Metaballs and WebGL
jamie-wong.com
jamie-wong.com
The basic idea is you draw a gaussian falloff sprite for each blob into a render target with additive blending, such that you get a density field from the sum of the falloffs. After that you do a simple threshold operation in the pixel shader and bam, very cheap unlimited metaballs. This is also the principle behind Smoothed Particle Hydrodynamics.
Basically, each "ball" is a 2d gradient texture, i render them all to a framebuffer, and then do a postprocessing pass which applies a threshold (not strictly binary so as to get some antialiasing) to the gradient, rendering the isosurface.
(And I also have a 3D pen, which does the more legit marching-cubes approach: http://codepen.io/thomcc/pen/NGmmPB )
My luck on HN has been not so great. All in all, I think my posts have reached the front page ~5 times, only 1 of which I submitted. But oh well! Glad they get there somehow and people like them!
Please do a write up on the RTT/Render to texture approach you mentioned ;)