You can use surface extraction algorithms such as Marching Cubes or Dual Contouring. A million games is using one of these technologies, Rust for example.
You can control the smoothness of the surface in any of these algorithms to get specific parts to be hard-egded. The first game the comes to my mind is
http://stonequest.de/ but there sure are many others doing this.
And finally: my own take on voxels. We aimed for an old school voxel look like Commanche, Outcast and such, so I went for splatting literally millions of billboards.
Still very early. And I'm not sure if it will ever fly, because we're now at 20 trillion voxels. Even the simpliest task gets difficult when handling such amounts of data.