Ray-Tracing & Vulkan (Acceleration Structures)
This page provides support tutorials for the Vulkan Ray-Tracing code examples (MWE - Minimal Working Examples). Simplified programs that give you somethign 'running' that you can elaborate and develop.
To be clear - the emphasis of the examples is to present minimal (basic) implementations from which the you can extend and build upon (i.e., not to build upon a framework with lots of wrapper classes - in essence, a raw taste of the core principles).
Most of the examples have tried to use no dependencies (external libraries (just Vulkan) - also a single file 'main.cpp' (which has been challenging - but gives you something to work with and as you rewrite and develop your own framework you'll know deep down what is happening - bottom up perspective).
Once you're up and running, there's a massive number of websites and resources online with additional material and information to enable you to go above and beyond with Graphics and Vulkan
The code examples use the Introduction to Vulkan 'Minimal Working Skeleton Code' as a springboard. If you're new to Vulkan and Graphics you may want to start there before jumping into hardware accelerated ray-tracing ;)