Very efficient/fast marching cube implementation I was wondering if there's any known technique/algorithm that would compute a mesh generated by the marching cubes but hierarchically (like a divide and conquer strategy), in the implementation I know (that follows the original paper) the marching cubes is an incremental algorithm that iterates through all the voxels (regardless if they're empty or not) and it will produce from 1 to 4 triangles per voxel.

Either this or a very fast implementation of marching cubes is fine.

I cannot manage to find any reference.
This seems to be eluding to a Marching Cubes LOD algorithm such as: Place the entire volume in one giant cube. Break that volume into NxNxN cubes. And continue doing so until the cubes are at the finest granularity needed for the density function about 8 level works. Each volume then responds with either: No voxels - stop processing that sub volume OR Yes there are voxels -- process the sub volumes and keeping doing this until:  the voxel level is reached. Finally set a LOD - such as equating a screen space distance range to each subvolume level and treat the subvolume for that LOD as the final voxel. Cracks are a major issue with this algorithm and why you won't see many implementation of it.

There is also Eric Lengyel's Transvoxel algorithm: https://transvoxel.org

and here is a link an implementation of it
https://github.com/stoyannk/voxels