Thank you for the kind words!
Raymarching is great, and I love the work being done by the demoscene / Inigo Quilez / etc! I don't talk about it as much because my libraries usually have slightly different goals.
Most common raymarching strategies put limitations on your function, e.g. you need Lipschitz continuity to guarantee that you don't hit the model when doing ray steps. This property are pretty easy to break by accident (e.g. just scaling the model requires a correction factor), so you have to be careful with how you bend and twist the underlying math expression. If you're doing a single demo (or have a known library of good shapes), you can get away with it, but there's less flexibility.
The goal of my infrastructure is to support basically any math expression, no matter how poorly-behaved (although I really would appreciate C0 continuity), so I like the guarantees [1] of interval arithmetic.
That being said, the boundary is fuzzy. On one side, you can do raytracing with interval math [2], instead of point samples. From the other side, my more recent GPU rendering uses Z-sorting of spatial regions, so still using 3D intervals but walking them from the camera backwards (no blog post yet, sorry).
[1] Fidget doesn't actually change FPU rounding modes, so it's not absolutely guaranteed, but ehhhhhhh
[2] https://arxiv.org/abs/2202.02444