As far as I know Animal Logic first didn't need a new render for The Lego Movie, but that guy (can't remember the name) from their dev department by himself created a very promising "data-crunching" renderer at home which made it much more efficient to render all those Lego bricks and their shading properties which were otherwise too demanding for their existing pipeline. In the end they decided to give it a go and it looked promising. After that that renderer has been improved/optimized greatly to fit the job.
A funny approach indeed.
This is also what Manuka and Pantaray are about.
Essentially Renderman is still the main rendertool in Weta, but they have developed tools which are specifically designed to deal with massive, truly massive amounts of complex data.
All this stuff is done before it is actually being passed onto the renderer in chewable portions.
Arnold, Vray and many other commercial renderers do use their own accelaration methods within their renderers to improve efficiency, but they are pale in comparison with Manuka performance.
Since Manuka and Pantaray especially have been discussed before, it shows that it is meant to stay an in-house tool.
Probably for good reasons, mainly being competition I can imagine.
Pantaray was a GPU based spherical harmonics geometry sorting monster, allowing Renderman to raytrace the scenes much much faster, because Pantaray kind of pre-filtered the scene's geometry to calculate what would make sense to raytrace and what not.
That's basically all we know about it, but there's no technical information or white-paper out there describing the tech in depth.
Neither will happen to Manuka.
I actually have the feeling the competition is becoming even tougher, thus less and less tech info will be shared as a consequence.
Vray improving, Arnold into play, Weta and ILM's tools for Renderman, but also Pixar/Disney themselves on Renderman are very very obscure about their latest tech called "RIS".
So like Oshyan said, it's nice stuff to read and drool over, but otherwise...