Yes indeed, which is why I'm confused that they're emphasizing the ray casting side of things rather than LOD, which is the real benefit of a (topologically limited/free) voxel representation.You can throw rays at the scene, or you can throw the scene at the rays ... triangles, voxels .... it doesn't matter.
But whatever, coherence/locality is swiftly becoming the only thing that matters in rendering and parallel computing, so I don't see rasterization-like techniques going away any time soon.