I recently became interested in the amplification/mesh pipeline, the relatively new rendering pipeline that can be used with modern GPUs. So I experimented with a basic DirectX/Vulkan renderer that divides meshes into meshlets and frustum culls them on the GPU.
At university, I studied ray tracing and loved it because of its simplicity. We had a small project to make a CPU ray tracer in C++, and although it worked well, it was very slow. A few years later, I received my first RTX card and immediately started building a Vulkan renderer taking advantage of these RT cores.