As you can see from the screenshots and executables (link below), I ran into some trouble with shading. Because raytracing is done on surfaces and surfaces are shaded in chunks, shading will look off at the edges. To counter this, I've generated padding terrain data for chunks but modifying my nest of code to take that into account is not yet completely ready.
The actual terrain also looks off in some places (edges again) which is probably just some simple division error I made somewhere. I'll hopefully pick that up soon. Also, the camera can't rotate infinitely to the left and it can rotate/move into terrain, giving the impression that you're in a very dark place.
Lastly, if you rotate the camera while having fraps open, you should see the fps jumping around a lot. This is due to the terrain not being sorted exactly right (front to back). I've implemented sorting of chunks which helped even it out a bit but, inside chunks, it is still possible for the closest voxels to be drawn last.
Here's a link to the executables. Two are included; one for running the engine with perlin noise and the other with simplex noise. Simplex noise really works better with 3 octaves, but I was only able to set it up to 2; lest it take too long to generate while walking around.
Next, I'll probably need to sort out the ordering of voxels so I can implement water (rendering translucent faces requires faces to be rendered in the correct order).
I'm visiting family for the weekend, after which work should pick up quite a bit but you can still expect regular (albeit less spirited) updates.