Most of our video is rendered down to ordinary video that gets reprojected, driven mostly by a requirement to be able to be played back on lowest-common-denominator hardware and platforms; nothing near as cool as what Carmack's article details. But there's other problems that require fun solutions to, too.
I work alongside civil/acoustic/hydraulic engineers. We use a whole bunch of tools for various productions, but I spend most of my time in 3DSMAX, Unreal Engine and Visual Studio.