org/wiki/Bitmap/Write_a_PPM_file#C)
If your question is not about raytracers, but more general, there's countless ways.
Are you drawing in 2D (and not a game)? You can use the OS's own native functions for this if you are brave. Since Rust can call C libraries, this should work. Draw in memory, then "blit"(i.e. copy it over) to the appropriate buffer. Under Windows, you could use the Win32 API directly if you don't value your time :)
Alternatively, you can use a library that will make your work much simpler. There are many cross platform UI libraries, some of them with Rust bindings. And some Rust-specific ones too Check https://www.areweguiyet.com/
If you don't care about GUI controls and are mostly drawing images (like in games!), there's SDL. That will take care of most of your needs.
See also: https://arewegameyet.rs/
If you are doing it in 3D, you could use OpenGL. I've done that with my raytracer back in university. Same principle applied: I would generate a scene in memory, then copy to a texture and display it. Geometry was just two triangles. You could do a similar thing.