Also, every year or so someone will bring up a technology where the company, such as Euclideon, keeps claiming it will allow "infinite detail" or "unlimited detail" using voxel-based rendering.
These are basically precomputed, voxel-based octrees that were all the rage in the 1970s. Storage speed and transmission speed have both increased, but still it is only mildly useful in games. There were many different algorithms in the '70s and '80s over it. Marching Cubes, a moderately efficient voxel isosurface algorithm, was released and patented in 1987. The patent hurt the research field rather painfully until it expired in 2005.