The way he approaches the problem, which essentially uses voxels, it shouldn't be too hard: for each voxel, compute the distance to the closest triangle and you have your SDF.
The thing is, you have a SDF and now what? What about textures and materials, animation, optimization, integration within the engine,... None of it seem impossible, but I won't call it easy.
The thing is, you have a SDF and now what? What about textures and materials, animation, optimization, integration within the engine,... None of it seem impossible, but I won't call it easy.