I recall a paper published by Valve that showed their approach to using SDFs to pack glyphs into low res textures while still rendering them at high resolution:
https://steamcdn-a.akamaihd.net/apps/valve/2007/SIGGRAPH2007...
Fun fact - you can use very similar logic to do a single-sample depth of field and/or antialiasing. The core idea, that maybe this blog post doesn’t quite explain, is that you’re tracing a thin cone, and not just a ray. You can track the distance to anything the ray grazes, assume it’s an edge that partially covers your cone (think of dividing a circle into two parts with an arbitrary straight line and keeping whichever part contains the center), and that gives you a way to compute both soft shadows and partial pixel or circle-of-confusion coverage. You can do a lot of really cool effects with such a simple trick!
I searched briefly and found another nice blog post and demo about this: https://blog.42yeah.is/rendering/2023/02/25/dof.html