There are other ways to represent voxels (volume elements).
→ Voxel Terrain System
→ IsoSurface Demo - Dev blog experiment... (released)
The idea is that you have a float value at each point of a 3D values field.
The resulting geometry is being extracted by “marching cubes” and other techniques.
The better techniques make the end result much less “blocky”.
I interpret this as “3D anti aliasing” because its effect is similar to 2D anti aliasing…