Yes! here is their solution... A bit advanced for me to interpret into a solution alas...
To create this airy effect we used a multi-step approach. The bread interior was a volumetric hypertexture (Perlin and Hoffert, 1989) defined using a procedural density function. The density function was made up of several layers of procedural voronoi noise. In addition, the important features -such as the position of the crust and position of the torn off face- were encoded in point clouds, which the shader used to modify the density function. The entire density function was also deformed using a texture map. The texture map was applied to the density field using a planar projection. Before evaluating the density function, the x and y positions of the current point were replaced by the value obtained from the texture map. This allowed us to compress air bubbles which were closer to the crust, then give a slight twist to the pattern of air bubbles, as often seen in real bread.