The goal of this independent research project was to learn about NVIDIA’s Real-Time Ray Tracing implementation in Vulkan. The first milestone of the project was to get the Real-Time Ray Tracing pipeline set up and working in Vulkan with extra goals of adding shadows, anti-aliasing, transparency, reflections, and other graphical features not native to ray tracing. This work is based on the Vk_Raytracing_tutorial released by NVIDIA.
Full Write-up: Project Summary

Vulkan Real-Time Ray Tracing example with shadows, anti-aliasing, transparency, reflections, Device Memory Allocation, and intersection shading