The raytracer isn't the clever part - the one I use is dumb as rocks and not very efficient - it's just placeholder. There's tons of great Shadertoy/demoscene raytracers you could drop in that are way better.
The part I've been working on is the continuously-curved distortion. That's the key to taking all the brilliant volumetric/SDF-style rendering tech we have in demos, and getting it into the traditional boned-mesh art pipeline.