A level of detail method for blocky voxels
0fps.net
0fps.net
If vertex clustering is used as the simplification algorithm, there's no need for the geomorphing buffer and seamless LOD morphs can be done entirely in-shader.
Video showing LOD-morphing here: https://youtu.be/akOk2wAb0yo
A number of commercial game engines use similar techniques.
The advantage of using geomorph buffers is that higher quality simplification algorithms can be used for greater quality and efficiency. A pure vertex clustering approach is simpler and allows for smaller data, which may be better for streaming i/o.