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.