http://faculty.nps.edu/ncrowe/snell2.htm
They used Snell's law to design pathfinding directly on region polygons, based on ray refraction. This is in contrast to the more common type of "grid searches" (A* being the most prominent example) which superimpose a grid and then do a wavefront graph search on that.
I remember implementing this "refraction search" in the 90s as a C++ PoC. It was a fascinating and elegant concept, but a complete bitch to get right due to its "continuous" nature (rays just barely hitting polygon vertices, parallel edges, numerical instability).