Is it possible to convert a procedural texture into actual geometry? As we now have volumetrics in cycles, it's possible to render procedural textures in 3D.

For example, you can render a cube:



Like this:





However, is it possible to generate an actual mesh based on the intensity of a procedural texture? 

I tried to do something like this:


Simulate particle system being affected by procedural texture
Convert particle system to vertices
Mesh using the convex hull modifier


But I failed because:


I couldn't get the particles to group convincingly based on the intensity of a texture
The result was concave, so the convex hull operator was not useful.


How can I generate a mesh in this way?
Particle is a nice idea to do this, and it is possible to control the volumetric density by procedual texture:



Demo file



Edit:

As MarcClinton mentioned in comment, a nice addon called MSMesher can be a relatively nice solution:



The result looks similar to metaballs, which means, to generate a sharper shape, further remeshing would be considered.