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xyz Infinite detail both is and isn't possible, and I think fractals like the Mandlebrot pattern illustrate it best: Each fractal is a mathematical formula, usually a very short one that only takes a few lines of code to define, yet when running it you get all those pixels on the screen. The only reason it isn't infinite is that you have a finite number of pixels in your monitor, but each pixel calculates itself at a particular position from a formula that is itself infinite and only bound by the lowest / highest number the CPU and RAM can define.
As such I often wondered what it would be like if we'd have done the same with 3D. This can include a voxel based approach which is easier, there's actually a lovely software called Mandlebulber that does this with amazing results but sadly it's very slow since it's probably CPU based. But the concept could theoretically be used even with faces in conventional meshes if we interpreted them differently, such as allowing the a heightmap to change where a point on the surface is interpreted between its vertices instead of reading it as a flat triangle.