A Rust implementation of the ray-triangle intersection algorithm described in:
Sven Woop, Carsten Benthin, and Ingo Wald. "Watertight ray/triangle intersection." Journal of Computer Graphics Techniques (JCGT) 2.1 (2013): 65-82.
The code is rather straight-forward and lacks optimizations such as SIMD. It also does not perform backface culling.
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