7 karma · joined February 15, 2018
Rendering it on the other hand would be relatively trivial with a marching cube algorithm AND using one or more rays per pixel [to ray trace against the hull constructed by the simplified marching cube algo - for DXR]
Having thought about it a bit more since (in the other answers) you may be better off with a signed distance field or constructing a specialised BVH yourself as this is a simplified case.
The backdrop pieces are effectively where the rays hit as far as I can tell from your description.
One memory optimisation I can think of is to store a bvh of the empty space and traverse that. Using a signed distance field might also help in the ray marching.
Essentially Minecraft is a voxel system which grows at a cubic rate.
This will quickly fill your GPU's memory and shortly there after system memory and shortly after that storage memory.
Rendering it on the other hand would be relatively trivial with a marching cube algorithm using one or more rays per pixel.