The specular reflections look great! Any idea what's causing that slowdown between a hundred spheres and a thousand spheres? As in, any idea what's costing the most between the two? Increase in tighter specular cones being traces, increased voxelization, etc.
As for what I meant by anti-aliasing, I realized I'm not sure what I meant. Or rather I'm not sure how you'd go about implementing it. With voxelization in the way everyone does it you're always implementing solid voxel blocks. Somewhere in my head there's this idea of implementing blocks with an alpha value to cover cases where a mesh is partly in a voxel's space but not enough to register in solid. As in, when the Buddha model is moving back and forth instead of it's voxelization popping from 0 to 1 in a binary fashion from voxel space to voxel space, there'd be a smooth transition, filling in an alpha value of that voxel space as more of the mesh takes it up.
I'm just not sure how to do it, there's already holes here, and thin geometry and etc. is already a problem. In my head's it's making cone traced shadows a lot smoother in terms of movement though.