My goal is to implement an raytracer.
What is the fastest known ray triangle intersection useful for an implementation of a raytracer? Please provide pseudocode for it if possible.
The fastest known algorithm for ray-triangle intersection is the Möller-Trumbore intersection algorithm. It's an efficient and fast method to calculate the intersection of a ray and a triangle. The algorithm is based on calculating the intersection between a ray and a plane that contains the triangle, and then checking if the intersection point lies within the triangle.

Here is the pseudocode for the Möller-Trumbore intersection algorithm:

```
function intersectTriangle(ray orig, ray dir, triangle vert0, triangle vert1, triangle vert2, float &t, float &u, float &v)
    vec3 edge1 = vert1 - vert0
    vec3 edge2 = vert2 - vert0
    vec3 pvec = cross(dir, edge2)
    float det = dot(edge1, pvec)

    if (det > -EPSILON && det < EPSILON)
        return false

    float inv_det = 1.0 / det
    vec3 tvec = orig - vert0
    u = dot(tvec, pvec) * inv_det

    if (u < 0.0 || u > 1.0)
        return false

    vec3 qvec = cross(tvec, edge1)
    v = dot(dir, qvec) * inv_det

    if (v < 0.0 || u + v > 1.0)
        return false

    t = dot(edge2, qvec) * inv_det
    return true
end
```

Note that orig is the origin of the ray, dir is the direction of the ray, vert0, vert1, and vert2 are the vertices of the triangle, t is the distance from the ray origin to the intersection point, u and v are barycentric coordinates that define the intersection point within the triangle, EPSILON is a small constant used to handle floating point precision errors.