You _can_ actually do this with just one quad per plane (or maybe 2 quads - one for the front face and one for the back face)... although you&#x27;re right that you can&#x27;t do it using CSS (yet).<p>A few years back, I wrote a tech-demo^W game for Ludum Dare (<a href="http:&#x2F;&#x2F;ludumdare.com&#x2F;" rel="nofollow">http:&#x2F;&#x2F;ludumdare.com&#x2F;</a>) based on using GLSL shaders to ray cast within a cube containing voxels.  I then used these cubes as 3D &quot;sprites&quot; for the game.<p>See <a href="http:&#x2F;&#x2F;matt-williams.github.io&#x2F;ld29&#x2F;" rel="nofollow">http:&#x2F;&#x2F;matt-williams.github.io&#x2F;ld29&#x2F;</a> for the game and <a href="http:&#x2F;&#x2F;ludumdare.com&#x2F;compo&#x2F;2014&#x2F;04&#x2F;28&#x2F;voxel-map-algorithm&#x2F;" rel="nofollow">http:&#x2F;&#x2F;ludumdare.com&#x2F;compo&#x2F;2014&#x2F;04&#x2F;28&#x2F;voxel-map-algorithm&#x2F;</a> for a write-up of the technology.