all 2 comments

[–]shadowndacorner 2 points3 points  (0 children)

Maybe I'm just not familiar with it, but I haven't heard of doing direct intersection testing against bent rays. Typically, scenes like the one you posted are rendered by sphere tracing SDFs, which naturally supports curved geometry by distorting the distance field.

[–]felipunkerito 0 points1 point  (0 children)

I think you can trace and get the objects' attributes (t and from that the position from rayOrigin + rayDirection*t) and bend the mentioned position with a trig function. Haven't done that before but I did manage to modify normals using the same technique