I am actually using ray-cast volumes, rendered to a hexagon (6 tris). Each vertex in the hexagon contains two points, a front and back location of the equivalent cube. (If you look a a cube in isometric perspective, it looks just like a hexagon which is why I used this technique -- another thing I'm sure that has been done before me). :) Another optimization over a standard cube is that a cube contains 12 triangles, and would have double redundancy on fill time.
Excellent work, keep it up! Gorgeous :)
I ask as I've done a bit of fractal rendering using distance-estimators before.
When I finally found the right search terms to Google on the issues I ran into I came across the real marching cubes algorithm and was actually happy I figured out most of it on my own. A good boost for my self-confidence. The fact that the patent just had ran out was nice as well.
If you scroll to the end of this page you can see some screenshots: http://github.com/aerique/okra
Is it no longer patented today? Who held the patent and was it released or did it just expire?