1. A method for triangle representation, comprising: a computation device converting a triangle into vertex and edge representation; the computation device packing triangle information into floating point values based on re-indexing coordinates, scaling normal and using only necessary pre-computed values; the computation device determining variable values based upon the floating point values; the computation device determining whether a ray intersects the triangle using the variable values; in response to the ray intersecting the triangle, the computation device determining a distance of intersection in response to the ray intersecting a triangle interior; the computation device computing barycentric coordinates of a point of the intersection; and the computation device using one or no branches for an intersection calculation; wherein using one or no branches for an intersection calculation further comprises the computation device implementing a branchless implementation by generating mask on results of computation.