Geometry Nodes simulations are becoming more and more interesting: my inner geek jumped up when I saw this fractal rendering done in Blender by Seanterelle. It's using a raymarchine algorithm where for each pixel on a grid, the algorithm determines a 'depth' to render a geometry through an interative function. This specific example was based on a Shadertoy post by Apollonian.
If you're a geek like me, you'll also enjoy last week's post about generating L-Systems with geometry nodes :) Enjoy!