It's cool that the pbrt renders hold up in voxel form, like the model's still solid and the shadows don't freak out or anything.
The problem is fairly well known in film & games production. Artists, especially world designers, all know to model things near the origin and not far away because precision drops as you move away. They will also sometimes avoid modeling small things in small units like millimeters even though they might prefer it, because the units dictate how big your floats get, which in turn determines how fast you lose precision.
Here's the voxel prediction chart: https://en.m.wikipedia.org/wiki/IEEE_754#/media/File%3AIEEE7...