I guess I'll need to read into the fundamentals of voxels and octrees first to gain an understanding.
I really love octrees. They are used everywhere. You can also experiment with a quad-tree in 2-dimensions if you are coding one up. It may be easier to visualize the tree that way.
Also, I edited my first post. When I said you don't need 3 numbers for cubical voxels, I was referring to the numbers corresponding to voxel height, width, depth. you will still probably use three numbers to access the voxel or derive the 3-d location for the voxel (index values are fine if it is a grid).
Ooo Ooo, sorry for a TON of edits, but I also found this page which might be helpful, especially the links which are referenced:
http://gamedev.stackexchange.com/questions/17050/which-data-structure-should-be-used-to-represent-voxel-terrain