One possibility is to have a Remesh normalize the topology of the Volume Builder... It will definitely reduce jittering but it won't remove it completely.
The other possibility is using some kind of hybrid-dynamics like clones attracted on the surface of two spheres but use Push Apart Effector instead of collisions to make room for the incoming clones... Maybe this will work faster/better using particles as matrix-points and some Follow Position under the RigidBody Tag...
There is also the "Fake Dynamics" possibility... You don't see Clones, you see a shader with SubPolygon Displacement... If this is Blender's UI, it has a very powerful Vector Displacement workflow.
I also smell something simpler hidden under some kind of modifier/morph or rigged animation...
The way the two spheres weld doesn't look like the typical SDF effect. It's like the two underlying meshes were post-spheriphied and the mesh at the touch point just unwraps... The connection border is still visible after the merge. The two spheres retain their unique topological polygon density indicating the absence of a parent generator for the whole system.