<s>[INST] 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. [/INST] The Möller-Trumbore algorithm is a commonly used and fast method for ray-triangle intersection in computer graphics and raytracing. The algorithm works by first calculating the triangle normal and determining if the ray intersects the plane that the triangle lies on. If the ray intersects the plane, the algorithm checks if the intersection point is inside the triangle by performing two edge tests.

Here's a pseudocode for the Möller-Trumbore algorithm:

function intersectTriangle(ray, triangle):
  edge1 = triangle.v2 - triangle.v1
  edge2 = triangle.v3 - triangle.v1
  h = cross(ray.direction, edge2)
  a = dot(edge1, h)
  if a > -EPSILON and a < EPSILON:
    return false  # ray is parallel to triangle
  f = 1.0 / a
  s = ray.origin - triangle.v1
  u = f * dot(s, h)
  if u < 0.0 or u > 1.0:
    return false  # intersection point is outside of triangle
  q = cross(s, edge1)
  v = f * dot(ray.direction, q)
  if v < 0.0 or u + v > 1.0:
    return false  # intersection point is outside of triangle
  t = f * dot(edge2, q)
  if t > EPSILON:
    return t  # ray intersects triangle
  else:
    return false  # ray misses triangle</s>\ <s>[INST] Cool, can you implement it in javascript? [/INST] Sure, here's an implementation of the Möller-Trumbore algorithm in JavaScript:
```javascript
function intersectTriangle(ray, triangle) {
  const edge1 = triangle.v2.subtract(triangle.v1);
  const edge2 = triangle.v3.subtract(triangle.v1);
  const h = ray.direction.cross(edge2);
  const a = edge1.dot(h);
  if (a > -EPSILON && a < EPSILON) {
    return false;  // ray is parallel to triangle
  }
  const f = 1.0 / a;
  const s = ray.origin.subtract(triangle.v1);
  const u = f * s.dot(h);
  if (u < 0.0 || u > 1.0) {
    return false;  // intersection point is outside of triangle
  }
  const q = s.cross(edge1);
  const v = f * ray.direction.dot(q);
  if (v < 0.0 || u + v > 1.0) {
    return false;  // intersection point is outside of triangle
  }
  const t = f * edge2.dot(q);
  if (t > EPSILON) {
    return t;  // ray intersects triangle
  } else {
    return false;  // ray misses triangle
  }
}
```
Note that this implementation assumes that you have defined the following vector operations: `subtract`, `cross`, and `dot`.</s>